
Anarchy Is What Corporations Make of It
Concept: "Corporations are the main antagonists of any Cyberpunk Dystopia. But they're not exactly behaving like they should be in that fictional climate. Instead, Gamemasters rely on old tropes to portray corporations as state-like institutions, with the only difference being that they're profit-driven.
This 15-page zine presents Corporations in a new light, based on political theories from International Relations & Geopolitics. It seeks to highlight the much shadier side of corporate rule: the fact that, in a world without governments, corporations would rather nuke each other into the ground if it meant the bottom line was a bit greener.
It also describes how it affects the lives of regular individuals, all while introducing 4 new mechanics in order to enhance play smoothly. Make your cyberpunk stories deeper without adding unnecessary complexity.
Make your corporations dynamic, ever-changing and profit-driven the way it was always intended. Remember: Corporations are the New Gods because they own you and everything you do or desire."
Content: Part treatise, part suggested mechanics and ideas for GMing a cyberpunk-focused TTRPG.
Writing: A concerted effort to situate the political, social, and economic ramifications of corporatist systems/structures in an accessible way for GMs and players who may struggle with what "cyberpunk" as a genre attempts to attend to.
Art/design: Colorful two-page spreads with distinct aesthetics and points of focus, often with complementary illustrations centered in a spread or along its margins.
Usability: Font choices and sized vary, although highlighted embellishment is consistent throughout. Busy and low-contrast background pattern images can make some pages incredibly difficult to read/parse.
Content: Part treatise, part suggested mechanics and ideas for GMing a cyberpunk-focused TTRPG.
Writing: A concerted effort to situate the political, social, and economic ramifications of corporatist systems/structures in an accessible way for GMs and players who may struggle with what "cyberpunk" as a genre attempts to attend to.
Art/design: Colorful two-page spreads with distinct aesthetics and points of focus, often with complementary illustrations centered in a spread or along its margins.
Usability: Font choices and sized vary, although highlighted embellishment is consistent throughout. Busy and low-contrast background pattern images can make some pages incredibly difficult to read/parse.