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Virtual Realities 2.0


Category: Role Playing Games, Shadowrun
Genre: Shadowrun, RPG - Science Fiction
Product Line: Shadowrun - Weapons, Tech, and Magic Sourcebooks (1st-3rd Editions) (FASA)
Publish Date: 1995
Pages: 176
Dimensions: 8.5x11x.375"
Restockable: No
Condition: VG/EX     » Other conditions available
NKG part # Mfg. part # Type Condition
2147745330 FAS7904 Softcover VG/EX

Virtual Realities 2.0 offers a complete overhaul of all the rules for running Shadowrun's worldwide computer network, the Matrix. new rules provide a faster-playing version of decking through the Net, update Shadowrun technology, and offer new equipment and equipment rules. This sourcebook also includes rules for playing otaku, the mysterious technoshamans who seem to live in the Matrix, and offers the most current information about Matrix law and artificial intelligences.

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A tricky one

Friday, January 22, 2010
Reviewer: Joe Young from Dunedin, New Zealand

Review: In playability terms, the Matrix remains Shadowrun`s biggest headache - after all, what are the other three players supposed to do while the GM takes the decker on a solo mini-adventure? VR 2.0 doesn`t solve this problem, at least not entirely. Rather than amending or expanding the existing decking rules, the book offers a completely new system that, at 160+ dense pages, requires a lot of homework. If you can persevere, though, the new rules do speed things up, and allow GMs and players alike to be more creative. Having said that, the game-related fiction - often such a strength in Shadowrun - just wastes time here. The book repeatedly hints at the idea of an all-decker campaign. That would certiainly solve the playability problems, and there`s material enough here to run such a campaign. At any rate, this covers the Matrix in the same depth that The Grimoire does magic, so anyone interested in this aspect of the setting should have a look. For a book of this nature, that probably counts as a recommendation.

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Retail Price: $18.00
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Virtual Realities 2.0
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