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Virtual Realities 2.0: A Shadowrun Sourcebook [Paperback]

Paul Hume (Author)
5.0 out of 5 stars  See all reviews (5 customer reviews)


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Product Details

  • Paperback: 176 pages
  • Publisher: Fasa; New edition edition (October 1995)
  • Language: English
  • ISBN-10: 1555602711
  • ISBN-13: 978-1555602710
  • Product Dimensions: 10.8 x 8.4 x 0.5 inches
  • Shipping Weight: 15.2 ounces
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #1,232,318 in Books (See Top 100 in Books)

 

Customer Reviews

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Average Customer Review
5.0 out of 5 stars (5 customer reviews)
 
 
 
 
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2 of 2 people found the following review helpful:
5.0 out of 5 stars Part of the Core to the System, May 2, 1999
By A Customer
This review is from: Virtual Realities 2.0: A Shadowrun Sourcebook (Paperback)
There are three books that are "must haves" in the SR world, and this is one of them, with the other two being the main rule-book and Rigger2.

Sure, you can run a campaign with just the BBB (Big Black Book, aka main rulebook) but why? Add in the spice of the decker, give him a place in the group. Combine this with the Rigger book and you have a well matched system. GMs! Give your deckers a reason to exist, buy this book and scare them out of the matrix!

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2 of 2 people found the following review helpful:
5.0 out of 5 stars Excellent Book, May 14, 1998
This review is from: Virtual Realities 2.0: A Shadowrun Sourcebook (Paperback)
VRII is an excellent book. Throw away everything you knew about the old matrix rules before you pick this up, as almsot everything is different. You still have the same ICE types (Trace, Killer, etc) but they have added a few more surprises.

The biggest change is actually how the Matrix works. Instead of just a generic number of successes to get something done, you have Target numbers for ACIFS (Access, Control, Index, File, and Slave), with your programs reducing the TNs. Want to log on? Look at the Access rating, reduce it by your Sleaze, and viola, you're in.

The artwork does leave some to be desired (the Virtual Reality guide in VRI is better then the one in this book and the black and white artist doesn't seem to be able to draw a straight line to save his life). and there are a few places were the rules get sketchy (such as Scramble IC and in depth detail into the Otaku) and that can get annoying, but overall the rules are excellent.

If you have people who want to be deckers, this is a MUST have. It will speed things up and make the game a lot more fun for both the GM and the players.

PS: I have had a chance to speak to the author, Paul Hume, as he once assisted us on the Shadowrun MUX on the Internet. Very nice guy :)

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5.0 out of 5 stars Decking for the Algebra wiz in you, April 26, 1998
By A Customer
This review is from: Virtual Realities 2.0: A Shadowrun Sourcebook (Paperback)
VR 2.0 is a definite must for any campaign incorporating deckers, and FASA's views of it greatly reducing the time matrix runs take (everyone who uses the old system has rented a flic while the decker is navigating through rough diagrams that look like crumpled spiders) are just. However, the amount of setup (beforehand) time in character creation is greatly increased, and a decent eratta sheet has yet to be published. Start bringing that calculator to gaming groups...
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