Friday, January 22, 2010
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.