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SHADOWRUN BOOKS
Posted in Shadowrun (Thursday, July 24, 2008)
Written by Michael Muevihill. By FASA Corp..
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3 comments about Shadowrun: Matrix (FAS7909) (Shadowrun 7909).
- After reading the first couple chapters, I thought I was reading what basically was a reprint of material from 2nd and 1st edition sourcebooks... which, admittedly, it still does, but more than that. What does it have? What you might expect.. rules for deck construction, programming, more nasties that systems and security deckers can throw against PC's (and, of course, vice versa), new utilities, and more options for IC. There are also clearer rules for creating otaku (the "children of the Matrix"), AI's, and other standard info. What's new? There's a good couple sections on life in the information age, and how everybody is influenced by the Matrix. There's also a section dealing with Matrix contacts (additional sample contacts, how to deal with them, etc), and also how all the corps stand in the Matrix tech field.
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.
- Since I had a hand in writing this book I can state with some confidence that it is not just a reprint of Virtual Realities 1.0 and 2.0. While obviously a lot of the material is the same, you'll note that there are tons of small (and important) changes to the rules since VR2.0.
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! :)
- This book nicely filled in some background that was needed for the Matrix in Shadowrun. I felt that it was well thought out, and would be an excellent addition to anyone's Shadowrun game. For those of you who don't believe that Decker's can integrate into a normal game all that well, I beg to differ. This book can help.
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Posted in Shadowrun (Thursday, July 24, 2008)
By FASA Corp..
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No comments about California Free State (Shadowrun RPG).
Posted in Shadowrun (Thursday, July 24, 2008)
Written by Fasa. By NTC Business Books.
The regular list price is $15.00.
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4 comments about Target: Smuggler Havens (Shadowrun).
- This book contained so much background information on places that it did not really help me much as a DM. It is great for a history lesson, but would have been more interesting if written as two seperate novels. It mainly gives background info on New Orleans and surrounding areas, as well as a port in good old Russia. Also don't let the picture above fool you. This is not the picture that I had on the book I received. It was a pitcure of a Vooduan buying body organs. The only helpful thing in the book for me was information on Talisleggin and organleggin. This is the aquisition and sell of talismen materials as well as, organs and body parts.
- Concise, with an insight to New Orleans. This book links Seattle with the world, providing trade routes and creative ideas to run players into all kinds of trouble. As a GM, I love it!
- This book has a wealth of material smuggling routes, and long overdue info on border crossings. It also incorporates a much overlooked element in the shadowrun setting: regional maps. The mainland of North America is blocked out with not only international borders, but also the major cities are well marked. The New Orleans info is detailed enough to stage well thought-out runs there. Vladistock is detailed smoothly as well. This book makes an excellent companion to "The Underworld Sourcebook."
- Well, I must say that this book is mixed blessing. On the one hand there are excellent piece about New Orleans, description of smuggling routes, underwater cities and rules section (very helpful). On the other hand there is section about Vladivostok, which I, as Russian, found disappointing.
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by Fanpro. By FanPro.
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1 comments about Shadowrun: Shadows of North America (FPR25015) (Shadowrun).
- Shadows of North America is essentially the 3rd edition replacement for most of the 1st and 2nd edition books that covered North America in the past. It follows the 3rd edition trend of less artwork, multiple authors, and a short rules section in the back. While Shadows of North America will never be able to completely replace the information that gave you a "feel" for the locations, it does a good job of updating and consolidating necessary information for North America. Also, having one book for a current reference for the continent will be much easier for players and game masters, if not as entertaining as books like Target: UCAS.
The book covers the following regions: The Algonkian-Manitou Council, The Athabaskan Council, California Free State, Confederation of American States (CAS), Denver, the Pueblo Corporate Council, the Republic of Quebec, the Salish-Shidhe Council, the Sioux Nation, Tir Tairngire, Tsimshian, the United Canadian and American States (UCAS), and the UTE Nation. The book also (thankfully) includes decker inserted shadowtalk which livens things up quite a bit. At 207 pages it includes pretty much everything you need to know. The one dissapointing (but perhaps understandable) omission in the book was Atzlan. If you find yourself very intriuged by any of the nations in this book you might want to pick up the earlier edition books that cover them more completely.
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by FASA Corporation. By FASA Corp..
The regular list price is $20.00.
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5 comments about Man & Machine: Cyberware (Shadowrun).
- I really like this book and since I've read both the english an the german version I must say I prefer the german one. This is mostly because the german translators included shadowtalk in it (and real fun stuff by the way). What I don't like is the shock rules. I think it's overpowered. This book is definately worth a buy for all those cyber- and bioware junkies out there. Quite some new stuff and mostly really cool.
- This book has everything you need for streetsams and any other character who wants some cyberware, even if the players and game master don't use or have much cyberware this book will come in handy. take it from me this book is worth it if your play shadowrun on a semi-regular basis or more.
- the new rules for cyberlimbs (and torsos and skulls) and the bioware clarifications gives that fourth star but the new stress rules are bit too sluggish and well, a bit stupid at some points (stress on intelligence and willpower?) the new nanoware is quite nice but you need too much gizmos to keep it working the new cybermancy rules and preview are very enlightning about what cybermancy really means and how it works the new chemistry stuff is also nice but as usaul the really effective compounds is impossible to get your hands on
-too many useless and only because its "cool" gear(eye guns cyberfangs cyberhorns cyberguns balance tails etc.) and too many stuff they just put there so you will have somthing to drool on-
- ...and some that do.
Man & Machine is the "tech" book for Shadowrun, Third Edition (SR3). It replaces Shadowtech and Cybertechnology, and collects all the myriad bits of cyberware, bioware, and chemicals into one easy-to-use volume. There is no Shadowtalk, as this is, primarily, a rulebook. What's in? There are extensive discussions on cyberware and bioware, including a revised way of combining the two that reduces the interaction considerably. While I'm not entirely happy with that, I can see the reasoning behind it. An entire new category of equipment, nanoware, is included. It's not the all-powerful nanotech of transhuman science fiction, but it's at an appropriate usefulness for a technology still in its infancy. We also have chapters on chemistry and pharmaceuticals, from thermite and fuel-air explosives to new cocaine derivatives. There are also rules for cybermancy, and a brand-new section on medicine, surgery, and healing for the game. What's good? Actually, the single best thing about the book is the chart detailing EVERY SINGLE PIECE of personal enhancement in the game. It's almost like the nigh-deity-like chart from Fields of Fire. The contents are uniformly of fairly high quality, and it's very useful. It re-introduces bioware (which skipped SR2 entirely, save from using Shadowtech), and adds decent other material and rules, which are always good if they're filling a hole (as they are here). What's bad? Not much, really. Just little individual bits...like the fact that cyberlimbs are, by and large, useless. I have to agree with a previous reviewer that having a lot of marginally useful cyberware isn't very good. The major part is revealed in the designers' notes...where they discuss what they decided caused Essence loss...and then proceeded to ignore it for a lot of items. Their definition was nervous system interaction...which is all well and good, but bone lacing and peg legs have no nervous interaction whatsoever, and therefore should not cost Essence...at all. And, I'm still a tad peeved that almost all of my SR2 characters would go into massive system shock and die upon conversion. All in all, though, it's still a good book, and nigh-essential for anybody playing a Shadowrun game.
- This book condolidates the information in Shadowtech and Cybertechnology as well as adding some new stuff. However, I feel the section on cybermancy needs some discussion. When I first read about cybermancy in the Cybertechnology sourcebook I felt that the book did an excellent job of making cybermancy sound creepy, dark, and dangerous. Which it should because a cybermantically treated character will have to do lot of role playing to do their character credit. While Man and Machine has all the game rules necessary to use cybermancy I reccomend you take a look back at Cybertechnolgy to get a "feel" for the practice if you intend to use it in your games.
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by Fanpro. By FanPro.
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1 comments about Rigger 3 (Shadowrun RPG).
- If you want some extra rigging rules, droids, vehicules, etc this is the book you want. Specially considering this is the revised edition which includes upto date errata and corrections.
As usual, the main Shadowrun book is enough to do some rigging but if you plan on doing it for serious, get this.
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by Fanpro. By FanPro.
The regular list price is $19.99.
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No comments about Shadowrun: Wake of the Comet (FPR10654) (Shadowrun).
Posted in Shadowrun (Thursday, July 24, 2008)
Written by Fanpro. By FanPro.
The regular list price is $29.99.
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1 comments about Shadowrun: Shadows of Europe (FPR25002) (Shadowrun).
- This book is pretty good for those of you who have a thirst for the the places in Shadowrun besides Seattle and Denver. This book details most of Europe with the exception of the Balkans and western Russia which i suspect will be covered in Shadows of Asia. Shadows of Europe gives all the info needed to do runs and evan campaignes in Europe. Ranging from cities like London Paris to evan Rome and Munich. This is a must for the runners tired of Seattle and Denver
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by FanPro. By FanPro.
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2 comments about Mr. Johnson's Little Black Book (Shadowrun).
- Definately a GM resource. Lots of information and ideas on how to set up runs, manage contacts, plot adventures, etc. Pretty much zero fluff or setting material (outside the example bits of fiction). If you're an experienced GM, you probably won't need most of what's available, but might be worth a look before you buy.
- I got it as a package deal, but once I opened it I didn't think it was really worth my trouble. Get it if you like long list of contact and extra characters in your game. or if your running low on run ideas it has a few suggestions.
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Posted in Shadowrun (Thursday, July 24, 2008)
Written by Rob Boyle and SHADOWRUN. By Fanpro.
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1 comments about Shadowrun: Arsenal (FPR26007) (Shadowrun).
- Being a 3rd Edition SR player, I was initially dismayed with 4th Edition in that the rules for weapons and martial arts from my Cannon Companion were now out the window. That dismay is gone.
Arsenal expands upon the Gear section of from SR4, with a slew of new weapons -- from tasers and hold-outs up to assault cannons and even a Gauss rifle -- as well as additional armor and outdoorwear, vehicles, and drones. These last two sections are a Rigger's dream, with literally dozens of new vehicles and drones.
Happily for me, the martial arts styles are back. Though different from the set-up of the original MA rules, they still provide an easy system for runners to make their close-combat specialists exceptionally unique.
The reason I'm rating this four stars rather than five is because of the one feature from the CC that Arsenal does not have: how to make your own firearm. This section of the CC included lots of book-keeping, but allowed runners to assemble their own custom weaponry to meet their specific requirements. There is no such animal here. The accessories and modification rules are included, which serves to mollify me at least a little bit.
One quick word of warning, though: Several items in here refer to new rules presented in "Street Magic" or "Augmentation." The rules aren't reprinted here, so if you don't have those, you're up drek-river, omae.
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Shadowrun: Matrix (FAS7909) (Shadowrun 7909)
California Free State (Shadowrun RPG)
Target: Smuggler Havens (Shadowrun)
Shadowrun: Shadows of North America (FPR25015) (Shadowrun)
Man & Machine: Cyberware (Shadowrun)
Rigger 3 (Shadowrun RPG)
Shadowrun: Wake of the Comet (FPR10654) (Shadowrun)
Shadowrun: Shadows of Europe (FPR25002) (Shadowrun)
Mr. Johnson's Little Black Book (Shadowrun)
Shadowrun: Arsenal (FPR26007) (Shadowrun)
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