Earth/Cybertech Sourcebook is a supplement for 2300AD. This 96 page sourcebook includes detailed information on Earth in the 24th century, sections on cyberpunk, bionics, and cyberspace, and an... This description may be from another edition of this product.
This is the book that tried to change what _2300 AD_ is all about, jumping on the cyberpunk bandwagon. The first part contains information about the nations of Earth in 2300 AD. The second (much shorter) part deals with cyber-implants, decking, and the like. The final portion is a ready-to-run adventure. The material in the first section is useful to anyone wanting to generate a character from Earth, as well as those running either _Deathwatch Program_ or _Rotten to the Core_. The second section is absolutely necessary for running those two Modules, or any Core Cyberpunk campaigns. The third section, "Worm in the Big Apple" is a Cyberpunk adventure where the PCs try to defeat stereotypical "Mad Scientists" from a Pro-Evolution faction. All in all, not a bad book, but it changes what 2300 is. While the game always made a distinction between the Core and Frontier worlds, this book tends to widen the gap even more! It would have been interesting to see what GDW would have done with it, had they survived. This book, alone, gives all the depth available to what the differences between the Core and the Frontiers are. While other Cyberpunk games cover that genre in much greater detail, the Earth nations material, alone, makes this product worthwhile. The Cyberpunk material is a nice add-on (although it could have been better), but I didn't think much of the Provolution adventure, at all. Players of 2300, and especially the Referees, will want this book for a variety of reasons, even if they never run a Coreworlds campaign. Buy it!
Earth in the year 2300: Geography & Cultures.
Published by Thriftbooks.com User , 26 years ago
This is the book that tried to change what _2300 AD_ was all about, jumping on the Cyberpunk bandwagon. The first part contains information about the nations of Earth in 2300 AD. The second (much shorter part) deals with cyber-implants, decking, and the like. The material in the first section is useful to anyone wanting to generate a character from Earth, as well as those running either _Deathwatch Program_ or _Rotten to the Core_. The second section is absolutely necessary for running these two Modules, or any Core Cyberpunk campaigns. There is also a third section with a complete adventure: Worm in the Big Apple. All in all, not a bad book, but it changes what 2300 is. While the game always made a distinction between the Core and Frontier worlds, this book tends to widen the gap even more! It would have been interesting to see what GDW would have done with it, had it survived. This book, alone, gives all the depth available to what the differences between the Core and the Frontiers are. While other Cyberpunk games cover that genre in much greater detail, the Earth nations material, alone, makes this product worthwhile. The Cyberpunk material is a nice add-on (although it could have been better), but I didn't think much of the Provolution adventure, at all. Players of 2300, and especially the Referees, will want this book, for a variety of reasons, even if they never run a Coreworlds campaign.
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