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What's wrong with this book? I think it revealed some GM-only information without labeling it such (specifically concerning AI's and events surrounding the Renraku Arcology : Shutdown, and a couple others)... but that might not be such a problem for everybody.
All in all, it was a good book, and I'd recommend it for SR3 players and GM's wanting to add more flavor to deckers and decking.
For example, while the programming rules are essentially identical to VR2 there are important changes such as the removal of Task Bonuses (which in the end makes programming take LONGER then it did in VR2) and replaced by TN modifiers. There is also an "programming plan" rule that should be familiar to those who have used the surgery rules from Man and Machine.
Other changes include an focus on the normal uses of the Matrix, new satellite and cellular decking rules (although FASA did add some pretty bogus "decking satellite" text to maintain compatibility that I think is completely unrealistic) and a streamlined cyberdeck construction system (which unfortunantely still requires years of game time to build from scratch). The Otaku rules are also give a BIG boost but at the expense of long-term viability since they begin to lose their powers past a certain age.
Another focus is on the "average user" as I mentioned before, and while non-DNI cyberdeck users are still pretty limited there is a lot they can do now, especially with the helpful Information Search rules.
Knowbots also get a reworking and there is a new type of smart frame called agents.
In short its a top to bottom reworking of the VR2.0 rules with a sprinkling of VR1.0 updates. Combined with the setting material in Target: Matrix (now out if you can somehow find it on Amazon..) you should be good to go. The Matrix material is now FAR more tightly integrated with the rest of Shadowrun, as you will see in future supplements such as Rigger 3.
So have fun, and tell FASA to get rid of Sparky IC! :)