Cybertechnology

Cybertechnology is a supplement published by FASA in 1995 for the dystopian near-future cyberpunk role-playing game Shadowrun .

Contents

Cybertechnology by Tom Dowd, Carl Sargent, Diane Piron-Gelman, and Michael Mulvihill, details new high-tech cyberware weaponry that can be implanted into Shadowrun characters.[1] The book also covers the revolutionary technique known as Cybermancy.[2]

Reception

In the December 1995 edition of Arcane (Issue 1), Andy Butcher was ambivalent about the book, saying, "Cybertechnology isn't a bad book – it's well written, and provides potentially useful insights and information about cyberware in Shadowrun. Anyone looking for the equivalent of Cyberpunk 2020's Chromebooks, though, will be disappointed."[2]

In the February 1996 edition of Dragon (Issue 226), Rick Swan thought that "Cybertechnology wastes a lot of space on lame commentary" and believed it was not as good a value as the similarly themed Hardware/Software supplement written for Shatterzone.[1]

gollark: Oh, yes, I definitely trust the magic inscrutable boxes™.
gollark: I am not that great at understanding weird social group dynamics things. I don't like them, and I wouldn't really like relying on that sort of thing for survival.
gollark: Anyway, to me, the utopian "means of production are shared, and the fruits of labor are also shared" thing with stuff managed by social whatever instead of financial incentives actually doesn't sound utopian and is quite bad.
gollark: But they're still fairly widely supported on one side, or they couldn't happen.
gollark: Yes, the current ones are just random relatively small conflicts.

References

  1. Swan, Rick (February 1996). "Roleplaying Reviews". Dragon. TSR, Inc. (226): 95.
  2. Butcher, Andy (December 1995). "Games Reviews". Arcane. Future Publishing (1): 71.
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