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Digital Web 2.0

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Title: Digital Web 2.0
by Roger Gaudreau, S. John Ross, Jen Clodius, Jaymi Wiley
ISBN: 1-56504-426-6
Publisher: White Wolf Games Studio
Pub. Date: 01 November, 1998
Format: Paperback
Volumes: 1
List Price(USD): $16.00
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Average Customer Rating: 3.5 (2 reviews)

Customer Reviews

Rating: 3
Summary: Worthwhile
Comment: This book is a major overhaul of the earlier Digital Web book for Mage: The Ascension. It has lots of little detail-ey improvements over the first edition, and some nice thoughtful material about games in the web, and storytelling in general. I'm not sure I'd encourage anyone to buy it if they had the eariler edition, unless they're obsessed with running games in the Web. But a modern Mage game ought to have *some* Digital Web in it, and if you don't have any verion of this book, I highly reccomend it. Also hs plenty of cool terminology and saucy web culture tidbits, and an interesting piece of history on the "recent crash" of the Web.

Rating: 4
Summary: A complete Guide for the Digital Web 2.0
Comment: The Digital Web 2.0 is a book full of information about de Digital Web and the virtual reality world that makes a good home for the Virtual Adepts. These creatures of magic, once followers of the traditions, now spend their time exploring this new realm. With the hope that some day they will bring all the human kind to the acension. The plans are to take all in to this digital web. The book itself doesn't explain how this will be posible, but explain te secrets areas of these realm, as well the most comon places to hang out and search for hot information. At the same time indicate waves of moving, fighting and hacking in the tree posibles ways of inmersion. The normal, the astral und the holistical. Each one have their advantages, and each one have their ones problems. The digital web, and his famous meeting place Spy Demise are the structural line of this book, and the structure is very good.

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