Review Editing
Review of Virtual Front (for Cybergeneration)
I am standing right now with "Wired" magazine in one hand, and RTG's
"Virtual Front" Cybergeneration supplement in the other. One of them not only
describes the impact of the Net as it is now, but shows the path we're taking,
what's to come, and what it is costing society...and it's not "Wired" that is
doing the talking. VF is an excellent supplement for any Cyperpunk game and
is also a good read for anyone into studying future shock. At 88 pages
($11.95), it provides several new technological concepts for the future, along
with exploring the sociological ramifications they bring. The prose remains
upbeat (though quirky, by intent), and the illustrations and drawings nicely
accent the entire work. VF presents reality and virtual reality as a seamless,
structured whole that is easy to grasp yet rich in details, and they also toss
in copious examples. The addition of Virtuality, a net-like overlay to the
world that integrates the cyber realm with realspace, is covered in detail.
Shopping, security, advertising, and entertainment are covered in a way that
suggests many adventure hooks. There is new tech: V-trodes and V-lights for
seeing Virtuality, more software, new sensor and security toys, and of course,
guns (both V-space and realspace). There are two new Yogangs, more development
for Cybergen Wizards, and more details on the Cybergen's "Us versus Them"
revolution. Faults include RTG's typical cross-referencing to other Cybergen
sourcebooks, and occasionally the book's supposed narrator gets too
self-indulgent to read in one stretch. The one sample scenario has good
ideas but falls a bit flat in actual use, in that it is highly scripted and
features a preset, almost unavoidable ending. But as a sourcebook, it is
solid, and really should be read by anyone running any game set later than
1990. Cyberpunk, high tech, space-based, espionage, near future, all of
them will find fertile ideas in VF.
Style: 4
Substance: 4

