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The Matrix Reviewer: Glenn Seiler from Tonawanda, NY USA
more than virtual realities 3.0, 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. |