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Cyberpunk Slice: Near Futures & Hackable Selves for Modern AGE €12,17
Durchschnittliche Bewertung:4.3 / 5
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Cyberpunk Slice: Near Futures & Hackable Selves for Modern AGE
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Cyberpunk Slice: Near Futures & Hackable Selves for Modern AGE
Verlag: Green Ronin Publishing
von Thierry
Hinzugefügt am: 02/27/2024 04:36:20

I would like to give you a good mark but my shioment is locked in an UPS warehouse not far from me in FRANCE for now 13 days and it is impossible to contacte them. I have tried to create an account on their site, it didn't work even if they said that I already exist. And it is impossible to contact them by phone, you always have an answering machine. So I guess I throw more than 40€ thru the windows, great. By the way UPS say that they need some information from you to pass the customs, strange since it is in their warehouse in FRANCE.



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Cyberpunk Slice: Near Futures & Hackable Selves for Modern AGE
Verlag: Green Ronin Publishing
von Guilherme M. C. [Verifizierter Käufer]
Hinzugefügt am: 11/04/2022 14:51:58

Good adittion to the AGE system, specially since it also clicks with the setting of The Expanse. I bought this module with the intention of bringing augmentations into my game and I'm more than happy on how they ruled them - especially considering augmentations require slots due to character progression so they can be adopted by characters, which poses an interesting tradeoff for the players. Of course, not all augmentations fit the setting of The Expanse, and it's important to bear in mind that this material is directed at Modern AGE rules.



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Cyberpunk Slice: Near Futures & Hackable Selves for Modern AGE
Verlag: Green Ronin Publishing
von Audun L. [Verifizierter Käufer]
Hinzugefügt am: 07/21/2022 09:16:28

Cyberpunk. Not my speciality. Yet, I venture forth because I’m enthusiastic.

This supplement introduces several new mechanisms and genre-specific elements you can add to your Modern AGE games (and arguably some would slide well into the Expanse as well).

There are several new backgrounds and professions, and other character options that help invoke that cyberpunk feeling. These additions are always nice, and a good reason to get this product, as it expands on player options. In particular, it is the presented solutions to playing synthetic characters that I find, simply put, great! The supplement provides an array of different ways to handle synthetic life, leaving the question "are you alive?" to be dealt with in play, and the setting of your own design. As a setting-less and "generic" product, this choice stands out as important and very fitting. They do not try to tell us how to resolve this question – that I understand as key in a lot of cyberpunk stories – instead they provide assets and tools to devise it for ourselves.

The main strengths as I see it are the branding rules and the technology additions. Branding allows players and GMs who like to differentiate between different variants of essentially the same weapon or other piece of gear and equipment, to draw some lines and add both mechanical effects and in-game flavour. The branding rules are based on the reputation rules from the Modern AGE core rulebook, which I find to be an elegant solution; it also beautifully portrays the potential of this system to be tailored to our needs. Gear and weapons with automation are introduced, where you can use a toned-down or a hardcore gritty version in your games. From weapons getting small bonuses to hit targets to automatically hitting whatever it aims at; you can adjust lethality in a scary and suitable manner.

The new augmentations, vehicles, weapons, and armour can assist you in developing your own Appleseed-inspired or Ghost in the Shell-like stories and campaign settings. There are several options to represent Landmates and cyber-brains, feeding into the existential themes of so many cyberpunk stories.

The most interesting parts, to me, are found in the Gamemastering chapter. Here the supplement introduces and discusses the cyberpunk genre and its tropes, and importantly: rules for hacking, cyberspace combat, and hacking brains/the self. The hacking and virtual combat may appear a tad cumbersome, but I put that down to the complexity of writing about simple mechanism that deal with complex and abstract themes – and you have to flip between chapter 2 and 4 to fully follow the rules of hacking and your various IT assets characteristics. This chapter is useful for both addressing your own cyberpunk setting, but also most other futuristic settings.

A definitive must-buy if you are interested in modern to near-future settings of high- and experimental-tech.



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