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Dumpshock Forums _ Shadowrun Missions _ Review: SRM03-00 Everyone's Your Friend
Posted by: SaintHax Apr 23 2010, 01:28 PM
I'm really interested in other peoples' opinions.
The first mod of a campaign has never been a strong one-- I can think back to SRM01's opening adventure in the park. They generally serve to be a intro to the game (for new players) and the campaign setting. To juxtapose SRM01 (or was that SRM00?), SRM02, and SRM03-- SRM02 was by far the worst to GM for me. It was linear, lacked no options and dragged the players through the mod with some combat. No options, nothing really to change. SRM01 included a bunch of red herrings, several options, not much of a story, and an introduction to some fixer. SRM03-00 does its best to become part of the players actual story-- bridging SRM02 to SRM03's new setting.
It is a typical intro mod and met my expectations story wise: not fantastic, but get's the job done. In addition, the one of the things that SRM03-00 did well was scale appropriately. While it's difficult to scale from TR1 to TR6, this mod does a fair job at it. It hits the changes that a Denver player needs to know about, and actually has a combat option that is fun to run and play-- which is nice to see with so many mods from Denver offering little in the way of combat.
It lacks the puzzle of "Burning Bridges" and the plot/story of "JackKnifed", but it did give some rewarding chances to roll dice, and intro'd NYC. All that said, for a campaign intro mod it is probably the most exciting of the three I've played for a veteran player.
Posted by: Silver12 Apr 23 2010, 02:24 PM
I've got to agree that it was definitely an intro mod, and met my expectations as such. As an "experienced" Runner (to a small degree!) I found it a somewhat straightforward, not much thinking needed mod.
That being said, having run this mod for people, both in a con setting and in a home setting, it is probably one of the best intro mods I have run for any system (that I've played). It gives the opportunity for every player at the table to do something with their character, and get a taste for how different mechanics work. Most of my tables had people completely new to SRM, and a couple even completely new to Shadowrun.
As a mod for a continuing player, I'd say it was ok, but as an intro mod using it for what it was (I assume) designed for, I think it was excellent.
Posted by: LurkerOutThere Apr 23 2010, 04:11 PM
I actually liked this mod, as others said it did it's job very well. I have yet to get to play it but I've ran it like 5 times at this point. My only problem is as follows below:
[ Spoiler ]
There is only one way to accomplish this module or at least get to the actual confrontation in, that is to go to the triads who direct you to Eddie who after a random number of hours will contact you with actionable intel. In the interim through either Eddie's services or potentially through your own use of photorecognition software you can get a redhearing (though potentially profitable) visit to the MDC building either through Eddie's services or through their own photo recognition software. My real line of concern is that the link to actually going to the triads, especially that triad in particular is very tenuous, and then requires they succeed in their dealings with the triad or the module is essentially over. This is especially problematic as one of the affiliate orders could potentially preclude proper dealings with the Triads, that's not to say that a GM couldn't wing it but I'm always praying that my players take the hint sand hit some contacts up about Triad optiuons.
The second place this module comes close to the rails is what happens with Yao's meeting with Ieto, the module seems to assume the players will interrupt the deal, but what if they don't? The module doesn't state what happens leaving me to have to extrapolate everytime. The runners mission is to bag Yao alive, as long as Hong doesn't appear to be apprehend her there is no good reason for them to want to mix it up with corporate security forces if they don't have to.
Final nitpicK: Ieto Hong is the head of corporate security for Horizon in New York. If he isn't magically active he should have some fairly decent combat cyberware. In edition, and this has been a glaring oversite at every table I've ran, he should have someone on his team with counterspelling defense up on him and others in his retune at all times. Personally I feel that anything less is laughable at his level of importance, given the low cost to playing a mage under SR4 i think it is a reasonable assumption to put more spell defense characters out there as otherwise Stunball essentially wins all combats.
Tips for future "Hunter/Seeker modules, which by the way I feel is a great framework as it allows almost every style of shadowrun character a chance to play but especially face's getting some much needed love.
A table or list of all the skills/tests that might be used to track down information to at least get to certain links in the chain readily accessible for the GM's.
A timeline or at least summary of what the target will do and if not influenced by the players actions.
Posted by: Bull Apr 23 2010, 06:20 PM
Here's a question, going outside of reviewing this specific mod... What would you like to see for an introductory module? With Season 4 on the horizon, I'm looking at how to improve these things a bit.
Keep in mind that the module needs to serve several masters:
1) It needs to serve as a transition from season to season. If it's in a new location, it needs to give the players a story reason for their move.
2) It serves as a "grand tour" of the new setting. It gives new players an overview of the locations terrain, important locations, etc.
3) It should set up at least some of the players for the Seasons story arcs. A few NPCs, a few of the upcoming opponents, etc.
Season 03-00 was a little weak, IMO, but it served those functions fairly well. I've GMed 03-00 four times, and played through it thrice. That mission is starting to feel like one of the early levels of a Mario Brothers game, that you've played so often that you can navigate it be reflex and instinct anymore. 
Bull
Posted by: Minchandre Apr 24 2010, 11:27 PM
I'm excited to hear all there positive-ish comments about SRM03-00, as I'm going to do my first ever Shadowrun GMing with a group of SM virgins using this mod. It's heartening to hear that people think it's a good intro.
Posted by: DWC Apr 27 2010, 07:50 PM
I liked most of “Everyone’s Your Friend”, though I do have to state that it was the fourth NYC Missions module that I played, which led to a few bits of weirdness. I do like that it established the competency and omnipresence of NYPD, Inc and introduced some of the recurring characters.
[ Spoiler ]
My biggest grip was Ieto Hong’s treatment. He’s supposed to be huge and important, but is instead basically helpless and surrounded by a security detail so small and flaccid that my 3 person TR4 table rolled him and Lin’s security at once, then flew off in the Horizon helicopter to deliver Lin to Peaceman. The addition of a pair of armed aerial drones and one or two Guardian spirits would have gone a long way towards making that a fight we wouldn’t have started, rather than one we handily won.
By the way, I’m voting for Hong Kong for the next setting. It’s a showcase of the weirdness of the 6th World, corrupt government, opulent corporate wealth, pervasive organized crime, and poverty-stricken downtrodden masses. Throw in a monsoon once in a while and you’re golden. The government is too weak to stop the pink mohawk crowd from running rampant through Causeway or Kowloon, and the corporations are strong enough that the mirrorshades crowd will have a tough time slipping in and out of Victoria Peak.
Posted by: LurkerOutThere Apr 28 2010, 01:12 AM
DWC:
Your concerns essentially mirror my own.
[ Spoiler ]
Although how did you let them steal the helicopter, it and it's mounted machine gun are essentially the only scary thing in the whole module.
Posted by: DWC Apr 28 2010, 04:39 AM
QUOTE (LurkerOutThere @ Apr 27 2010, 09:12 PM)

DWC:
Your concerns essentially mirror my own.
[ Spoiler ]
Although how did you let them steal the helicopter, it and it's mounted machine gun are essentially the only scary thing in the whole module.
[ Spoiler ]
We stole the helicopter by attacking Lin's guards to bait the pilot into landing to extract the Horizon team, then put both security details down with stunballs, and disabled the aircrew of the landed helicopter with aimed rifle fire. Then it was just a matter of downloading a pirated Pilot Aircraft activesoft, loading Lin into the chopper, screaming "Get to the Choppah!", then taking off and flying west out of Terminal over the Hudson and into Jersey, up and over the Palisade to land in the wilds of Jersey City. After a bit of sitting on the ground waiting to see whether we'd been followed, we flew south to Perth Amboy, around the south side of Staten Island and east to Coney Island, north over Brooklyn, then up the East River to Roosevelt Island. Fly low, fly fast, and spoof the AccessID to avoid being tracked.
In short, we gambled that the Horizon security people would cut and run rather than get involved based on the body language between Lin and Ieto. We also had a fake vehicle pass and a vehicle with shielded smuggling compartments which let us go into Terminal loaded for bear. On the other hand, a table with a pure hacker has the option of hacking the helicopter on the fly to kill the air crew in cybercombat, taking remote control of the helicopter and then turning the gun on the security teams on the ground which makes the whole exercise a lot more simple.
For Hong, adding a mage wouldn't have helped them much, since he'd have been one of the ones to catch an opening bullet. On the other hand, guardian spirits would have probably survived the opening volley, and the counterspelling from Magical Guard would have gone a long way towards toughening up his detail. A pair of loitering Nimrods with Vindicators or a GTA Tower loaded with Heimdahls would have helped his cause, too. Or they might have been complete overkill.
On the other hand, for a lot of groups the obvious visual deterrent present would have been more than adequate, especially to a group of brand new PCs who're taking the subway everywhere and have ditched their primary weapons in favor of holdouts and ceramic knives. The more I think about it, the more I think the encounter itself wasn't the problem and was fairly appropriate for players new to Missions or to Shadowrun.
Posted by: Minchandre Apr 28 2010, 05:18 AM
QUOTE (DWC @ Apr 27 2010, 09:39 PM)

-Holy crap that was awesome-
I guess Horizon wasn't too pleased with you guys afterwards?
Posted by: LurkerOutThere Apr 28 2010, 06:10 AM
[ Spoiler ]
DWC: Even with smart play your GM fucked up, theres no other way to say it, given you guys relative power level he should have had the helicopter strafe you rather then just land and extract, I'm glad you guys have fun but this is one problem with how loose the mods are. Granted you guys obviously brought some seasoned characters into something intended for fresh off the boat talent but if that was the case your GM should have scaled accordingly.
Frankly it's stupid IETO even has a helicopter for a "extract when things go bad" or is even having the meet in the terminal, granted some things are given for convenience of play but a city master or road master would have served just as well considering the helicopters whole purpose in the mission is "Derp derp derp, IETO's in trouble, i better land and give up the ability to provide cover fire."
So basically my feeling is, if you guys were going to steal it your GM should have made you work for it as the helicopter is not meant to be something to be greyhawked. it is meant to be overwhelming force even if, yes it doesn't come off that way in many cases.
Posted by: DWC Apr 28 2010, 12:37 PM
Yeah. I'm pretty sure Horizon will be pissed when they eventually track things back to us.
[ Spoiler ]
I will concede that he could have been more aggressive in having the Horizon forces attack us. I was kind of surprised that my gamble paid off, to be honest. I figured there was a decent chance of the whole mess ending with a burning helicopter crashed in the street, dead bodies everywhere, and us fleeing NYPD, Inc in a high speed chase through the Lincoln Tunnel and the wilds of Secaucus while we searched for a place to go to ground and deal with a plethora of gunshot wounds. I doubt that I'll be that lucky again. Then again, this was the only Missions module I've gone that loud on, and I certainly hope it doesn't happen again for quite some time.
It seemed like the meeting took place in Terminal so that Horizon could deal with Lin away from prying eyes who might wonder who she was, or even worse, might wonder why a Horizon employee was talking to a gangster from Denver. Driving a Range Rover in from Manhattan, talking to Lin, then driving out of Terminal into Jersey to meet up with a helicopter for a ride back to corporate property in Manhattan would have been far more discrete, but that's a whole different discussion. I assume the choice to fly around in a company gunship, wearing armor emblazoned with the company logo was meant to be a display of an MDC member's confidence that it was untouchable.
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