I mean, that’s double edged. I love W3, but I will not pretend it’s flawless. But I’m kind of hoping for about the same level of flawed.
So, if you’re unfamiliar, the idea from the RPG is that every piece of cyberware costs you a certain amount of “humanity” and if you take too much, you get “Cyber-psychosis” or things otherwise go very bad.
If it were, say, called “Load”, with the idea being that the brain can only handle so many new things plugged in? That conveys a VERY different idea.
But it was the nineties. Moderate discomfort was the norm
polygon.com/e3/2018/6/15/1…
They did this because it really and truly works as a mechanic. In a pure pen and paper sense, it solves the VERY REAL problem of how you offer a ton of cyberware without your game breaking horribly.
I can kind of get the idea that magic is tied to your physical body, and physical things can mess with it. it works. But that’s also kind of dull.
(This is a thought exercise. I would NEVER write this game, because I should not).
Might not be doable. But I float it to say we can engage these ideas without just charging towards the lazy.
Players, by and large, are a lot more comfortable with this than they would be with unreliable tech.
Which is to say, predictably on brand :(