That Ghost Cartels Sneak Preview, Great idea, bad execution. |
That Ghost Cartels Sneak Preview, Great idea, bad execution. |
Oct 20 2008, 12:50 PM
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#1
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Moving Target Group: Members Posts: 174 Joined: 21-May 06 Member No.: 8,583 |
You can find it Here.
It looks interesting, but it also looks like Catalyst doesn't seem to have done all it's homework. If I remember correctly, the First Nations was a go-gang that had more in common with the Ancients and the Hell's Angels than the likes of Crimson Crush or the Halloweeners, with chapters all througout North America, especially the NAN. This would make them perfect for trafficking and distribution, but makes storage matters more awkward. And unless the new Seattle book says otherwise, I thought all of Redmond was a Z-Zone, unless the PTB are trying to force gentrification on it. |
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Oct 20 2008, 01:32 PM
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#2
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Moving Target Group: Members Posts: 400 Joined: 8-September 08 From: St. Louis, UCAS Member No.: 16,329 |
Nope, for the last few editions, Redmond has been rated differently in different regions. Touristville obviously isn't a Z-zone and glow city most likely is.
Also, if you read the preview, the Star are having problems locating storage and housing for tempo, so that's why they make allusions to other organizations involved... |
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Oct 20 2008, 01:36 PM
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#3
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Shooting Target Group: Members Posts: 1,851 Joined: 15-February 08 From: Indianapolis Member No.: 15,686 |
And unless the new Seattle book says otherwise, I thought all of Redmond was a Z-Zone, unless the PTB are trying to force gentrification on it. It's not. There are a few neighborhoods, like Touristville and the district government areas that are rated "B". Check out the 1st Ed. Seattle Sourcebook for Redmond neighborhood listings and security ratings. If I remember correctly, the First Nations was a go-gang that had more in common with the Ancients and the Hell's Angels than the likes of Crimson Crush or the Halloweeners, with chapters all througout North America, especially the NAN. No, they're a second-tier Seattle gang. They're locals. Check out Runner Havens. I'm quite excited about Ghost Cartels. |
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Oct 20 2008, 07:00 PM
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#4
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
You do know it's important to do your own research before you call someone on theirs, don't you?
Ghost Cartels material is consistent with canon sources all the way back to 1st edition. The Redmond Barrens and the gangs depicted in the story are true to previously published material. The initial story arc, First Taste, takes place in the Seattle underworld and that Lone Star report addresses where the situation is at only a few weeks into the story - a while before the stinky-brown-stuff really hits the fan. |
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Oct 20 2008, 07:36 PM
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#5
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Shadow Cartographer Group: Members Posts: 3,737 Joined: 2-June 06 From: Secret Tunnels under the UK (South West) Member No.: 8,636 |
You can find it Here. It looks interesting, but it also looks like Catalyst doesn't seem to have done all it's homework. If I remember correctly, the First Nations was a go-gang that had more in common with the Ancients and the Hell's Angels than the likes of Crimson Crush or the Halloweeners, with chapters all througout North America, especially the NAN. This would make them perfect for trafficking and distribution, but makes storage matters more awkward. And unless the new Seattle book says otherwise, I thought all of Redmond was a Z-Zone, unless the PTB are trying to force gentrification on it. It looks okay to me. If it's an 'adventure framework' like Emergence, then I doubt I'll get much use out of it, but the subject matter and setting are more interesting to me. There's really too little seen to make any sort of comments on its quality. If there's a weakness apparent at all, it's the concept: yet another new and amazing drug on the scene with a mysterious supplier. I think we've seen that one at least twice before. And we'll need to know what really sets it apart from everything else. Is there really any room to improve on the high you get from Bliss? To push your body further than Jazz does? This says it's an awakened drug, also called "Flipside" so I'm making a wild guess that it lets one perceive astrally. Clearly there are other risks though, as two of the fluff pieces at the back of Runners Companion describe a Tempo addict. Possibly opening one to possession, but perhaps more likely something similar but different. Will reserve judgement on the plot until I see the book. Should have some good background material at least. -K. |
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Oct 20 2008, 07:41 PM
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#6
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Shooting Target Group: Members Posts: 1,757 Joined: 11-December 02 From: France Member No.: 3,723 |
It's not. There are a few neighborhoods, like Touristville and the district government areas that are rated "B". Check out the 1st Ed. Seattle Sourcebook for Redmond neighborhood listings and security ratings. First edition Seattle gave an overall security rating of E on most of the district, with no details given. Third edition New Seattle gave the same overall E rating, with details (E everywhere except C in Touristville and Z in Rat's Nest and Glow City). |
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Oct 20 2008, 07:41 PM
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#7
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Shooting Target Group: Members Posts: 1,851 Joined: 15-February 08 From: Indianapolis Member No.: 15,686 |
I think we've seen that one at least twice before. Where was that? First edition Seattle gave an overall security rating of E on most of the district, with no details given. Third edition New Seattle gave the same overall E rating, with details (E everywhere except C in Touristville and Z in Rat's Nest and Glow City). My Seattle Sourcebook gave a neighborhood-by-neighborhood breakdown with ratings. New Seattle was more generalized with its security ratings but didn't actually contradict anything previously established. EDIT: My mistake, downtown Redmond is C rated and that's where the government buildings are located. Here's how the district breaks down: C Zones: Redmond (a.k.a. Touristville). E Zones: Avondale, Brain Heaven, Hollywood, Kingsgate, Plastic Jungles, Purity, Sophocles, Woodinville. Z Zones: Crash Zone, Rat’s Nest, Glow City. From here. |
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Oct 20 2008, 07:44 PM
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#8
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Shadow Cartographer Group: Members Posts: 3,737 Joined: 2-June 06 From: Secret Tunnels under the UK (South West) Member No.: 8,636 |
Where was that? 2XS was one with a wildly addictive new drug on the streets with a mysterious source. I seem to remember another one too, but I can't quite put my finger on it. It might be that I'm thinking of one of the non-Shadowrun movies or novels that had such a plot. |
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Oct 20 2008, 07:53 PM
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#9
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
It looks okay to me. If it's an 'adventure framework' like Emergence, then I doubt I'll get much use out of it, but the subject matter and setting are more interesting to me. It's more than an adventure framework. There are specific tracks for each chapter, fully-stated out NPCs, maps, and more. |
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Oct 20 2008, 07:56 PM
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#10
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Shooting Target Group: Members Posts: 1,851 Joined: 15-February 08 From: Indianapolis Member No.: 15,686 |
2XS was one with a wildly addictive new drug on the streets with a mysterious source. I seem to remember another one too, but I can't quite put my finger on it. It might be that I'm thinking of one of the non-Shadowrun movies or novels that had such a plot. Ah, the one Shadowrun novel I've read. 2XS was a BTL though, not a pharmaceutical. Drugs and drug-dealing are a fairly common theme in any crime setting. How it's handled is what makes it unique. |
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Oct 20 2008, 08:15 PM
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#11
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Shadow Cartographer Group: Members Posts: 3,737 Joined: 2-June 06 From: Secret Tunnels under the UK (South West) Member No.: 8,636 |
It's more than an adventure framework. There are specific tracks for each chapter, fully-stated out NPCs, maps, and more. Yes! : D I would say that's a sale you just made, if it weren't for the fact I buy everything you write anyway. : ) I like statted NPCs. And I like maps even better. I'm starting to loathe drawing those things. When is it out again? |
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Oct 20 2008, 08:18 PM
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#12
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Running Target Group: Members Posts: 1,336 Joined: 25-February 08 From: San Mateo CA Member No.: 15,708 |
It's more than an adventure framework. There are specific tracks for each chapter, fully-stated out NPCs, maps, and more. This news is relevant to my interests. I would love to see fully detailed adventures published and will happily accept anything close. Or at least closer than the "Adventure Framework" model would be great. Something that didn't involve a meta-plot or any sort would also be good. Just to provide baseline badguys, network topologies and whatnot. Something I could run at a local convention without too much flak or conflict from "enthusiasts". Something to drag more people into Shadowrun. (kicking and screaming if need be) I am one of those slackers who can't seem to fit in time to write adventures. (and I can't run too the old ones too many times, it would tarnish them) |
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Oct 20 2008, 08:35 PM
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#13
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Moving Target Group: Members Posts: 602 Joined: 2-December 07 From: The corner of Detonation Boulevard and Fascination Street Member No.: 14,464 |
(IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif)
Only on Dumpshock can you find a 10 page critique of a two page teaser! I am truely awed! (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/grinbig.gif) |
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Oct 20 2008, 10:28 PM
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#14
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
Just a reminder, we did an in-character chat a couple months back to promote this book (yeah, yeah, the con season hit and paternity loomed, but it'll be worth the wait, honest!). Linky.
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Oct 20 2008, 11:38 PM
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#15
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King of the Hobos Group: Dumpshocked Posts: 2,117 Joined: 26-February 02 Member No.: 127 |
I like statted NPCs. Then you should like these. Now whilst I haven't seen the product itself from what Peter said at GenCon there should be fully statted out NPCs with 'advanced' gear and skills from books like Augmentation and Arsenal, if the PCs get to have access to all the cool stuff then why wouldn't everyone else? (IMG:style_emoticons/default/smile.gif) |
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Oct 20 2008, 11:50 PM
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#16
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Prime Runner Group: Retired Admins Posts: 3,929 Joined: 26-February 02 From: .ca Member No.: 51 |
There are a TON of statted NPCs in this book, not to mention the best-looking maps ever in a Shadowrun title, and a sprawling plotline to work through and have influence your campaign.
Thanks to everyone who actually cracked open a book to fact-check before telling us we were wrong. (IMG:style_emoticons/default/wink.gif) |
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Oct 21 2008, 12:13 AM
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#17
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
*sigh*
even more for me to upgrade to SR3 Standards <.< . . |
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Oct 21 2008, 02:14 AM
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#18
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Moving Target Group: Members Posts: 616 Joined: 30-April 07 From: Edge of the Redmond Barrens, Borderline NAN. Runnin' the border for literal milk runs. Member No.: 11,565 |
Huh, I thought I litterally lived on the border of the NAN. Once upon a time I thought I saw a map that showed it to be so, maybe the 2nd Ed book (but I don't have that resource anymore). From the looks of it, Fall City and Monroe are both still inside of Seattle (barely with Fall City), but Duvall and Carnation escaped. Iffy on Carnation, but Duvall definitely is off the map (which means I live in the NAN by a couple of miles).
Interesting they didn't put NE 124th on the map, but they put Carnation Farms road (a MUCH smaller road, size and traffic wise). I wish I knew if that was deliberate or not. With the border there, it would be interesting to know if they kept Duvall-Woodenville Rd, Carnation Farms, and Fall City, but demolished 124th and Tolt Hill roads (or rather, the bridges) for security reasons. Also, does anyone know what happens to the Barrens once it enters the NAN? I've never found anything that talks about it, so I assume it keeps going for a while (though is awhile a few miles, or tens of miles?), and then... slowly dwindels out and into forrest? Is it a more clear cut line, to keep the Seattle squatters in their place (and out of the NAN), or...? |
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Oct 21 2008, 04:23 AM
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#19
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
I was able to tease some people at GenCon with Ghost Cartels and I thought I might as well revisit the book here.
Ghost Cartels is a campaign book that covers the appearance of the drug tempo and the turmoil its sudden success causes in the underworld and street-level society across the globe. The book uses a new format that combines what in my opinion are the best features of all the various adventure and campaign formats of previous Shadowrun publications. It begins with a setting oriented fiction chapter like you've seen in Emergence and System Failure. The current preview is a sample of the fiction chapter, some of which I will add was also concieved with the intent of being used as player handouts. The rest of the book plays out over 3 story arcs that can be played individually or sequentially as one big campaign that takes the characters from the gangland streets of Seattle to the jungles of Amazonia. The sprawling plotline is street-level, gritty, intrigue-riddled and has a couple of twists in wait, some that you won't be expecting. The first story arc unfolds in Seattle, the second story arc has players travelling around the Pacific Rim (unsurprisingly Seattle, H-K, Tokyo and LA), and the third story arc takes place in California and South America. As I've mentioned elsewhere, if the gamemaster possesses Runner Havens and/or Corporate Enclaves, he'll find himself getting double the mileage out of those books since the setting material is complementary and allows him to add even more depth to the players, events, and any story ideas he wants to weave into the overall story. Each story arc is presented in a format similar to the style used in MobWar or Blood in the Boardroom. This format is known as "track campaigns" and basically provides all the information you need to understand what's going on and even adapt the material to your own game: major players are profiled, organizations are written up, timelines of events are provided, and critical junctures in the story are explored through the use of Adventure Frameworks. Those who've read MobWar, BitB or Emergence are familiar with Adventure Frameworks, these are adventure outlines that are designed to be easily adapted to any game. However, we did listen to the complaints that while highly customizable, flexible, and easy to tweak to your own tastes, there was often little continuity between Adventure Frameworks and they took a lot more work for the gamemaster to bring to the table. Ghost Cartels addresses these problems, I think, successfully. First, all the Adventure Frameworks present in Ghost Cartels are key scenes in the unfolding storyline and play out sequentially (though if you want you can mix them up). The plot arcs are designed so that gamemasters are encouraged to add their own subplots, adventures, and sidequests at will with the seetting/context information provided in each track. Second, we looked at what we might add to the frameworks to make life easier on gamemasters and borrowed a page from the canned adventures. Everyone seemed to like the flexibility allowed by frameworks but what most people dislike is the absence of locations details, NPC stats, and other details. So what we did was we gave the critical locations in the individual Adventure Frameworks profiles of their own, stats where necessary, and when appropriate maps. All the major NPCs in each arc are featured in a Cast of Shadows (like you would find in a normal canned adventure), and to conclude, we included pages and pages of Moving Targets aka ready-to-use, fully stated out grunts and vehicles that gamemasters can use in the frameworks described or port to their own games. I also wanted to make sure we made the most out of published material, and in the spirit of integrating our game line as much as possible, we stated out all the characters using all the core books currently available (after all if the PCs get the nice toys why doesn't an Aztlaner guerrero?). And by "all the core books" I mean that a SWAT unit gets to use the armors and gun mods in Arsenal, the LS cybersuite in Augmentation, the tacnets from Unwired, and their magician uses Street Magic. For people that don't possess all the books, you can still play the campaign with just the core book with only a few minor tweaks since all character's are stated. |
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Oct 21 2008, 04:35 AM
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#20
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Hmmm. The more I hear the more I like. I'm with Khadim. Even if I didn't buy everything related to SR, I'd probably be buying this one.
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Oct 21 2008, 09:54 AM
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#21
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Target Group: Members Posts: 24 Joined: 18-October 08 From: Atlanta, GA, USA Member No.: 16,518 |
Would the creators classify this book as campaign or metaplot?
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Oct 21 2008, 10:12 AM
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#22
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Prime Runner Group: Retired Admins Posts: 3,929 Joined: 26-February 02 From: .ca Member No.: 51 |
It says "A Shadowrun Campaign" on the front cover; but it has a ton of background information so even if you don't work through the events of the book directly, it can easily be used to influence a campaign.
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Oct 21 2008, 11:24 AM
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#23
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Running Target Group: Members Posts: 1,183 Joined: 5-December 07 From: Lower UCAS, along the border Member No.: 14,507 |
Damn it, I don't have money for all this neat stuff! (IMG:style_emoticons/default/smile.gif)
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Oct 21 2008, 05:32 PM
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#24
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Moving Target Group: Members Posts: 664 Joined: 3-February 08 Member No.: 15,626 |
So, How long till we can grab a PDF?
Also, does it have tips on what to do if your runners have sworn off ever going to Seattle and Hong Kong ever again? |
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Oct 21 2008, 05:34 PM
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#25
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Use your, like, imagination?
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