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But... If you're a "follow a guide for maximum everything" style player, this is probably still fairly accurate. Several of the scenes were rebuilt and tweaked when were going through them, but the base game is largely the same.
The conversations were reworked to give more character-specific information using etiquettes, not rewards, and there are a lot more of them.
Let us know how your experience is when you play!
You made an encounter at the stuffer shack instant fail if you are unable to connect to the server with no alternate outcome.
The door to the office has no key (I checked everywhere and talked to everyone) but if you have ether 4 quick or 5 str you can force it open.
After that there is a glitched Jackpoint I could not interact with it regardless, but since I was playing a shaman I had no deck / datajack and so I went back to talk to the mugger.
He called me useless and ran into the room trashing the server and I got a quest failed notification.
The only other outcome was to say you could open the door / tell him to take a hike to which he kills the sales clerk and starts a fight with you.
It seems like there was another solution to that... But for the life of me, I couldn't tell you what it was. It's been years since I played with any of the code for DMS:VP...
You're still going to want decking for at least that one quest if you care enough about it.
But this set up will see you through the majority of challenges.
A lot of other etiquettes or skills don't do anything other flavour text which is fine seeing as thats kind of the point of role play in these role playing games.