Between the leyboard and the mind lies the Digital Web, a Net of virtual reality spinning in an endless loop of format and creation. Fed by Quintessance and shaped by the Awakenedm this unexplored Realm of living thought forms the newest frontier in the Ascension War.
Weave Tapestries of Reality
The Traditions, Nephandi and Technocracy wage a covert war for this new reality - a war hedged by the guidelines of the Realms and haunted by the threat of "whiteout." Wise mages tread cleverly and carefully.
Digital Web is a sourcebook for Mage: The Ascension, covering the vast expanse of the VR Net. This book includes: *New rules for the virtual reality Realms, including magick ratings, formatting, combat and "whiteout," the systems crash caused by Paradox. *The Spy's Demise, a BBS speakeasy where Sleepers and Cybernauts chat, conspire and plan. *Two ready-to-run tales set in the Net Realms, plus crossover suggestions for Werewolf and Vampire.
This book is far less dated that it appears at first glance. Though the numbers and capabilities of computers have changed drastically, they are also the easiest thing to update. The book is quite imaginative about how Mages would make use of the Internet and includes two stories that can be run, both of which are fairly good and detailed (which is not always true in Mage supplements).
However, the book is far from perfect. It gives only the sketchiest idea of what it looks/feels like to be IN the Digital Web, and a lot of what it says is painfully dated: though changing megabytes to terabytes is easy, changing from assuming most computers are running MS-DOS to the GUIs that are ubiquitous today takes quite a bit more work. Still, it is a snapshot of a moment in time, and it is not difficult to see why there was a need to update it.