Matthew is running a cyberpunk story game called Technoir for Harry, Alex and myself. It’s very good, and I’m not just saying that because it cites Brick in its inspirations. Here’s part of the mechanic for healing damage: when your character has been tagged with something that describes permanent physical, emotional or social harm to them, you have to get surgery to implant a piece of cybertech that “replaces what has been lost.”
Left implied is that of course it fucking doesn’t, nothing does, that’s not how loss works. But it is how cyberpunk works, in one elegant sentence that happens to be a functional rule. That is brilliant game design. Well done, Jeremy Keller.