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Message no. 1
From: "Gurth" <gurth@******.nl>
Subject: Virtual Realities 2.0 review of sorts
Date: Tue, 28 Nov 1995 11:57:06 +0100
First of all, I haven't fully read the book yet so this is, again, a first
impression. I certainly haven't tested any of the new rules yet.

The first thing that struck me a about VR2 is the looks. A very nice
computer-generated image on the front cover, plus 8 more in the color section
of the book (between pages 80 and 81); one opened, it becomes apparent that
this is one of the new-style Shadowrun books. Gone is the familiar menu bar at
the top, to be replaced by a barely recognizable image at the top of the page,
and the chapter title next to that. Artwork is hand-drawn, and not
computer-generated, and I see that they still have this Bergting drawing
pictures. I don't like his style, but that's probably my problem. It must be
said, though, that the books looks very good on the whole.

Next, there's much more than in VR1. That book was 152 pages, of which around
70 contained a short story that was a nice read for one time, but not more than
that. VR2 has 175 pages including the index, but is packed with rules and
fictional articles. Like in Cybertech, chapters containing articles and rules
are mixed, instead of having all the articles in the front and all the rules in
the back of the book. The matrix rules from SRII and VR1 are referred to as
"Matrix 1.0" while the rules in VR2 are "Matrix 2.0." It may be good
to use
these same terms here on the list, to avoid confusion.

Now, the rules themselves. They appear much simpler than the originals, a
welcome sight to someone who's suffered through more than one matrix run when
he said to his players "Let's try this matrix stuff once more, OK?" Gone are
the individual nodes and datalines. They've been replaced by "hosts" which
the decker can break into, in effect each host is what used to be a complete
system with all its nodes. Anything you had to go to a specific node to do, you
can now do inside the host without moving around in game terms. The matrix is
now much more focused to describing what goes on and less on rolling dice to
get things done.

System ratings have been altered, each host still being classified with the
color/rating method (Red-5, etc.) but more ratings (for so-called subsystems)
have been added under the acronym ACIFS: Access, Control, Index, Files, and
Slave. Each of these represents a certain aspect of the host, and the decker
makes tests using these ratings as the base TN. Host ratings are written as
follows: Green-4/3/5/4/3/3, which refers to a Green-3 "system" with Access 3,
Control 5, Index 4, and Files and Slave 3 each.
To accomplish things in the host, the decker must roll System Tests. A good
number of possible System Tests are given in the book, and these consist of
rolling the decker's Computer skill plus Hacking Pool (which is calculatd
differently now) against a TN based on the subsystem's rating.
Programs running on the cyberdeck subtract their rating from the subsystem's
rating to give the final TN. For example, analyzing IC in the host is done by
rolling a Control test -- this means a test pitting the decker's Computer skill
against the Control rating of the host as the TN -- using Analyze. If we take
the Green-4/3/5/4/3/3 host and a decker with Computer skill 5 and Analyze 3,
his TN would be 2 (5 - 3) and he'd roll 5 dice against this TN. All in all much
simpler than under the original rules, if you ask me.

One more note about system colors: a new one has been introduced: ultra-violet.
You won't see these on every streetcorner, and they are basically virtual
worlds. Entering one is much like an astral quest but then for the matrix --
everything in it is real, so your deck's Bod becomes your persona's Body, for
instance, once you're in a UV host. Oh, and the decker takes damage instead of
his cyberdeck in there...

IC has also been changed a bit -- white IC can now hurt you instead of only
interrogating you. The way to classify IC these days is to say that if it hurts
the decker, it's black, if it hurts the physical components of the deck it's
grey, and anything else is white. Killer is white, since it attacks the deck's
condition monitor. Blaster is grey because it tries to fry the deck itself
instead of the software. Black IC has been divided into lethal and non-lethal,
and there are some that cause mental afflictions in the decker instead of
killing him. (How about unconciously leaving behind clues to your whereabouts
because you've been infected by a Judas?)

ICE is triggered different than used to be the case. Each host has a number of
trigger steps, and each time a decker does something the GM notes the successes
rolled. Once a trigger step is reached, whatever is supposed to happen at that
point, happens. It's not so much the decker running into IC when entering a
node, but the system throwing IC at the decker when he's become too "visible."

Designing deckers and cyberdecks is also a major part of the book, and note
that some bits we previously though really useful are now absolutely
unnecessary (or have simply been dropped entirely). Two decker arechtypes are
given, likely as replacements for those in the SRII rules: Decker and Elven
Decker. There's also a Deckmeister contact and his shop -- for ideas on what
this person is, imagine Finn from Neuromancer and you're there.

New programs and options, and rules for writing your own programs (and
the stuff you need for it), as well as how to buy the programs you want.
There's also rules for SOTA (State Of The Art) which, if used, mean that your
nova-hot equipment starts becoming outdated as time progresses... The effect is
that you have to keep investing money and Karma to keep in the major league.

Matrix combat has also been upgraded, although one bit that strikes me as odd
is the number of damage boxes taken by a hit: Light 1, Moderate 2, Serious 3,
and Deadly 6. I keep wondering if this is a mistake by someone...
Also, dump shock has become much nastier -- get dumped from a Red-8 node and
you face 8D Stun damage... One small bright spot is that you can run your deck
in hot and cool modes, and in cool mode you get a -2 Power Level for this. Hot
mode is what we used to call full-cyber decking, that is without a keyboard and
stuff, while cool mode is with your hands on the keyboard. Any deck can be run
in tortoise mode, by the way. Black Ice also has a harder time damaging
cool-running deckers, but hot decks receive +2+1D6 to their initiative while
cool decks don't. Take your pick...

Now, anyone who has seen issue 1 of Shadowland magazine probably knows there's
a preview of VR2 in there, that talks about the Otaku we already know from the
Denver box set. VR2 has full rules for playing an Otaku (these bits were
conveniently _not_ in Shadowland :), and for one they have the racial maximums
altered over those of baseline (meta)humans. -1 Physical attributes and +1
Mental attributes. There's also some revelations about technoshamans in there,
but I'm not going to say what so it won't be spoiled for players wose GM wants
to do an adventure around them... Suffice to say the Otaku don't need a
cyberdeck to run the matrix.

Further sections are a Hacker House catalog update (like in VR1 but with new
programs) and some talk about three typical systems (Ares, Shiseki-Gumo, and
Federal Records) including their security and what they look like.

To conclude, if anyone sees Paul Hume, congratulate him from me for writing
this book. The matrix has become a lot more accessible by it, I think.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I seek a thousand answers, I find but one or two
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 2
From: "Mark Steedman" <RSMS@***.rgu.ac.uk>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Tue, 28 Nov 1995 13:26:18 GMT
> From: "Gurth" <gurth@******.nl>

> The matrix rules from SRII and VR1 are referred to as
> "Matrix 1.0" while the rules in VR2 are "Matrix 2.0." It may be
good to use
> these same terms here on the list, to avoid confusion.
>
yes.

> One more note about system colors: a new one has been introduced: ultra-violet.
> You won't see these on every streetcorner, and they are basically virtual
> worlds. Entering one is much like an astral quest but then for the matrix --
> everything in it is real, so your deck's Bod becomes your persona's Body, for
> instance, once you're in a UV host. Oh, and the decker takes damage instead of
> his cyberdeck in there...
>
Yes, my first thought was how to get a whole party connected, as you
can then do a full technical equivalent to the free spirt and astral
gateway trick [and it could be Aztechnology having all this fun at
your expense!]

> Two decker arechtypes are
> given, likely as replacements for those in the SRII rules: Decker and Elven
> Decker.
And unlike the SR2 versions they have a fair number of programs.

> There's also a Deckmeister contact and his shop -- for ideas on what
> this person is, imagine Finn from Neuromancer and you're there.

> Matrix combat has also been upgraded, although one bit that strikes me as odd
> is the number of damage boxes taken by a hit: Light 1, Moderate 2, Serious 3,
> and Deadly 6. I keep wondering if this is a mistake by someone...
have yet to read that bit but 1,2,3,6 instead of 1,3,6,10 reeks typo.
The rest of the book merrily discusses them as if they are the same
as regular L,M,S,D

> To conclude, if anyone sees Paul Hume, congratulate him from me for writing
> this book. The matrix has become a lot more accessible by it, I think.
>
Looking really really good so far.
This might actually get me permitting deckers as a standard PC option
The GM load for system creation particularly when a decker goes, 'i
want to deck into...' should be a lot less, we actually have a random
system that might be worth using [complete with obligatory inability
to read their own tables by FASA in the example, orange is +2 sheaf
step FASA not +1!, well according to the table on the facing page!]

Am i right in saying there is no longer a limit on active memory??
its ceratinly a lot more than 50*MPCP if there is!, mind you as a
emample smart frame reachs nearly 1400MP (and i'm sure those should be
a 'free action at your action' not 'a free action' to insturct or it
'smart frame with attack 10, fire at him [say in 21] , in 20, free
again!, and in 19,18,17... e.t.c.! oops......], cannot remeber
exactly which variation does this but one seems to.) you can
ceratinly use active memory by the 1000's MP in a really top flight
deck.

> --

Mark
Message no. 3
From: U-Gene <R3STG@***.CC.UAKRON.EDU>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Tue, 28 Nov 95 09:39:41 EST
Mark Steedman:
>but 1,2,3,6 instead of 1,3,6,10 reeks typo. The rest of the book merrily
>discusses them as if they are the same L,M,S,D

Maybe they have an example somewhere where it mentions how many boxes a
whatever takes from a type of wound. You might find a clue there.
I'll look myself whenever I can get it. My retailer told me yesterday that
it should be in today.

U-Gene << is shaking with anticipation >>
Message no. 4
From: Wratchet-RN@**.arizona.edu
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Tue, 28 Nov 1995 08:33:12 -0700
Gurth writes:
>Matrix combat has also been upgraded, although one bit that strikes me as odd
>is the number of damage boxes taken by a hit: Light 1, Moderate 2, Serious 3,
>and Deadly 6. I keep wondering if this is a mistake by someone...
-------------------
This struck me as odd as well, I have rescanned the book to see if there are
any hints as to whether this is an error or not. I have not notice anything
yet. FASA SR team, do you have any comments?
---------------------------
>To conclude, if anyone sees Paul Hume, congratulate him from me for writing
>this book. The matrix has become a lot more accessible by it, I think.
-----------------------
I agree, VR 2.0 looks to be a great improvement over the previous system. I
know several of us, (:I included:) have expressed concerns over the
developement of SR2 (magic and immortal elves overshadowing the cybertech
aspects), and this book to me demonstrates the SR developers have either
been listening to us and/or figured these concerns out for themselves.
Regardless, nice work Paul Hume and the SR team at FASA.

Nurse Wratchet
*****************************************************************
If we want a future, we must be willing
to let action through nonaction guide us. This does not mean passivity;
insight comes from many things, the key is listening---
and once you have heard it, letting it guide you where it will.
----------------------------------------------------------------------
This thought is sponsored by:
"Nurse Wratchet":Wratchet-RN@**.arizona.edu
Web Page still is process, always & forever
In memorium of Siddartha
*****************************************************************
Message no. 5
From: The Digital Mage <mn3rge@****.ac.uk>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Tue, 28 Nov 1995 16:39:07 +0000 (GMT)
On Tue, 28 Nov 1995, Gurth wrote:

> ACIFS: Access, Control, Index, Files, and Slave.
<snip>
> follows: Green-4/3/5/4/3/3, which refers to a Green-3 "system" with Access
3,
> Control 5, Index 4, and Files and Slave 3 each.
I guess this will be okay once you remember the order of teh aspects, but
then as each host is effectively a whole system, it won't be too much
trouble to just write out teh whole number and wording as above.

> rolling the decker's Computer skill plus Hacking Pool (which is calculatd
> differently now) against a TN based on the subsystem's rating.
> Programs running on the cyberdeck subtract their rating from the subsystem's
> rating to give the final TN.
Hmmm, how do frames roll, they don't have a computer skill -would you use
teh Auto Exec Program? That might also get around my initial query, I had
always liked the idea that a nobody decker could just roll a high level
program and possibly succeed -if the prog only now reduces teh TN this
can't be done; actually it can, default to an attribute get loads of +TNs
then reduce them all with a huge program, or perhpas use an auto exec
prog like teh frame (as suggested above).

> instead of the software. Black IC has been divided into lethal and non-lethal,
> and there are some that cause mental afflictions in the decker instead of
> killing him. (How about unconciously leaving behind clues to your whereabouts
> because you've been infected by a Judas?)
Wonderful!!! My decker character is a Matrix detective and up till now
tracked hackers through false passcodes craeted by Deception, misaaligned
file indicators which weren't changed and so don't correlate with changed
files etc. Now if teh host has this type of IC I'll be able to use that.
Hey, maybe I'll even be able to get someone who will GM teh matrix for
me!!! :)

> Matrix combat has also been upgraded, although one bit that strikes me as odd
> is the number of damage boxes taken by a hit: Light 1, Moderate 2, Serious 3,
> and Deadly 6. I keep wondering if this is a mistake by someone...
Definitely strange, but then Matrix 1.0 was like that in that it did a
box of damage per success (plus any staging options per VR1). I had
previously modified it to fit teh normal staging rules -I'm sure I'll do
the same here if this isn't a mistake :)

> To conclude, if anyone sees Paul Hume, congratulate him from me for writing
> this book. The matrix has become a lot more accessible by it, I think.
And thankyou Gurth for providing us with this review -much appreciated.
Now where can I find teh money to buy the damn thing???????

The Digital Mage : mn3rge@****.ac.uk
"So that which I imagine, is that which I believe" -Rush
Shadowrun Web Site http://www.bath.ac.uk/~mn3rge/Shadowrun.html
Message no. 6
From: "Mark Steedman" <RSMS@***.rgu.ac.uk>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Wed, 29 Nov 1995 08:40:49 GMT
The Digital Mage writes
>
> > Matrix combat has also been upgraded, although one bit that strikes me as odd
> > is the number of damage boxes taken by a hit: Light 1, Moderate 2, Serious 3,
> > and Deadly 6. I keep wondering if this is a mistake by someone...
> Definitely strange, but then Matrix 1.0 was like that in that it did a
> box of damage per success (plus any staging options per VR1). I had
> previously modified it to fit teh normal staging rules -I'm sure I'll do
> the same here if this isn't a mistake :)
>
Well FASA at least managed to conradict themselves.
p123, under 'Icon damage', 2nd paragraph
'other programs .... inflict damage per standard 'shadowrun' [bold]
rules'

the chart on page 124 reads
light 1 box
moderate 2 boxes
serious 3 boxes
Deadly 6 boxes

which is not damage as per standard SR! Sanity and the fact that 6
boxes simply isnt 'deadly' it cannot kill you suggests the chart is a
typo and that it should be 1,3,6,10, as per 'standard' SR

The other wierd thing is wht does matrix 2.0 'stage up' and 'stage
down' damage as per 1st ed rather than comparing success and staging
with the net successes as per the rest of SR2??????
FASA!!

appart from that great.

Mark
Message no. 7
From: "Gurth" <gurth@******.nl>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Wed, 29 Nov 1995 10:41:47 +0100
Gurth said on 28 Nov 95...

(I know what's generally said about quoting yourself... :)

One thing I forgot was that it also contains rules and guidelines (more
guidelines, really) to run SKs ("Semi-autonomous Knowbots") and AIs. Whether
AIs exist in SR or not depends on the GM, but in case they do, some rules are
provided for them. They're basically programs with a Threat Rating, or pretty
powerful NPCs...
SKs are programs designed as assassins, spies, and other related tasks. They're
not AI, but come very close to it. They have the capability to judge, for
instance, when to pull back in order to try again later, although they don't
fear "death." By all means, they're very uncommon and not something you'll
write on your PC at home (requirements: Red-10 or higher mainframe and
half a dozen people with Computer skill 12+...)


--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I seek a thousand answers, I find but one or two
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 8
From: gt6877c@*****.gatech.edu (S.F. Eley)
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Thu, 30 Nov 1995 13:39:51 -0500 (EST)
Though it's a bit behind everyone else's, I'll stick my brief impressions on
here as well.

ARTWORK: Sucks rocks. Some of it's pretty decent, but the majority of it's
from Peter Bergting who can't draw a straight line, or think of anything to
draw besides guys smoking or sitting with too many wires going to their
heads. The color plates are confusing.. The cover illustration is cool,
until you realize that ALL the color pictures look that way, and don't make
any sense. I question some of their layout and typography choices too.

THE RULES: Intensely cool. Sargent and Mulvihill were inspired.. The new
decking system is elegant, consistent, and makes sense when you look at
real-life computer networks. It's also faster and *MUCH* deadlier, with the
new IC options. Cybercombat now works just like all other Shadowrun combat,
and is harder to back out of safely. >8-> Off-the-shelf cyberdecks aren't
offered anymore, but you can buy modular components if you don't want to
build them yourself. There's finally a clear use for all Persona ratings,
including Sensors and Masking; and you don't HAVE to have any of the utility
programs to execute a system operation (e.g. you can decrypt without Decrypt)
but it's very difficult without them. The optional State of the Art (SOTA)
rules should mellow out munchkin deckers by giving them a constant need for
cash. >8->

THE INTERLUDES: The usual Shadowtalk dialogues are still there, stuck
between various rules sections. About as entertaining and informative as
usual, although Paul Hume doesn't have the knack for believable characters
the way Nigel Findley did. There's a discussion between Harlequin and
someone named "Ambrose" about the technology curve.. Any guesses? My first
thought was Ehran, but they seemed almost too friendly for that.

THE OTAKU: This is what everyone's getting hyped about, even though it was
only five pages at the end. *shrug* I don't think by themselves they're
that much of a change in the Matrix.. I consider them like the Horrors, use
them if you like, ignore them if you don't. I'll probably have them in my
campaign, although it'll be a long time before I allow an otaku PC.

WHAT I DIDN'T SEE: There are a few things that I felt should have been
better, but weren't. The biggest one is conversion rules.. It offers no
guidelines for shifting existing deckers or their software to the new Matrix.
(Pretty straightforward in most cases, but what's the damage level of an
old-style Attack program?) Worse, it doesn't explain how to adapt old-style
Matrix maps from the old system to the new one.. Since I was planning on
running _Imago_ this weekend, I'll probably come up with some conversion
guidelines this afternoon and then post them. I also think the new "central
metaphor" paradigm for sculpted systems could have been explained better..
The examples in the Interlude were sort of helpful, but not very. And
finally, the usual profusion of stupid typos and simple mistakes. Hopefully
an errata sheet will be out soon.

Overall, I think the book is a MUST if you plan on running the Matrix in
your campaign. The new system is playable; the old one wasn't. If your
game is more magic- or street-based, you don't need this, but I think
looking at it will make GM's much more comfortable with PC decking.


Blessings,

_TNX._
Message no. 9
From: Justin Thomas <Justin.C.Thomas-1@**.umn.edu>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Thu, 30 Nov 95 15:42:03 -0600
At 01:36 PM 11/30/95 -0500, you wrote:
>Though it's a bit behind everyone else's, I'll stick my brief impressions on
>here as well.
>
>ARTWORK: Sucks rocks. Some of it's pretty decent, but the majority of it's
>from Peter Bergting who can't draw a straight line, or think of anything to
>draw besides guys smoking or sitting with too many wires going to their
>heads. The color plates are confusing.. The cover illustration is cool,
>until you realize that ALL the color pictures look that way, and don't make
>any sense. I question some of their layout and typography choices too.

I agree I don't like the art work either. I do not like Mr. Bergting's style...
******************************
Justin Thomas
"Farr"
Email:
thom0767@****.tc.umn.edu
or if that doesn't work
Justin.C.Thomas-1@**.umn.edu
or
justin.thomas@*********.mn.org
Message no. 10
From: U-Gene <R3STG@***.CC.UAKRON.EDU>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Thu, 30 Nov 95 16:43:47 EST
S.F. Eley:
>Since I was planning on running _Imago_ this weekend, I'll probably come
>up with some conversion guidelines this afternoon then I'll post them.

That would be great. By the way, is it a good module? A friend of mine
wanted to run a module for the first time but it appears that I have GMed
most of them. The only ones left are: Imago, Total Eclipse, and Celtic
Double Cross. As we don't have the Tir book, Double Cross is not likely.
That is unless someone highly recommends it or the Tir book.
So if anyone out there has any real good or real bad reviews of these,
please post them if you don't mind.

How many Gm's out there actually get to follow the chapters as entered in
modules anyway? I remember about skipping 2 or 3 chapters/sections in
Dragon Hunt while in Dark Angel I think I added in about 4 of my own!
The Debugging section in these modules have _no idea_ what PC's do. :)
Dark Angel turned out to be a really good module by the way, highly
recommended.

U-Gene << will spend most of the day installing his shininy, >>
<< new and improbed hard drive. Yaaaayyyy! >>
Message no. 11
From: Sgt Pepper <GRBENNET@*****.CIS.ECU.EDU>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Thu, 30 Nov 95 18:23:56 EST
On Thu, 30 Nov 1995 16:51:16 -0500 U-Gene said:
>
>That would be great. By the way, is it a good module? A friend of mine
>wanted to run a module for the first time but it appears that I have GMed
>most of them. The only ones left are: Imago, Total Eclipse, and Celtic
>Double Cross. As we don't have the Tir book, Double Cross is not likely.
>That is unless someone highly recommends it or the Tir book.
>So if anyone out there has any real good or real bad reviews of these,
>please post them if you don't mind.

I ran Imago with a mixed group of new/experienced player and it was very
pretty good. They players couldnt figure out what was going on, but a word
warning, make sure u know exactly how the last couple of scenes should play
out and guide them that way, they are really the only heavily ordered ones
though, the rest depends only on how the pc's want to do it.

>
>How many Gm's out there actually get to follow the chapters as entered in
>modules anyway? I remember about skipping 2 or 3 chapters/sections in
>Dragon Hunt while in Dark Angel I think I added in about 4 of my own!
>The Debugging section in these modules have _no idea_ what PC's do. :)
>Dark Angel turned out to be a really good module by the way, highly
>recommended.
>
I usually end up doing all the scenes, but rarely in the order they are
in the printed.

Sgt Pepper
Message no. 12
From: "Gurth" <gurth@******.nl>
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Fri, 1 Dec 1995 16:24:26 +0100
S.F. Eley said on 30 Nov 95...

> ARTWORK: Sucks rocks. Some of it's pretty decent, but the majority of it's
> from Peter Bergting who can't draw a straight line, or think of anything to
> draw besides guys smoking or sitting with too many wires going to their
> heads.

Here here! :)

> THE INTERLUDES: [snip] There's a discussion between Harlequin and
> someone named "Ambrose" about the technology curve.. Any guesses? My
first
> thought was Ehran, but they seemed almost too friendly for that.

Not Ehran -- Ambrose is much younger than Harlequin, I think. Harlequin
calls him "pops" (as in "father") but he says that "pops from you
counts
as irony, I think," and later there's some things that seem to suggest
Ambrose has been brought up in a christian environment (when Harlequin
jokes about Christmas, Ambrose says "don't blaspheme"), which to me just
about rules out that he's seen the Fourth World.
However, who this guy _is_ supposed to be, I don't know...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
This calls for a very special blend of psychology and extreme violence.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 13
From: pbailey@*****.ipswich.gil.com.au (Peter Bailey)
Subject: Re: Virtual Realities 2.0 review of sorts
Date: Sun, 3 Dec 95 23:22:06
-----BEGIN PGP SIGNED MESSAGE-----

Hi Gurth,

> > THE INTERLUDES: [snip] There's a discussion between Harlequin and
> > someone named "Ambrose" about the technology curve.. Any guesses? My
first
> > thought was Ehran, but they seemed almost too friendly for that.
>
> Not Ehran -- Ambrose is much younger than Harlequin, I think. Harlequin
> calls him "pops" (as in "father") but he says that "pops
from you counts
> as irony, I think," and later there's some things that seem to suggest
> Ambrose has been brought up in a christian environment (when Harlequin
> jokes about Christmas, Ambrose says "don't blaspheme"), which to me just
> about rules out that he's seen the Fourth World.
> However, who this guy _is_ supposed to be, I don't know...

Check out Sprawl Sites page 67, article 4. I haven't see VR2 yet, but
perhaps "Ambrose" is Kris Kringle?

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Further Reading

If you enjoyed reading about Virtual Realities 2.0 review of sorts, you may also be interested in:

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