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Virtual Realities 2.0[]

  • (1995)
  • Author: Paul Hume
  • Number: 7904 [1-55560-271-1]
  • Price: $18.00
  • Pages: 176 + 8 color
  • Sections: Introduction, Interlude 1: Welcome To The Matrix, Matrix 2.0, Interlude 2: Things To Come, Grids And Hosts, Intrusion Countermeasures, Interlude 3: SOTA In Fear, Mapping Matrices, Interlude 4: Worlds Of The Matrix, Deckers, Cyberdecks, Programs, System Operations, Cybercombat, Hacker House, Matrix Law, Artificial Intelligence, The Otaku, Matrix Hot Spots, Appendix, Index
  • Overview: this book presents a complete overhaul of the Matrix system, changing things down to almost the basic principles of how the Matrix was run before. It attempts to make decking easier for players and gamemasters, in which it succeeds for the most part. For example, the complicated business with nodes populated with IC is replaced by rules in which deckers enter complete systems that activate particular pieces of IC when the decker gives away his presence. The more obvious you’ll go stomping around the Matrix, the more intrusion countermeasures will get fired your way. A few drawbacks of the book are that it requires everyone who is used to the old rules, to convert to the new ones without a set of conversion guidelines for old characters or systems, and that the rules are scattered all over the book, making it hard to find specific rules in a hurry. All in all, though, it makes the Matrix a lot more playable than Virtual Realities ever did. The color plates are also nice, all of them computer-generated artwork, though they don’t really give all that much of an idea of what the Matrix is really like.
  • Rating/Comment: published after the survey.
  • Notes: replaces both the Matrix chapter of the SRII rules, as well as the complete Virtual Realities book.