Hm, let's take a look at that.
QUOTE (NightmareX @ Aug 24 2008, 10:08 AM)

Initially I would say my biggest issues are as follows:
Things that can be easily solved
* Lack of clarification/information on the world setting (which includes NAN and Tir treatment)
After a five-year lapse in the timeline and only two fluff sourcebooks out, it should come as no surprise that SR4 has a less detailed background than previous editions.
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* Lack of shadowslang
Basically, current shadowslang lacks three terms from previous editions : frag, drek and hoop.
As all of them are minced oaths that made me roll my eyes all the time when reading a SR sourcebook, i don't really miss them.
Might be just my bad manners, though.
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* Cyberware as passe (not acceptable - this is a cyberpunk game)
Information on that is kinda contradictory.
There's a growing cyberfetishist scene and obvious cyberlimbs frequently appear on the streets.
Cybereyes are also extremely common.
Of course, bioware is viewed as less intrusive- because it
is.
I view cyber as something common on the streets, where looking tough is an issue and no one has the money for fancy bioware.
Every thug in my game will be happy to have muscle replacement, dermal armor or wired reflexes.
And given the prices, all of those who are successfull thugs will have at least one of those implants as used ware.
Gangers with (partial) cyberlimbs are also a common sight imho.
The view of cyber as outdated is something i apply to an elitist crowd of upper-class fashion victims.
A bunch of middle management corp employees will not have obvious cyberware besides the eyes (datajacks from 10 years ago surgically removed), but will sport various bio enhancements, cerebral boosters, sleep regulators and tailored pheromones being the most common for those who can afford them.
Slimworm endosonts, hair growth biotech and silk skin are also extremely common- absolutely no one above middle lifestyle will look fat, bald and wrinkly unless they really don't care about it.
I think this interpretation comes closest to what the various statements about implants come down to.
I regard it as both consistent, flavourful and fitting for a cyberpunk game.
In fact, SR4 has the potential to be much more
cyberpunk than ever before, as cyberware has finally become affordable.
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Things that can kinda be solved
* WiFi inanity (to put it succinctly, why is there a computer in everything including my underwear? Why can the hacker take control of my cyberarm, and why does my non-smartlinked gun have a computer that can shut it down in it?)
The BBB is going too far here, agreed.
Here's how i handle it :
Every security-conscious person will avoid unnecessary wifi functionality, removing said components or replacing them with skinlinks.
On street level, my game also includes a lot of guns that never had wifi to begin with (as well as you'll find older, non-wifi items in most households, especially in middle class and below).
If a ganger tries to hose you down with an old UZI or AK 97, or a beaten-up Warhawk, there'll be no wifi involved.
I'll stick to laser pointers that activate on touching the trigger here.
Cops and secguards will have smartlinked weapons- with skinlinks.
I cannot understand how something as dangerous as a gun can not be skinlinked, though it can be useful at times to turn the skinlink off if you place a gun somewhere and fire it remotely.
But that's a rare exception, as well as the possibility to turn them off remotely if you drop them (or are forced to drop them).
Usually, they'll be slaved to their comlinks via skinlink, with enabling wireless if the skinlink is broken as an optional feature an uncareful guard might have turned on
before drawing the gun sometimes.
And yes, that means the hacker can get at them- usually indirectly, after breaking the firewall and defeating the ICE on the link.
Cyberware is handled similarly, but will always rely on skinlink at best, and some implants don't need wifi at all, except for diagnostic functions.
In these cases, it will be turned on manually at the street doc and be turned of again afterwards.
Of course, implants that aren't just there and always provide a bonus, but contain various features to switch between, like cybereyes as the most common example, will be slaved to the PAN, if the user doesn't get an additional DNI implant with a signal rating of zero and independent from the PAN.
ICE strongly recommended.
Would you rather switch from low-light to infrared manually?
Some implants just need a remote control.
Often, it will be guarded carefully, but theoretically, a hacker can mess around with a lot of stuff.
I like the idea of hackers being involved with their core skills in situations that do not come down to breaking into the site's computer system.
It's an important part of fully integrating them into the team.
As far as wifi for everyday items is concerned, yes, it is damn common.
Having one remote for everything is temptingly convenient and Joe Blow on the street will use it.
He's not a security-conscious shadowrunner, he's a gullible and lazy person and prone to leave gaping holes in his matrix security.
And yes, there are people who have wifi-functional jackets.
Ruthenium polymer jackets with an atmospheric sensor and remotly regulable breather in the hood and whatnot.
But
no one in my game loads down music into his jacket, unless it is one with an integrated comlink.
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* Edge (in that to kill anyone you essentially have to kill them a number of times equal to their edge score)
Yeah, Edge can take all the fun out of the game in the hands of a carebear GM.
I wonder why anybody still fudges dicerolls nowadays (okay, that's something i wonder about anyways, but well...).
However, i think you are applying a too liberal interpretation of the Edge rules here.
Edge allows you to shape the style of play from gritty to cinematic.
Cinematic also means "heroes don't die accidentaly".
Yes, that sucks, which is why i don't handle it this way.
The hand of god rule is applicable once per character in my game- not per Edge refreshment, not per campaign, per
character.
It's a second chance, not a third or fourth or fifth.
And avoiding death this way will have consequences.
The character will end up in intensive care, prison or with a severe and crippling injury.
Note that the rules on hand of god say the same, except for that they replace "once per character" with GM fiat (the overuse of GM fiat, BTW, is something that really ticks
me of about 4th.
As far as the rest of your hard to fix points are concerned, i don't really care about them.
They result in a game with a different flavour, but it's one i appreciate.
I don't mind having an AI inhabiting my home entertainment system in a cyberpunk game (and like the fact that they are not godlike anymore) and i frankly don't give a damn about the IEs.
What bothers me is that IEs wheren't removed, but simply replaced by GDs.
Not that i don't like the idea of dragons as political and economical players- it is a nice twist on dragons that fits SR perfectly.
What i do mind, however, is the whole "GDs can't be killed by players, treat all of them as you pet NSC" bullshit.
Especially when i see that Lofwyr and especially Ghostwalker should be dead by now after what they pulled off in Frankfurt and Denver.
When you waltz into a city, wreaking havoc, not being protected by tons of Force12 spirits and doing all kinds of similarly stupid things, someone should just take you out with a couple of well-placed heavy gauss gun shots.