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Rating: Summary: more than virtual realities 3.0 Review: After reading the first couple chapters, I thought I was reading what basically was a reprint of material from 2nd and 1st edition sourcebooks... which, admittedly, it still does, but more than that. What does it have? What you might expect.. rules for deck construction, programming, more nasties that systems and security deckers can throw against PC's (and, of course, vice versa), new utilities, and more options for IC. There are also clearer rules for creating otaku (the "children of the Matrix"), AI's, and other standard info. What's new? There's a good couple sections on life in the information age, and how everybody is influenced by the Matrix. There's also a section dealing with Matrix contacts (additional sample contacts, how to deal with them, etc), and also how all the corps stand in the Matrix tech field. What's wrong with this book? I think it revealed some GM-only information without labeling it such (specifically concerning AI's and events surrounding the Renraku Arcology : Shutdown, and a couple others)... but that might not be such a problem for everybody. All in all, it was a good book, and I'd recommend it for SR3 players and GM's wanting to add more flavor to deckers and decking.
Rating: Summary: more than virtual realities 3.0 Review: After reading the first couple chapters, I thought I was reading what basically was a reprint of material from 2nd and 1st edition sourcebooks... which, admittedly, it still does, but more than that. What does it have? What you might expect.. rules for deck construction, programming, more nasties that systems and security deckers can throw against PC's (and, of course, vice versa), new utilities, and more options for IC. There are also clearer rules for creating otaku (the "children of the Matrix"), AI's, and other standard info. What's new? There's a good couple sections on life in the information age, and how everybody is influenced by the Matrix. There's also a section dealing with Matrix contacts (additional sample contacts, how to deal with them, etc), and also how all the corps stand in the Matrix tech field. What's wrong with this book? I think it revealed some GM-only information without labeling it such (specifically concerning AI's and events surrounding the Renraku Arcology : Shutdown, and a couple others)... but that might not be such a problem for everybody. All in all, it was a good book, and I'd recommend it for SR3 players and GM's wanting to add more flavor to deckers and decking.
Rating: Summary: Not a Reprint! Review: Since I had a hand in writing this book I can state with some confidence that it is not just a reprint of Virtual Realities 1.0 and 2.0. While obviously a lot of the material is the same, you'll note that there are tons of small (and important) changes to the rules since VR2.0. For example, while the programming rules are essentially identical to VR2 there are important changes such as the removal of Task Bonuses (which in the end makes programming take LONGER then it did in VR2) and replaced by TN modifiers. There is also an "programming plan" rule that should be familiar to those who have used the surgery rules from Man and Machine. Other changes include an focus on the normal uses of the Matrix, new satellite and cellular decking rules (although FASA did add some pretty bogus "decking satellite" text to maintain compatibility that I think is completely unrealistic) and a streamlined cyberdeck construction system (which unfortunantely still requires years of game time to build from scratch). The Otaku rules are also give a BIG boost but at the expense of long-term viability since they begin to lose their powers past a certain age. Another focus is on the "average user" as I mentioned before, and while non-DNI cyberdeck users are still pretty limited there is a lot they can do now, especially with the helpful Information Search rules. Knowbots also get a reworking and there is a new type of smart frame called agents. In short its a top to bottom reworking of the VR2.0 rules with a sprinkling of VR1.0 updates. Combined with the setting material in Target: Matrix (now out if you can somehow find it on Amazon..) you should be good to go. The Matrix material is now FAR more tightly integrated with the rest of Shadowrun, as you will see in future supplements such as Rigger 3. So have fun, and tell FASA to get rid of Sparky IC! :)
Rating: Summary: If You like the Matrix Review: This book nicely filled in some background that was needed for the Matrix in Shadowrun. I felt that it was well thought out, and would be an excellent addition to anyone's Shadowrun game. For those of you who don't believe that Decker's can integrate into a normal game all that well, I beg to differ. This book can help.
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