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Re: [RPG]: Shadowrun 4th Edition, reviewed by James Gillen (3/3)
In addition to the previous poster's comments, the biggest mess seems to be right in the Wireless World section. And yes, it's a mess. Other sections aren't as bad: the section on magic needs just a bit more polish (and gameplay examples), I just keep thinking there's a better way to organize the skills section, and there's several bits here and there that just call for another go at editing and layout. But reading that Wireless World section, it seduces you into thinking that deckers/hackers are easy to play in this edition.
Try having one of your players be a hacker. Set up a scenario where they have to surveil a target, intercept an encrypted commlink to commlink call, determine who the person on the other end is, hack into a building's security system undetected (bypassing IC agents), edit a camera's video feed and a keypad so the runners can access the building, locate an object inside with an RFID tag on it, escape while making the security system think that the RFID tagged object was never moved, then fake a call from the target to the other person using the target's commlink. All in a shadowrunner's night's work, right?
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