I'm fairly certain that 1988's Cyberpunk, published by R. Talsorian Games, included a short bibliography of cyberpunk books that I would eventually find useful in much the same way as Appendix N had been for fantasy. Though I'd been a huge SF fan since I was quite young, most of my favorite stories and authors dealt with space travel, aliens, and galactic empires rather than more earthbound topics. Consequently, I didn't take any notice of William Gibson's influential 1984 novel, Neuromancer, or any of the other seminal works by him and others that both followed and preceded it.
Truthfully, I probably wouldn't have noticed Cyberpunk either when it was first released. I was away at college at the time and, while there, I became friends with a student a year older than I, who was much more plugged into the current trends of SF. He was also, as it turned out, a big fan of the 1982 movie, Blade Runner, his dorm room down the hall regularly blaring its Vangelis soundtrack at odd hours. It was through him that I was introduced not just to cyberpunk literature but also to Cyberpunk "the roleplaying game of the dark future." He refereed several adventures for myself and our mutual friends that never quite amounted to a proper campaign. but we had fun and they succeeded in increasing my interest in and appreciation for cyberpunk SF.
Cyberpunk came in a black box that featured an illustration that reminded me somewhat of Patrick Nagel, whose distinctive line art will indelibly be linked in my memories with the 1980s. For that matter, cyberpunk – the literary genre, the esthetics, and the RPG – is, for me, a quintessentially '80s phenomenon, despite the fact that it's supposedly about the future. That's not a knock against it by any means. In my estimation, nearly every work of science fiction is really about the time in which it was created, but cyberpunk, with its mirrorshades, megacorps, and rockerboys (not to mention its American declinism and Japanese fetishism) somehow feels every bit as dated as the atomic age optimism of the 1950s. Though I regularly joke with my friends that we currently live in the worst cyberpunk setting ever, the world envisioned by Cyberpunk is now solidly within the camp of a retrofuture.
I say again: this is no knock against Cyberpunk. At the time I was introduced to it, at the tail end of the Cold War and the dawn of the Internet Age, it felt incredibly bold, fresh, and relevant. Plus, I was nineteen at the time and, even for congenital sticks in the mud like me, the lust for rebellion is strong. That, I think, is a big part of why Cyberpunk succeeded so well in establishing itself: Mike Pondsmith and his fellow writers had succeeded in making rebellion – or a consumer-friendly facsimile of it – the basis for a game that also included trench coats, neon signs, chrome-plated prosthetics, and guns – lots of guns. Say what you will about its plausibility or realism, but it was a brilliant stew of elements that somehow worked, despite the objective ridiculousness of it all.
Inside that black box were three booklets, each dedicated to a different aspect of the game. "View from the Edge" contained the rules for creating a character, including its "roles" (i.e. character classes) and life path system. As a fan of Traveller's character generation system, I really appreciated the latter, since it helped bring a new Cyberpunk character to life. "Friday Night Firefight" was devoted entirely to combat and to weapons. As I said, this was one of the big draws of the game, at least in the circles in which I traveled at the time. Finally, "Welcome to Night City" presents an urban locale that I took to be a stand-in for any dystopian megalopolis, though, as I understand it, was eventually established to be an actual city within R. Talsorian's official Cyberpunk setting.
More than thirty-five years after its original release, it's difficult to overstate just how new this game felt upon my discovery of it. Some of that is, as I've suggested, due to my own limited tastes in science fiction up till this point, which made Cyberpunk feel even more revolutionary than is probably warranted. Still, there is something genuinely brash about the game, both in terms of its subject matter and its presentation. The artwork, for example, is frequently dark, moody, and violent, which set it apart from the increasing stodginess of, say, Dungeons & Dragons and perhaps even laid the groundwork for the coming tsunami of White Wolf's World of Darkness.
Like a lot of games, I'm not sure I could ever play Cyberpunk again, though, in fairness, I'm not sure I could ever play any game in this genre anymore, since the real world is now frequently more unbelievable than anything a SF writer could dream up. At the same time, I retain an affection for this game, which served as my introduction to the genre. Further, I recently learned, completely by accident, that the older student who lived down the hall from me died almost a decade ago. We'd lost touch over the years and, while I'd occasionally think of him, I never made the effort to try and reconnect. Now, it's too late – but I still have many fond memories of late nights holding off security goons while our netrunner tried to break into a corporate data fortress.
Rest in peace, Chris, and thanks for the good times.