Pyramid Review

Generation Gap (for CyberGeneration)

Published by Firestorm Ink

Written by Ed Bolme, Wade Racine, David Ackerman-Gray, & Craig Sheeley

Cover by Paolo Parenté

Illustrated by Nick Bliss, Réne Barr, Jennie Breedon, Lance Card, Malcolm Hee, Avy Price, Alex Racine, Jenny Romanchuck, Jason Seabaugh, & Matthew Westberg

96-page b&w softcover; $18

Just as everyone is surprised at the final arrival of Cyberpunk V3 after quite some time, support continues for its stepchild, CyberGeneration: The Final Battle for the Cyberpunk Future. Last year Firestorm Ink released the scenario Researching Medicine, and now they follow that up with Generation Gap. This is a companion volume to the core rules, designed to do several things. First, look at the life of the average CyberGeneration character -- or "juve" -- in the late 2020s; second, examine the relationship between the gene-teens, their parents and other adults, including those Edgerunners from the pre-Carbon Plague era that are still around; and third, provide advice for player and GenGM alike to make the game run and play better. In this, Generation Gap is more than reminiscent of the supplement, Listen Up, You Primitive Screwheads!!!! for Cyberpunk 2.0.2.0.

Physically, Generation Gap is proof that Firestorm Ink has learned much from publishing Researching Medicine. This is a much better looking and laid out book. Yet it is not without problems. There is no index, awkward given the number of subjects covered in the book; there are references . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: October 12, 2007


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