
For the unitiated, Netrunner was a collectible card game with a cyberpunk theme and what was a novel approach at the time: one player plays as the "Runner," a hacker-like individual whose sole purpose is to extract information from the Corporation, which is played by the other player. The Corporate has its own agendas, literally: the Corporation's goal is to score points by completing agendas while resisting the incursions of the Runner. Both sides have cards that are specific to their roles: Runners can use Hardware, Resource, and Icebreaker cards to assist them in penetrating the Ice, Nodes, and Upgrades of the Corporation. It was first released in 1996 and only one expansion was ever released widely for it. Netrunner was the hot game among card gamers until 1999 or so when Wizards of the Coast (the publisher of Magic: The Gathering) stopped producing it.

As I write this review, it surprises me how Netrunner is still strongly supported even 17 years after its initial release. In 1996, I purchased a few double-deck packs and several Limited and Proteus boosters. Being the collector that I was, I bought enough cards to amass almost 700 cards. But, over time, I packed the cards away and forgot about them... Until three years ago, when I unearthed my Netrunner and Magic cards. Then and now, many "professional" reviewers have pointed at Netrunner as the most well-balanced, well-designed collectible card game out there; no one card is so powerful that it tilts the game in one player's favor and is abused en masse. Based on my observations and readings, I believe that is true. I never got to play against a human opponent (I only playtested decks against myself), but I read enough of the rules and strategy guides out there to see how much more balanced cards are (despite rarity) than Magic cards are and how much more diversity there is with deck strategies than there are with Magic decks.
All of this said, an interesting thing happened regarding the first release of this review. A few weeks ago, I published this review here and at Board Game Geek, stating the following in what was the initial part of my concluding paragraph:
"As a Christian, I rid myself of Magic cards because the motif and imagery was not compatible with my convictions, despite the wonderfully complex rules, strategies, and interactions involved with Magic: The Gathering. Netrunner has a comparable level of complexity, but with only a few objectionable images and even more equality among deck designs, even with a much smaller inventory of existing cards."
After I published this review, I got quite a few replies, even some just criticisms, about my views on Netrunner vis-a-vis Magic: The Gathering and how it seemed like I found corporate espionage and murder acceptable, but not the occult imagery of Magic. I thought about it and realized that those critics were right -- my opinion of Netrunner were inconsistent with my convictions regarding the possible negative influences of games. Thus, I sold my cards, perhaps to someone who does not have the convictions I have (I had already sold off/thrown away my Magic cards).

No comments:
Post a Comment