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Neuroshima

Neuroshima is a biology topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Neuroshima rather than just read about it. In short: Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and Deadlands: Hell on Earth. It is currently available only in Polish.

Neuroshima — main illustration
Neuroshima — illustration

Key takeaways

  • Neuroshima belongs to biology; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Neuroshima to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Neuroshima from memory before moving on to harder problems.

Reference excerpt

Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and Deadlands: Hell on Earth. It is currently available only in Polish. The game's motto is "never trust the machines". Its designers include Michal Oracz and Ignacy Trzewiczek.

Setting The game describes the United States in the mid-21st century, after a nuclear war started by a cybernetic revolt, which molded the continent into a barren wasteland. It seems that the reason for the war to break out was a sentient Artificial Intelligence commonly referred to as Moloch and made up of interconnected net of military computers: automated factories, military facilities, power plants and alike, that now cover the whole north of the U.S., from Oregon to the Great Lakes. On the south, there is another creation, called the Neojungle, that poses a threat to those who survived the war. It is a semi-intelligent carnivorous vegetation that grows very quickly, advancing north from Latin America. Right in the middle, there are humans. They are surrounded by mutant creatures, some bred by Moloch and hostile towards humans, and some simply animals and humans misshapen by nuclear fallout. On top of that there are Moloch's deadly machines lurking to complete the picture. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, greed.

Landscapes of Neuroshima Car wrecks, ruined towns and villages, collapsed roofs on deserted houses, broken glass in the windows of abandoned gas stations fill the landscape of the United States of the middle of the 21st century. Technology is history - cars will not start, radios are jammed, no electricity whatsoever almost everywhere the characters go. Shops and malls are looted, prosperous villages are burned by gangers, and safe places are very sparse.

People in Neuroshima No one knows how many people survived the war with machines, but it is estimated that their number oscillates around 2-3 million. Some people reverted to nomadic lifestyles and live in the deserts, some of them try to build the civilisation anew in devastated cities, some of them form gangs of highwaymen (called gangers), some of them just try to make a living by growing crops, and finally, there are those who just wander around the wasteland; the adventuring sort here is mostly represented by player characters. Each village they visit in this world is a discrete microcosm and nothing is certain as whether the inhabitants are welcoming or shoot strangers on sight. The continent is full of small, anonymous settlements, but there are places which aspire to become post-nuclear states.

Places in Neuroshima In this world it is very important where you come from, and that is because people are prejudiced and afraid of strangers. Different places produce different kinds of people, and who you are is determined by where you are from. Examples:

The Southern Hegemony - (commonly referred to as 'the Hegemony') - located in what was once Arizona, New Mexico and partially Texas. A place where brute force determines one's place in the society. Dominated by gangs and unhampered by Moloch, the Hegemony is a threat to neighbouring lands. Vegas - the only well-lit city in the post-apocalyptic world. Home to many playhouses and casinos, it attracts people from every part of the country. Mother Desert - if you were born in the desert, whenever you go away from civilisation, you feel at home. Many Native Americans still live out there and are doing fine - after all the warheads did not hit the deserts. Detroit - known for some of the best drivers and racers in the post-nuclear US. Home of many gangs, such as The Shultz (mafia styled), Hurons (punkers), The League (racers), Parker Lots (gothic assassins) and the Gas Drinkers (mutant barbarians). New York - a place which has established a strong government and would like to rebuild America. They maintain schools, factories and railways and send soldiers to fight Moloch. Surprisingly enough, they sometimes succeed. Texas - the healthiest place in America. Actually, the only place where one can find green vegetation. Modern Texans still grow crops, breed horses and herd cattle, like their ancestors in the 19th century did. The Appalachian Federation - a place ruled by feudal lords. They have a social class system, in which people are divided into nobility and peasantry. Thanks to its iron and coal deposits, it's one of the richest places in the post-nuclear U.S. The Outpost - A mobile settlement run by scientists who aim to destroy Moloch. In coalition with New York, they manage an army, which is yet to stop Moloch's advance south. They steal technology from the machines they destroy and apply it to their own advantage.

System

The game uses its own, custom system of rules. The dice you use is d20. This system does not have an official name, but it is unconnected to the d20 system, as it typically uses three twenty-sided dice.

Four colours Neuroshima relies on the division of the gameplay into something the authors called Four Colours, namely steel, chrome, rust and mercury. The choice of a particular colour is made by the gamemaster (the decision can be consulted with the players in order to enhance the game experience) and determines the mood, atmosphere and the type of events/characters present in the story. The name of the colour itself implies the kind of gameplay it will symbolise. These colours are:

… excerpt ends here. Continue reading the full article.

Illustrations

Neuroshima: Original (1.0) edition of Neuroshima cover
Original (1.0) edition of Neuroshima cover
Neuroshima: Detroit sourcebook cover
Detroit sourcebook cover

Worked examples

Example 1 — a first encounter with Neuroshima

Start with the simplest possible case. Write down what Neuroshima claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In biology, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Neuroshima before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Neuroshima ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Neuroshima

In research
Neuroshima appears in biology research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Neuroshima in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Neuroshima is common in secondary-school and first-year university syllabi. It links to neighbouring topics Fiction about artificial intelligence, Moloch in literature and popular culture, Polish role-playing games, so understanding it makes those chapters shorter.
In everyday life
Look for Neuroshima outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Neuroshima in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Neuroshima means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Neuroshima out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Neuroshima in simple terms?

Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and Deadlands: Hell on Earth. It is currently available only in Polish.

Why does Neuroshima matter?

Because it connects several biology ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Neuroshima?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Neuroshima.

Tags

  • Fiction about artificial intelligence
  • Moloch in literature and popular culture
  • Polish role-playing games
  • Post-apocalyptic role-playing games
  • Role-playing games introduced in 2003
  • Works set in the 21st century
  • Works set in the United States

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