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Adam
post Oct 25 2008, 02:55 AM
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The PDF version of Ghost Cartelsis now available to buy from both our BattleShop and OneBookShelf [DriveThruRPG/RPGNow]:

Ghost Cartels PDFs:

* Ghost Cartels at BattleCorps.com
* Ghost Cartels at DriveThruRPG.com

If you are looking for the print pre-order + PDF bundle deal, it's not available yet as we don't have a street date for the book finalized. When we do, the bundles will be available.

Ghost Cartels Previews:

* Preview #1
* Preview #2
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AngelisStorm
post Oct 25 2008, 03:08 AM
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Woot!
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Sir Randel
post Oct 25 2008, 04:00 AM
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QUOTE (Adam @ Oct 24 2008, 09:55 PM) *
The PDF version of Ghost Cartelsis now available to buy from both our BattleShop and OneBookShelf [DriveThruRPG/RPGNow]:

Ghost Cartels PDFs:

* Ghost Cartels at BattleCorps.com
* Ghost Cartels at DriveThruRPG.com

If you are looking for the print pre-order + PDF bundle deal, it's not available yet as we don't have a street date for the book finalized. When we do, the bundles will be available.

Ghost Cartels Previews:

* Preview #1
* Preview #2


Well, just bought it from Battle Shops, but there is no download link in my account ? Does someone else have the same problem ?
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Adam
post Oct 25 2008, 04:26 AM
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If I was less tired, I wouldn't find this so funny, but I'm pretty beat, so it's hilarious. It appears there's something not properly setup with the GC download. Please hold tight; working on it.
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Adam
post Oct 25 2008, 04:33 AM
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Okay, it's been fixed. All future orders will be fine. Those who have ordered it already, you'll be getting an email shortly with a download link/instructions.

Sorry for any inconvenience!
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Janice
post Oct 25 2008, 04:35 AM
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This just a premade adventure or does it have any crunch worth noting?
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Adam
post Oct 25 2008, 04:38 AM
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If by "crunch" you mean "new rules", then no. It does have a number of fully-statted NPCs and some new vehicle stats.
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Janice
post Oct 25 2008, 04:44 AM
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QUOTE (Adam @ Oct 24 2008, 09:38 PM) *
vehicle stats.

I know it's a longshot, but by chance would those stats be some form of tank or APC?
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knasser
post Oct 25 2008, 07:11 AM
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Adam, thanks for all your efforts in getting this out for today. You've already got my money (well Catalyst has), but I wanted to add a verbal appreciation. It's downloading at 31% so far and I already have a great feeling about this.

Khadim.
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knasser
post Oct 25 2008, 07:22 AM
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Wow! Looking good.

And I note the little hint about Geneva in the Jackpoint logon, too. (IMG:style_emoticons/default/smile.gif)
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Heath Robinson
post Oct 25 2008, 07:47 AM
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My subject award came in recently but my Amazon orders are shipping, and my work is falling behind. I'm not sure I can budget time to read this.

But I want to. I really want to.
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knasser
post Oct 25 2008, 07:52 AM
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QUOTE (Heath Robinson @ Oct 25 2008, 08:47 AM) *
My subject award came in recently but my Amazon orders are shipping, and my work is falling behind. I'm not sure I can budget time to read this.

But I want to. I really want to.


I'm on page 23. Which is the weird thing. My normal response to a product like this is to skim through and get the overview, what's going on and all that. But I started reading at the opening fiction and there's been no point where I've been willing to actually stop and start skipping about. The writing is really good.
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Heath Robinson
post Oct 25 2008, 07:59 AM
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QUOTE (knasser @ Oct 25 2008, 08:52 AM) *
I'm on page 23. Which is the weird thing. My normal response to a product like this is to skim through and get the overview, what's going on and all that. But I started reading at the opening fiction and there's been no point where I've been willing to actually stop and start skipping about. The writing is really good.

There is a knife in my stomach and you, my friend, are twisting it.
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Sir Randel
post Oct 25 2008, 08:00 AM
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QUOTE (Adam @ Oct 24 2008, 11:26 PM) *
If I was less tired, I wouldn't find this so funny, but I'm pretty beat, so it's hilarious. It appears there's something not properly setup with the GC download. Please hold tight; working on it.


Thanks for your celerity. I got the file.
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Synner
post Oct 25 2008, 08:35 AM
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QUOTE (Janice @ Oct 25 2008, 05:44 AM) *
I know it's a longshot, but by chance would those stats be some form of tank or APC?

No. The vehicles we've included are appropriate to the various story frameworks and are either new vehicles or customized versions of existing vehicles (using Arsenal rules), since most of the adventures are urban with a few set in the jungle - none really pit characters against mechanized military or security forces (well, they shouldn't...).
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Synner
post Oct 25 2008, 09:04 AM
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QUOTE (Janice @ Oct 25 2008, 05:35 AM) *
This just a premade adventure or does it have any crunch worth noting?

For anyone interested in an idea of what they're getting.

Ghost Cartels is divided into 4 parts. The first chapter, A New High, is composed of fiction material—in the vein of System Failure or Emergence—which contextualizes all the events in the later sections of the book. Quite a few bits of fiction are presented in unique formats that allow them to be used/ported into handout easily. The fiction material is devised to ground events in the setting and explore some of the personal, social, criminal, corporate, media and law enforcement implications (the obvious ones and those less so) of the plot on the Sixth World setting—and maybe provide you with a few plot seeds while it does so. This first chapter also includes a general game information overview of events, a timeline, profiles of the key players in the central story thread and writeups of their organizations. Guidelines are also provided for alternate campaigns using Ghost Cartels as a backdrop and tips for gamemasters wanting to integrate the rest of the book or parts there of in their current campaigns.

Chapter 2, First Taste, is the first of three "track campaigns" in this book and depicts the myriad street-level consequences and intrigues resulting from the appearance of the popular new drug tempo on the streets of Seattle. It drops players into the action on the side of one of the factions in the ensuing underworld turmoil. Besides profiling the organizations and agendas involved in the Seattle situation, as well as mini-overview of the city itself, it tells the story through a series of sequential freeform Adventure Frameworks (a departure from previous products where the frameworks were largely unconnected) that form the backbone of the campaign. Adventure Seeds are also presented for "side quests" and gamemasters are provided with latitude to introduce their own adventures to the unfolding story. Major locations in each adventure framework are profiled in a Crime Scenes sidebar—some even get maps. Finally the chapter (as with subsequent chapters) is rounded out by a Cast of Shadows and a new section called Grunts and Moving Targets which respectively provide stats for major NPCs and grunts/vehicles used in the story arc.

Chapter 3, The Source, carries the characters around a number of major sprawls of the Pacific Rim starting in Seattle and ending in Los Angeles as they act as troubleshooters for a delegation from a South American corporation. The story unfolds primarily in Seattle, Hong-Kong, Tokyo and Los Angeles but there's plenty of leeway to add your own locations to the "tour." The major sprawls are profiled briefly and sequential Adventure Frameworks focus on critical events that take place in each location as the storyline unfolds. As with the previous chapter there is also information on all the major players involved, Adventure Seeds (a lot of them), Crime Scenes, a fully fleshed Cast of Shadows and Moving Targets and Grunts sections.

Chapter 4, Final Cut, starts in Los Angeles (or Caracas) and travels to South America backtracking the source of the drug tempo while the plotline climaxes. Plenty of secrets, twists and surprises are included. The characters are closer than ever to the heart of the plot but suddenly find themselves and their employee backed into a corner. It too is divided into a section with organization and agenda profiles, Adventure Frameworks and contains additional Adventure Seeds, Crime Scenes, Cast of Shadows and Grunts and Moving Targets. Of course, I should mention that Final Cut includes a final twist for the characters, one that's been hinted at through-out.

Not only can you play through the Adventure Frameworks sequentially in individual tracks as a short campaign, but the three arcs/tracks can be played sequentially too unfolding as a megacampaign that takes players from gangland warfare in the backstreets of Redmond to the perilous jungles of Amazonia.
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knasser
post Oct 25 2008, 09:52 AM
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Okay: Sorry to keep posting these "as I read" impressions, but I just have to say:

Mushisushi! (IMG:style_emoticons/default/rotfl.gif) (IMG:style_emoticons/default/rotfl.gif) Who came up with that one?
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Ancient History
post Oct 25 2008, 01:02 PM
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Yo.
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Rotbart van Dain...
post Oct 25 2008, 01:06 PM
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Is it just me or is Chikao a bit off ruleswise?
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Synner
post Oct 25 2008, 01:30 PM
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Aside from the Essence issue brought up before, unfortuantely yes, a couple of other corrections "didn't take" for one reason or another and made it into the final version. Errata should remove his cyberarm Armor 3 enhancement and switch the shockhand to the other arm.
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Rotbart van Dain...
post Oct 25 2008, 01:32 PM
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That's not quite my point - his Agility should be (9) at best, he should either have the Submachine Gun skill or another description and Nanosymbiontes have Rating 3 max - and of course, the Ground Craft specialization should be Wheeled... the Nitama NeMax should have DV 5, too.
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knasser
post Oct 25 2008, 01:54 PM
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QUOTE (Ancient History @ Oct 25 2008, 02:02 PM) *
Yo.


Now why am I not surprised.

I'm a pretty fast reader, but I've not got through a third of this. I have finally given up and started jumping back and forth to see what it contains. And I'll say I'm impressed with both the low-key nature of the plot and the thought that's gone into it. By low-key, I'm not in anyway being critical. I'm saying that the mystery behind everything, whilst sufficiently sinister to make the players go 'Oooo' also avoids the setting-wrangling stuff of things like AIs. changelings and such. If there's metaplot here, it's being handled in a nicely subtle and unintrusive manner and nothing seems to be fucking with the general setting in any ireperable way making it a nice plug-and-play campaign.

@Janice: There are some merc support helicopters if that helps. Also, "Troll Adept Bodyguards" is my new favourite scary phrase. (IMG:style_emoticons/default/grinbig.gif)
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Ancient History
post Oct 25 2008, 02:44 PM
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QUOTE (knasser @ Oct 25 2008, 01:54 PM) *
Now why am I not surprised.

Because I introduced the concept in Corporate Enclaves?
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Synner
post Oct 25 2008, 03:22 PM
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QUOTE (knasser @ Oct 25 2008, 02:54 PM) *
I'm a pretty fast reader, but I've not got through a third of this. I have finally given up and started jumping back and forth to see what it contains. And I'll say I'm impressed with both the low-key nature of the plot and the thought that's gone into it. By low-key, I'm not in anyway being critical. I'm saying that the mystery behind everything, whilst sufficiently sinister to make the players go 'Oooo' also avoids the setting-wrangling stuff of things like AIs. changelings and such. If there's metaplot here, it's being handled in a nicely subtle and unintrusive manner and nothing seems to be fucking with the general setting in any ireperable way making it a nice plug-and-play campaign.

I really want to show that globetrotting campaigns and street-level storytelling are not mutually exclusive and that you can do gritty, low-key Shadowrun adventures with some potentially huge metaplot implications without it turning into an epic world-changing campaign. I'm very fortunate that my authors "got it" and they turned an intense and dark stories with lots of plug-in and plot hook potential. Also note that as I mentioned in the last couple of Shadowrun chats Ghost Cartels is written so that those of you who possess Runner Havens and Corporate Enclaves will get more mileage out of those books.

QUOTE
"Troll Adept Bodyguards" is my new favourite scary phrase. (IMG:style_emoticons/default/grinbig.gif)

Wait till you get a load of Ding's bodyguards.

QUOTE
Is it just me or is Chikao a bit off ruleswise?

Chikao's stats before the dev-editing snafu (mea culpa) are listed below. Corrected stats will be in the first errata (hopefully right after the print release)
[ Spoiler ]
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Janice
post Oct 25 2008, 06:55 PM
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QUOTE (Synner @ Oct 25 2008, 01:35 AM) *
No. The vehicles we've included are appropriate to the various story frameworks and are either new vehicles or customized versions of existing vehicles (using Arsenal rules), since most of the adventures are urban with a few set in the jungle - none really pit characters against mechanized military or security forces (well, they shouldn't...).

Ahhh bugger. Back to the homebrew table for me.
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Leofski
post Oct 25 2008, 11:46 PM
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QUOTE (Heath Robinson @ Oct 25 2008, 08:59 AM) *
There is a knife in my stomach and you, my friend, are twisting it.


You want it. You want it lots. I have my copy and you'll enjoy it.

1. It has Caracas.
2. If you don't I'll beat you with a chair leg next weekend or otherwise send an attack squad to get you.
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Beetle
post Oct 26 2008, 12:32 AM
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I just downloaded my copy from BattleCorps. I've really got to tip my hat to the guys that made the maps. I had a nice and unexpected Keanu Reeves style "Whoa" escape my lips.
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Adam
post Oct 26 2008, 03:19 AM
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Sean MacDonald really brought the awesome with his maps. I'm pleased to say that he's currently working on maps for two more Shadowrun projects for us right now.

[For those of you that haven't bought the PDF yet or don't plan on buying it, you'll get to see the maps in a later preview...]
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Backgammon
post Oct 26 2008, 04:00 AM
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Street Date - ballpark figure, weeks or months?
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Adam
post Oct 26 2008, 04:03 AM
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We do not estimate Street Dates. The entire purpose of using a street date is to remove those estimations. When we have a street date, we'll post it, and make the book available for pre-order.
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knasser
post Oct 26 2008, 07:28 AM
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QUOTE (Backgammon @ Oct 26 2008, 04:00 AM) *
Street Date - ballpark figure, weeks or months?


This is what was called the Tao of Fanpro.There are release dates, but no products. There are products, but no release dates.

Just do what the rest of us do: whine and pester the developers constantly. It's your only release from the uncertainty. (IMG:style_emoticons/default/biggrin.gif)
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Adam
post Oct 26 2008, 07:38 AM
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I think it's pretty fair to say that we're outperforming FanPro in terms of accuracy and throughput ...
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knasser
post Oct 26 2008, 08:16 AM
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QUOTE (Adam @ Oct 26 2008, 07:38 AM) *
I think it's pretty fair to say that we're outperforming FanPro in terms of accuracy and throughput ...


Hey. just teasing, you. (IMG:style_emoticons/default/biggrin.gif)
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Grinder
post Oct 26 2008, 09:41 AM
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QUOTE (Adam @ Oct 26 2008, 09:38 AM) *
I think it's pretty fair to say that we're outperforming FanPro in terms of accuracy and throughput ...


And that's difficult as hell. (IMG:style_emoticons/default/wink.gif)
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Ryu
post Oct 26 2008, 12:13 PM
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QUOTE (Adam @ Oct 26 2008, 08:38 AM) *
I think it's pretty fair to say that we're outperforming FanPro in terms of accuracy and throughput ...

Yes, yes you do. Now back to your race with the flying horse, while the crowd cheers both contestants on (IMG:style_emoticons/default/wink.gif)
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Synner
post Oct 26 2008, 12:46 PM
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What? No more comments on the writing? The new campaign format? The ultracool maps? The freeform plug-your-own-adventure-ideas-into-the-plot approach? The secret of tempo? Tenoch? Sheesh, all that sweat, blood and sleepless nights and nary a review?
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Backgammon
post Oct 26 2008, 02:44 PM
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I personally am busy making extended WILL+LOG tests to resist buying the PDF cause I want to hard copy version.
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Trobon
post Oct 26 2008, 03:45 PM
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QUOTE (Synner @ Oct 26 2008, 05:46 AM) *
What? No more comments on the writing? The new campaign format? The ultracool maps? The freeform plug-your-own-adventure-ideas-into-the-plot approach? The secret of tempo? Tenoch? Sheesh, all that sweat and blood and nary a review?


Ok. I'll come out of my shell to say what I thought.

The book was really nicely done and I am glad I bought it after all. I haven't been a huge fan of the big story arc books before. I mean, I do like the changes they bring to the setting and enjoy seeing the Shadowrun story unfold, but actually using the books has always been something that I just can't bring myself to do for some reason. However, Ghost Cartels has gotten me hooked good. I was planning on not GMing any time soon as I am in a tough class right now (at my college we only take one class a quarter, but its 16 credits a class and this is upper division physics), but then this book came along and got me all excited so now I have to GM again.

The fiction, as usual, was very informative and entertaining. I personally, thought it was a little cluttered for my taste, but all in all it was an enjoyable read. It certainly achieved, what I assume was, its primary objective of letting the reader get a good feeling for what's going on in the shadows and how everyone is reacting. It also adds a lot of context to the rest of the book, but again, not unusual.

The meat of the book, the three story-arcs/frameworks/whatchamajigers, were very nicely done in my opinion. I liked the way that it was set up so that the general idea of what was going on in the cities was told first with the adventures referenced right there so that I can not only decide where my players can fit in easier, but it also allows me to come up with my own side stories and sub-plots, which actually leads into another part I liked a lot. The sequel/side-plot areas at the end of each chapter was another good thing to have and I look forward to using a couple of those myself.

The secret was a whole thing unto itself. I have to say that I did not see it coming at all and my players will be very very surprised when we play through it.

The only thing that I can't find, although I admit I haven't read through it very carefully, is what the general ballpark is for the big payout at the end of the players being on retainer. I haven't ever done anything to that degree and it's going to be a little difficult to work it out.

All in all, it is a very good book and I am excited about running it.
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Heath Robinson
post Oct 26 2008, 04:48 PM
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QUOTE (Leofski @ Oct 25 2008, 11:46 PM) *
You want it. You want it lots. I have my copy and you'll enjoy it.

1. It has Caracas.
2. If you don't I'll beat you with a chair leg next weekend or otherwise send an attack squad to get you.

This argument is persuasive enough for me. Catalyst will be getting my monies.
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kanislatrans
post Oct 26 2008, 04:52 PM
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just got permission from the accounting dept . will be ordering tonite. WOOt! (IMG:style_emoticons/default/grinbig.gif)
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knasser
post Oct 26 2008, 06:00 PM
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QUOTE (Synner @ Oct 26 2008, 12:46 PM) *
What? No more comments on the writing? The new campaign format? The ultracool maps? The freeform plug-your-own-adventure-ideas-into-the-plot approach? The secret of tempo? Tenoch? Sheesh, all that sweat, blood and sleepless nights and nary a review?


Well you've already got some positive comments from me. And I'm not someone who is prone to saying nice things for the sake of it, so you can take that as a very solidly grounded opinion. I really like it. I think it's very good for a number of reasons. However, I've only read about just over a third of the entirety of it. When I've gone through most of it, I'll post my review. I already have six paragraphs of draft review for it, but it wouldn't be fair to post without having read nearly all of it. (IMG:style_emoticons/default/smile.gif)

It's about 170 pages long and some of us have social lives, you know! Patience. We're still digesting it all, but I think the general reaction is that we like the taste. (IMG:style_emoticons/default/smile.gif)

Khadim.
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Prime Mover
post Oct 26 2008, 06:36 PM
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Baby incoming soon and x-mas around the corner, budget demands I wait on print release...be happy to review once I got it! So far sounds like a great product, really looking forward to finaly finding out the "secret", please spoiler tag it if someone mentions it! (IMG:style_emoticons/default/twirl.gif)
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Synner
post Oct 26 2008, 06:45 PM
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QUOTE (knasser @ Oct 26 2008, 06:00 PM) *
It's about 170 pages long and some of us have social lives, you know! Patience. We're still digesting it all, but I think the general reaction is that we like the taste. (IMG:style_emoticons/default/smile.gif)

You're right, of course, I'm just so used to Dumpshock tearing every book apart within 24 hours of release that the wait is getting to me. (IMG:style_emoticons/default/nyahnyah.gif)

Seriously though, there are several reasons I'm more impatient than usual for feedback. In many ways Ghost Cartels as a product and as a story/campaign is telling of where I want to take Shadowrun as developer. It was a complicated book to put together for a number of reasons - I believe at one point I thought it was cursed - but I'm quite enthusiastic about the way it came out. Bobby, Malik, Jennifer, Jay, Elissa and Lars produced some excellent material, Sean added some awesome maps, and Adam brought it all together with his usual flair.

In many respects Ghost Cartels is something of a departure for us. With it we're introducing a new format for campaigns, one I'm anxious to get feedback on. The new style melds the best elements IMHO of a "canned" adventure (character stats, location descriptions and maps, and fiction elements to be used as handouts), with elements of the “track� campaigns (the freeform adventure frameworks and the profiles of major players and events) and “metaplot� adventures (the fiction/in character sections and the overall narrative continuity of the metaplot). We also conceived it so that it actually encourages gamemasters to add their own adventures to the overall plot and develop things beyond the existing frameworks. But that's not all, Ghost Cartels was developed to closely integrate with published material, both location books and rulebooks so that groups that have been buying into SR4 get the extra value for their buck - and frankly, so we pimp the stuff that's in those books. This is something new in terms of SR products and I'm very keen to see how it goes over with the fans.

Storywise, I'm very happy with what we came up with and what all the writers brought to the project - from Fatima's demise to Haze's addiction to Primeira Vaga. I can honestly say this is how I envision Shadowrun 4 plots in the future. Ghost Cartels has the global impact of our biggest metaplots (in it's way) while remaining true to the street-level perspective and storytelling that we've tried to implement with the new edition. It has the gritty plotline, the background mystery, and the surprise twist (more on that soon) and yet the focus is very much on the player character's actions. Heck it literally "seeds" future plotlines.
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Ancient History
post Oct 26 2008, 07:49 PM
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Heh. BAD babies. Eheh.
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Trobon
post Oct 26 2008, 08:11 PM
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QUOTE (Synner @ Oct 26 2008, 11:45 AM) *
You're right, of course, I'm just so used to Dumpshock tearing every book apart within 24 hours of release that the wait is getting to me. (IMG:style_emoticons/default/nyahnyah.gif)

Seriously though, there are several reasons I'm more impatient than usual for feedback. In many ways Ghost Cartels as a product and as a story/campaign is telling of where I want to take Shadowrun as developer. It was a complicated book to put together for a number of reasons - I believe at one point I thought it was cursed - but I'm quite enthusiastic about the way it came out. Bobby, Malik, Jennifer, Jay, Elissa and Lars produced some excellent material, Sean added some awesome maps, and Adam brought it all together.

In many respects Ghost Cartels is something of a departure for us. With it we're introducing a new format for campaigns, one I'm anxious to get feedback on. The new style melds the best elements IMHO of a "canned" adventure (character stats, location descriptions and maps, and fiction elements to be used as handouts), with elements of the “track� campaigns (the freeform adventure frameworks and the profiles of major players and events) and “metaplot� adventures (the fiction/in character sections and the overall narrative continuity of the metaplot). We also conceived it so that it actually encourages gamemasters to add their own adventures to the overall plot and develop things beyond the existing frameworks. But that's not all, Ghost Cartels was developed to closely integrate with published material, both location books and rulebooks so that groups that have been buying into SR4 get the extra value for their buck - and frankly, so we pimp the stuff that's in those books. This is something new in terms of SR products and I'm very keen to see how it goes over with the fans.

Storywise, I'm very happy with what we came up with and what all the writers brought to the project - from Fatima's demise to Haze's addiction to Primeira Vaga. I can honestly say this is how I envision Shadowrun 4 plots in the future. Ghost Cartels has the global impact of our biggest metaplots (in it's way) while remaining true to the street-level perspective and storytelling that we've tried to implement with the new edition. It has the gritty plotline, the background mystery, and the surprise twist (more on that soon) and yet the focus is very much on the player character's actions. Heck it literally "seeds" future plotlines.


Well that's good to know. I think knowing what you're looking for in terms of reviews is helpful for the process of giving feedback.

On the first point, the format, I've already given my opinion on it. I think that the adventure framework format is a great one for Shadowrun, giving adventures themselves in a very loose way and making them interconnect, but stay apart and have nice sequel ideas just by themselves makes a great read in my book. As I said, I feel encouraged to not only use some of the adventures from the book, but to make a nice campaign out of it, interconnecting the story with player plots and side tracks of my choosing. That's more than I could ever say about any of the other books. I really disliked Emergence because I felt it gave too little guidance, and Ghost Cartels is a great change of Pace.

On the second point, integrating other material, this is a tricky subject. On the one hand you want to give people who have the material more to do with it. However, on the other hand you can't make it unusable for those who don't have it. **NOTE: I am using Neo-Tokyo as my basis for this part** I think that, for the most part, this was accomplished. You made sure that anyone who didn't own it wouldn't feel left out, but in the end I didn't see enough that expanded or could be expanded from the use of other books. Some side-missions using the info from those books more heavily wouldn't have been too much I think, but all in all fairly well done.

Now onto the third and final part, the story. You've got the gritty, street level thing going pretty well for it. I think you've made a campaign that's both globetrotting and street level. It still has a good amount of surprises and mystery like I've come to expect from a Shadowrun game. The only thing that I would say is that the story is fairly linear and one way. Now, I know this is going to look like I am going against my first point, but I am trying to reconcile that in my head. The story in this book is meant to follow the path of the book. Now you can go off the path and there are places where you can make great offshoot campaigns based on a few things alone. However, this is no where near as prominent as it was in the older campaign books. There don't seem to be as many random things going on over on the side. There are some side-treks but these are tied into the original missions/storyline more than just "hey and this is happening" sort of stuff. However, given the choice of this style OR the Emergence style I would go for this one, but I do miss those random bits a little.

There. Those were the three big things you were specifically asking about and there is my opinion on them.
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fistandantilus4....
post Oct 26 2008, 08:38 PM
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QUOTE (Backgammon @ Oct 26 2008, 10:44 AM) *
I personally am busy making extended WILL+LOG tests to resist buying the PDF cause I want to hard copy version.

That's precisely where I'm at as well.
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Synner
post Oct 26 2008, 10:27 PM
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@fistandantilus: whenever you do get it, expect the usual easter egg hunt...
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Grinder
post Oct 26 2008, 10:32 PM
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QUOTE (fistandantilus4.0 @ Oct 26 2008, 09:38 PM) *
That's precisely where I'm at as well.


Yeah, me too.
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fistandantilus4....
post Oct 26 2008, 10:43 PM
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QUOTE (Synner @ Oct 26 2008, 05:27 PM) *
@fistandantilus: whenever you do get it, expect the usual easter egg hunt...



Sweet! You know how I love those. But we're moving right now and my financial advisor (read:wife) has advised me to wait.

Besides, for adventures, I really like to have something in front of me with actual pages. I just don't want to wait that long.
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Sir_Psycho
post Oct 27 2008, 12:46 AM
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Personally I'd love to get a look at a sample of these maps that have got people talking.
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Adam
post Oct 27 2008, 01:57 AM
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A future preview will show off some of the cartography goodness, as I said earlier in the thread.
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Synner
post Oct 27 2008, 02:01 AM
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Well, more previews will be forthcoming, including one with a map and "Crime Scene" description. While the maps in the book are black and white, the PDF release comes packaged with color higher rez versions of the maps that can be printed out. Those waiting to buy the print copy needn't worry we have something planned for you too.

To tide you over though, DriveThruRpg apparently has a preview of the first eight pages of the book including one of the full color maps: here. The actual maps in the book are accompanied by location descriptions and stats when appropriate.
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Caine Hazen
post Oct 27 2008, 02:14 AM
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Hehe, search agent Wanderly...
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Ancient History
post Oct 27 2008, 02:24 AM
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You ain't seen nothin' yet.
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kanislatrans
post Oct 27 2008, 02:42 AM
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um,I got it...now someone tell me how to put it down...I'm on page 20 and have to work in the AM..maybe I could call in sick or something... (IMG:style_emoticons/default/grinbig.gif)

I also love the maps... A+job

The writing and story is great also. can hardly wait to get done posting and get back to it.

The art is spectacular.

(sniff! sniff)(kanis tears up) Man, I Love you guys!!!! (IMG:style_emoticons/default/grinbig.gif) (IMG:style_emoticons/default/grinbig.gif)



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Fuchs
post Oct 27 2008, 08:23 AM
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I am still digesting the book. So far, I like what I saw (the first part), but I haven't gone much into the actual campaign info. I especially like the fact that while the campaign is global, it's not "earth shaking" - no megacorp imploding/merging, no Crash 3.0, no city getting "chicagoed". etc. The consequences of the arc seem to be able to handled as temporary or lasting as one wants to, which is a definite plus compared to other products.

I'll post more once I try the adventures out in actual play.

[ Spoiler ]


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Ancient History
post Oct 27 2008, 02:31 PM
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Did anybody like the new Exchange message system?
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Matsci
post Oct 27 2008, 09:26 PM
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QUOTE (Ancient History @ Oct 27 2008, 03:31 PM) *
Did anybody like the new Exchange message system?


I like the hints that the Exchange may have Emerged.
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Ancient History
post Oct 27 2008, 10:04 PM
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Unless you believe in the Great Coder, who comes out of the Code Patch once a year and gifts patches to all the good little hackers and riggers.
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knasser
post Oct 27 2008, 11:28 PM
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QUOTE (Ancient History @ Oct 27 2008, 02:31 PM) *
Did anybody like the new Exchange message system?


I liked the sensible discussion the posters were having about how it could be subverted, how it could protect itself, how anyone would know if either of these were happening. Infallible cool ideas are bad to me. Cool ideas that have to stand or fall on their own merits in a realistic world, I like a lot.

I've read more of this now and I really like it. I shall be using a modified version of this campaign for my own game, I think. And that means a lot.

Regards,

K.
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Aaron
post Oct 28 2008, 02:42 AM
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QUOTE (Ancient History @ Oct 27 2008, 05:04 PM) *
Unless you believe in the Great Coder, who comes out of the Code Patch once a year and gifts patches to all the good little hackers and riggers.

*thwap*
=iP
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Matsci
post Oct 28 2008, 03:18 AM
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QUOTE (Ancient History @ Oct 27 2008, 10:04 PM) *
Unless you believe in the Great Coder, who comes out of the Code Patch once a year and gifts patches to all the good little hackers and riggers.



There is no reason that either is contradictory.
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Rotbart van Dain...
post Oct 28 2008, 11:36 AM
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QUOTE (Ancient History @ Oct 28 2008, 12:04 AM) *
Unless you believe in the Great Coder, who comes out of the Code Patch once a year and gifts patches to all the good little hackers and riggers.

I'll rather stick the the Code-O-Mat running teamworking Agents patching selfwritten software and the Spoof program for getting updates for cracked software, thank you very much.
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Synner
post Oct 28 2008, 03:07 PM
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QUOTE (Caine Hazen @ Oct 27 2008, 02:14 AM) *
Hehe, search agent Wanderly...

Obviously not an accident, the people on JackPoint have histories and some of them tie to major characters in the setting.
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bofh
post Oct 28 2008, 03:18 PM
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I picked it up yesterday. It looks pretty good so far and I will be starting my group on it tomorrow night (IMG:style_emoticons/default/smile.gif)

Big thanks.

Carl
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cndblank
post Oct 28 2008, 09:29 PM
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Top notch piece of work.

Something for everyone.

Thanks!
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bofh
post Oct 28 2008, 09:32 PM
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The nice thing is that the starting missions are basic enough that I can throw my group into it right now and get the rest of the book digested in the two weeks between games.

Carl
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Caine Hazen
post Oct 29 2008, 01:30 AM
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QUOTE (Synner @ Oct 28 2008, 10:07 AM) *
Obviously not an accident, the people on JackPoint have histories and some of them tie to major characters in the setting.


oh yeah, I can't wait to get the full book and hunt for stuff. Of course I was looking soooooo forward to this after talking with you anyway (IMG:style_emoticons/default/love.gif) and the previews I have seen put it over the top for me.
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bofh
post Oct 29 2008, 02:54 AM
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One of the things I like most about it is its similarity to the Missions format. I've been running Denver for the past year and just looking through it last night and right now, I like the format. It makes it a lot easier for me and gives me lots of space to roam.

A quick note too, I like the bookmarks setup with the information in one set and the sets of sidebar bookmarks.

Crashing on A Stranger In Our House right now. (need some Seattle maps... Google here I come)

Carl
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kanislatrans
post Oct 29 2008, 03:49 AM
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Usually when you buy a campaign book/module you play it through once,maybe twice and then it goes and sits on the "pretty stuff" shelf.

Ghost Cartels isn't one of those prissy "oh,look at me!" books. It goes right into the "drag wherever we're playing"bag to be beaten,abused ,used ,referenced, argued over, and treated to all the injustices that a core book usually encounters.

I didn't even make it to the 2nd chapter before my evil mind was planning nasty things for my players. The plot hooks and opportunities for personal touches such as side jobs, new NPC's (outside of the great bunch put together by the Dev's), and just a humongous amount of background info. make this a must have.

My favorite stuff so far:

1) The Jackpoint stuff. The writing is great. It really made the characters...real. There is a depth to the "usual suspects" that for me was enlightening. They aren't just people with funny names jabbering back and forth. They are real folks, with problems and issues and yes, dammit...Feeling. Big group hug for the writers. (IMG:style_emoticons/default/grinbig.gif)

2)The Art. Top notch! I just went back through to see if could find anything that even slightly didn't fit in. I couldn't find anything. Now granted, I'm no art critic, but being married to an artist I have picked up a little bit of appreciation for detail and composition. and I really like the art. I doff my beret to art team. (IMG:style_emoticons/default/grinbig.gif)

3)Technical stuff. we haven't played it yet, but from reading through the adventure, i don't forsee any problems keeping the players on track. My players get bored easily and if the adventure drags they get antsy and start robbing liquor stores and torturing people. The format for Ghost Cartels seems smooth and very clean, which makes my job as the GM go easier so I can focus on the fluff and story. I love that. I raise my Code Red Mountain Dew and toast the whole design team. (IMG:style_emoticons/default/grinbig.gif)

I know I sound like a big suck-up,but I really,really love this book(er,PDF)

Great Job CGL!!!



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Synner
post Oct 29 2008, 12:37 PM
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The comments and reviews are much appreciated. Keep 'em coming, I'm very keen on hearing how the campaign plays out at your tables (and whether or not the players kick themselves at the end for not picking up on the clues regarding tempo's secret).

I'm particularly pleased people seem to like the new approach to the campaign track sections. As a gamemaster I've always been a fan of the campaign track format, all the way back to Blood in the Boardroom and Mob War. However, I did want to find a solution/format that addressed the (understandable) criticism that Adventure Frameworks, while flexible and freeform, were harder on the gamemaster (particularly new GMs) to bring to the table—given the amount of work needed to flesh out NPCs, grunts, and locations.

Ghost Cartel's new format attempts to provide those tools to the GM while keeping the plot frameworks relatively freeform and easy to adapt to any playing style—which is why I'm keen to see what gamemasters think and to hear how this plays out at the table.
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fistandantilus4....
post Oct 29 2008, 10:23 PM
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OK, got the book (stoked!) but I've only had time to read a little of it.
[ Spoiler ]


I've really been enjoying the inlcusion of the Jackpoint posts in along with the rest of the subject matter. The related articles, and especially the want ads are great to see. One of my favorite things from the old editions was the inclusion of little bits not directly related to what was going on, but still interesting. Even the advertisements were fun.

Going along with the whole mystery of "what is tempo?" , only on pg 37, I've noticed, what is it 3 great dragons so far that are warning people away from Tempo? Interesting.

Onto the Aztlan section where it discusses Caracas, I'm remembering talk in Runner Havens about all those labs and such on the city and surrounding areas. An example of that cross pollination between books?
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Zen Shooter01
post Oct 30 2008, 02:18 AM
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GHOST CARTELS is a disappointment. It's a radical deceleration after the triumphs of ARSENAL and AUGMENTATION, and the excellent UNWIRED and RUNNER'S COMPANION.

GHOST CARTELS is riddled with grammatical errors, which are sloppy and unprofessional. The Jackpoint page alone has three. Two are in the personal alerts in the sidebar on the left: "you have 2 new message", "agent has an 2 urgent messages for you". Another in the second news item, "travel advisory warning for the Caracas". The rest of the book suffers similarly.

The events detailed in GHOST CARTELS begin in early February, 2071, and continue to November. The problem is that in the three years since the release of the 4th edition basic book, many Shadowrun campaigns have advanced more than six or eight game months. Many GMs who have been telling their players that it's March 2072 or later are going to have trouble involving them in things that happened ten months ago - and were, according to canon, happening in the background of their world all along, although they've never heard of them. At best, if their campaigns are occurring in the right game months, GMs are left with the choice of either leaving this material out of their campaigns, or letting it hijack all previous plans. GHOST CARTELS should have been set in 2072 at the earliest, to give GMs a chance to catch this bus.

The organization of this book is deplorable. Sourcebooks are first, foremost, and above all things, reference books. The table of contents is the next thing to useless, as well as the PDF bookmarks. Vague and arty headings like "I'm Your Pusher" are very little use in trying to locate specific facts. For example, I cannot find tempo's game statistics. Are they even in GHOST CARTELS? No table of contents or PDF bookmark points to them. Searching the PDF for "tempo" is useless, it comes up with scores of hits. Searching for "vector" did not produce the drug's game statistics.

Compare that to RUNNER'S COMPANION, where the GM in search of rules for Changeling characters looks in the PDF bookmarks and finds "Alternative Character Concepts", and under that, "Changelings". Compare it to ARSENAL, where "Weapons" leads to "Firearms" leads to "Submachine Guns", and the GM in search of the things GMs actually need, like game statistics, has reached his goal quickly and easily.

A sourcebook is a bad sourcebook when it is laid out like fiction. GHOST CARTELS is constructed to read like a mystery. The problem is that the majority of people reading it are going to be GMs who need it to be a reference book.

Combining sourcebook information, like the updates to various cities in GHOST CARTELS, with adventure modules coerces me into paying for modules I don't want in order to get sourcebook material that I do. I resented it in NATIVE AMERICAN NATIONS I & II, and I resent it now.

This model of campaign book should be rejected in favor of the model of YEAR OF THE COMET, which was easier to reference and a better value.
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Ancient History
post Oct 30 2008, 02:39 AM
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QUOTE (Zen Shooter01 @ Oct 30 2008, 02:18 AM) *
GHOST CARTELS is riddled with grammatical errors, which are sloppy and unprofessional. The Jackpoint page alone has three. Two are in the personal alerts in the sidebar on the left: "you have 2 new message", "agent has an 2 urgent messages for you". Another in the second news item, "travel advisory warning for the Caracas". The rest of the book suffers similarly.

"Man, it's the future and shit still doesn't work!"

QUOTE
This model of campaign book should be rejected in favor of the model of YEAR OF THE COMET, which was easier to reference and a better value.

Not to be a grumpy monkey, but many people hated YotC

QUOTE
A sourcebook is a bad sourcebook when it is laid out like fiction. GHOST CARTELS is constructed to read like a mystery. The problem is that the majority of people reading it are going to be GMs who need it to be a reference book.

Combining sourcebook information, like the updates to various cities in GHOST CARTELS, with adventure modules coerces me into paying for modules I don't want in order to get sourcebook material that I do. I resented it in NATIVE AMERICAN NATIONS I & II, and I resent it now.

I see a bit of a misconception here: Ghost Cartels is not a sourcebook, and was never advertised as such. It does include very brief descriptions of the various sprawls that the events take place in, in some cases necessitating a bit of elaboration, but it is not "Drug Nexuses counterpart to Runner Havens and Corporate Enclaves."

QUOTE
The organization of this book is deplorable.

Eh. I'm as fond as extensive book-marking as the next guy, but this book out is laid out linearly to follow the campaign. You really can't argue with that as a top-down level of organization. Aside from the opening chapter, which is primarily fiction, all the other chapters are laid out identically.

QUOTE
The events detailed in GHOST CARTELS begin in early February, 2071, and continue to November.

<shrug> Bumping the timeline forward generally results in people wondering what the hell happened during the "missing six months." This is less of an issue for games that happen in a kind of "perpetual now," but one of the speedbumps on the highway of life with games like Shadowrun. Since we can't match the sourcebooks to every table and group of people playing the game, we at least try to be consistent.

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Zen Shooter01
post Oct 30 2008, 04:30 AM
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Ancient History:

Are you suggesting that the grammatical errors on the Jackpoint page were deliberate verisimilitude? Even if that's the case, the rest of the book is badly edited.

GC may have not have been advertised as a sourcebook, but it still contains information on important and influential events that any GM would want access to. Many GMs will choose not to run the adventures included in GHOST CARTELS, but will want to include the tempo wars in their campaigns; GC itself acknowledges this by including the section "To The Beat Of A Different Drum". Even gamemasters who do run the included adventures will be refering back to GHOST CARTELS later. Making the book easier to use as a reference book is better in all cases.

The organization would have been more user friendly if the first section of the book had been presented in a sourcebook format, detailing what tempo is, where it comes from, and including entries on the various factions and personalities involved. The adventures would come in later sections, with page references back to the first section. This would make the book easier for any gamemaster to use, whether they were currently running the included adventures or not. The fact remains - I can't find tempo's game stats using the PDF bookmarks or the table of contents.

Setting GHOST CARTELS in 2072 or later would have been better. It's easier to answer the question, "What happened in the meantime?" with, "nothing very significant," or even, "this and this and that," than it is to explain how GMs are going to involve their PCs in events that have already gone by in the game world. Of course an individual GM can rule that the events of GC don't happen until 2072 or later, but then their timeline will conflict with the canon timeline, especially when the canon timeline goes on to specify the events of 2072, which in canon will derive from the events of 2071, but which in the individual GM's campaign will be happening simultaneously.
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Tiger Eyes
post Oct 30 2008, 05:15 AM
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QUOTE (Zen Shooter01 @ Oct 29 2008, 11:30 PM) *
The fact remains - I can't find tempo's game stats using the PDF bookmarks or the table of contents.


On the table of contents, the last item in the first column is titled: "Tempo" -- pg 58. That is where you will find the stats as well as the background info on tempo. If you go to page 58, at the end of the column (below the Header "Tempo") you will see the Duration, Effect, Street Value, and Description for the drug.

Again, looking on the table of contents (second page, 1st column), the section labeled "The Secret of Tempo" -- pg 133 -- would be the logical place to look regarding the secret of tempo.

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knasser
post Oct 30 2008, 08:05 AM
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QUOTE (Zen Shooter01 @ Oct 30 2008, 02:18 AM) *
A sourcebook is a bad sourcebook when it is laid out like fiction. GHOST CARTELS is constructed to read like a mystery. The problem is that the majority of people reading it are going to be GMs who need it to be a reference book.


I think there were few people who took Emergence apart for its lack of applicability to an actual with as thoroughness as I did. And I have to say that Ghost Cartels is a very great improvement in this regard. Although there is still a fair bit of shadowtalk that will probably never be passed to the players for reasons I went into with Emergence, there are some significant mitigating factors. Firstly, it's a very much smaller proportion of the book and the rest of the book is so packed with material, that I didn't feel the shadowtalk took away from the usefulness of the book as a tool for GMs. Secondly, the shadowtalk is quite frankly very good and quite pregnant with atmospheric details and ideas that a GM will benefit from in communicating the setting and adventures to her players. Thirdly, I think there has been greater effort to make it something you could pass on to players in part (though this is still limited to the odd snatched Lone Star report, etc.). Also, it is nicely grouped at the start of the book, meaning it doesn't detract from the book as a reference tool when running the game.

The criticism of the indexing in the PDF, I just have to flat out reject - I found it adequate to my needs. Production values were also very high. Whilst everyone is entitled to criticise a product (and developers should be tolerant of that), I personally disagree with your review quite a lot.

Khadim.
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Fuchs
post Oct 30 2008, 08:24 AM
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It's rather easy to simply add 1 or 2 years to GC's dates, and play it in 207X.
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ravensmuse
post Oct 30 2008, 11:35 AM
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QUOTE (Ancient History @ Oct 29 2008, 09:39 PM) *
Not to be a grumpy monkey, but many people hated YotC

Not me!

I don't have a copy of it in my hands yet, but it's always been described as an adventure module with additional information tacked on. So they put out information you can hand out to your players in the form of Jackpoint posts and from there ran the adventure. Sounds to me like you went into this expecting a sourcebook and was surprised that you found an adventure module instead.

Editing errors are always going to happen. It's the way of things. It's why this is a .pdf (which can be edited on the fly) and the hardcover hasn't come out yet.
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Ancient History
post Oct 30 2008, 11:59 AM
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QUOTE (Zen Shooter01 @ Oct 30 2008, 04:30 AM) *
Are you suggesting that the grammatical errors on the Jackpoint page were deliberate verisimilitude? Even if that's the case, the rest of the book is badly edited.

No, sorry, I was being cheeky.
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Zen Shooter01
post Oct 30 2008, 12:36 PM
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Tiger Eyes: Thanks for pointing out where I can find tempo's stats. I had overlooked them when I glanced at that section, because I was expecting an entry that conformed to the established format for drug statistic blocks, with the name of the drug in bold face, followed by Vector, Speed, Power, etc., followed by description.

Fuchs: Yes, an individual GM can say that GC takes place in 2071 +X, but then their timeline will conflict with the canon timeline, especially as the canon timeline will go on, and canon events of 2072 will derive in some part from the tempo wars, which, in canon, happened in 2071. The GM who moves GC on their timeline will either wind up with the tempo wars and their aftereffects happening simultaneously, or will have to rewrite canon timeline forever after.
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Fuchs
post Oct 30 2008, 12:51 PM
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Which is not really that difficult. Just keep adding one year. And it's not clear how many GMs actually run campaigns that last as long as to actually see an impact from such differences in the timeline.

(Personally, I run my game "somewhere in the 50s or 60s", with the wireless matrix being retconned in, no crash 2.0, and a lot of otehr stuff never happened either.)
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Synner
post Oct 30 2008, 01:02 PM
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Sorry to hear you're disappointed. Particularly when reviews have been exceptionally positive thus far. It does seem though that you were expecting more of a sourcebook or at least a campaign book similar to Emergence. Unfortunately, if there's one thing you learn as developer it's that you'll never please everyone.

QUOTE (Zen Shooter01 @ Oct 30 2008, 04:30 AM) *
Are you suggesting that the grammatical errors on the Jackpoint page were deliberate verisimilitude? Even if that's the case, the rest of the book is badly edited.

This is a legitimate criticism, unfortunately several mistakes did get through multiple rounds of proof reading and editing.

QUOTE
GC may have not have been advertised as a sourcebook, but it still contains information on important and influential events that any GM would want access to. Many GMs will choose not to run the adventures included in GHOST CARTELS, but will want to include the tempo wars in their campaigns; GC itself acknowledges this by including the section "To The Beat Of A Different Drum". Even gamemasters who do run the included adventures will be refering back to GHOST CARTELS later. Making the book easier to use as a reference book is better in all cases.

Ghost Cartels is first and foremost a campaign book. It was promoted and designed as such. It isn't a book about the tempo wars but rather a story and a mystery (well, three in fact)—the player characters' story. While a lot more is going on in the world (addressed in To The Beat of a Different Drum), the details of what that might be beyond the immediate plot described in the rest of the book are left to individual gamemasters. The remaining chapters of the book are devised to move the plot forward and provide enough contextualizing information that gamemasters can add their own twists and turns to the central story or make their own spin-offs (as illustrated by the Tempo World Tour section). It is intended to spawn numerous plot seeds, but not to provide a play-by-play of the tempo wars worldwide.

In terms of design philosophy it's more appropriate to compare Ghost Cartels with previous like products such as Mob War, Blood in the Boardroom or Survival of the Fittest and Brainscan rather than Year of the Comet (which is a sourcebook and has no character driven plot) or even Emergence.

I noted several times in the fan chats and in the build up to the release that Ghost Cartels melds aspects of our stand-alone adventure format, the sequential campaign format and the track campaign format. While the track campaign format is indeed similar to a sourcebook, the main criticisms leveled against it are that it usually lacks a central character driven plot and it lacks the ready to use elements of canned adventures and episodic campaigns. I wanted to tackle that in Ghost Cartels by providing a middle ground, enough background to build your own stuff but a clearly dominant story threading everything together.

QUOTE
The organization would have been more user friendly if the first section of the book had been presented in a sourcebook format, detailing what tempo is, where it comes from, and including entries on the various factions and personalities involved. The adventures would come in later sections, with page references back to the first section. This would make the book easier for any gamemaster to use, whether they were currently running the included adventures or not. The fact remains - I can't find tempo's game stats using the PDF bookmarks or the table of contents.

That organization would have made perfect sense if our goal was to do a setting book, or even one of the old track campaign books. It wasn't. Our intent was never to produce a sourcebook.

We wanted a series of interlinked adventures that told a gritty street-level story with tied into global events. We wanted something like Emergence but with a character-focused story to thread events together—a campaign in the strict sense. We also wanted to the framework to be flexible enough that gamemasters felt comfortable in adapting and adding their own twists to that plot. And obviously, we also wanted to launch a new metaplot (for those who've read it to the end, it should be obvious this is the beginning of a new long term plot).

In short, we wanted a campaign book rather than a setting book and structured Ghost Cartels as such. It was organized to facilitate life for the gamemaster who wants to play through it—regardless of whether he wants to play individual story arcs or play the whole book as a single metacampaign. Consequently we chose to group relevant information by story arc.

The most common complaint I've heard about Emergence isn't that it was a technomancer-focused story or that it "retconned" technomancer continuity because it came out too late, but that it was an "event book" that was rich on ideas but lacking in an actual story and, for lack of a better term, direct application to each game. It was particularly tough on new gamemasters (of which SR4 has many) because regardless of how cool the events depicted were, it was a lot of work to bring to the table in adventure form. It was/is a book about something that happens to the setting and that the characters are involved in, rather than a book that was easy to bring to the table. Many people liked the plot, the ideas and the characters in Emergence, but thought it difficult to implement directly because it was lacking in an actual story to draw players in. While many experienced gamemasters prefer to develop their own material, a good campaign book should attempt to strike a balance between character-oriented storytelling and setting/plot development. That is what Ghost Cartels attempts to do: offering you all the setting/campaign context of the track campaigns (like MobWar and Blood in the Boardroom offered), the episodic storytelling of the threaded campaign books (like Survival of the Fittest and Brainscan), the fiction of event campaigns (like System Failure and Emergence) and the ready-to-play NPCs and locations of canned adventures (like On the Run).

That said though, relevant setting information in Ghost Cartels is grouped together for easy reference and easy to identify sections. The overall plot elements and recurring major players are described at the end of the first chapter. Seattle plot-related material is all grouped at the beginning of First Taste, Pacific Rim material is grouped by location through-out The Source, and South American plot material is grouped at the started of Final Cut. Each section is broken down in roughly the same manner and provides information on What's Going On, geographic Flashpoints, as well as Allies, Antagonists and Complications involved in the plot. All of those seem relatively easy to reference, and they are placed before the individual frameworks that play off that information.

QUOTE
Setting GHOST CARTELS in 2072 or later would have been better. It's easier to answer the question, "What happened in the meantime?" with, "nothing very significant," or even, "this and this and that," than it is to explain how GMs are going to involve their PCs in events that have already gone by in the game world. Of course an individual GM can rule that the events of GC don't happen until 2072 or later, but then their timeline will conflict with the canon timeline, especially when the canon timeline goes on to specify the events of 2072, which in canon will derive from the events of 2071, but which in the individual GM's campaign will be happening simultaneously.

Regardless of where your game is at, the official Shadowrun setting is currently in early 2072. Products will continue to reference the official timeline. Unwired and Runners Companion were dated 2071, Feral Cities will be set in 2072 and Dawn of the Artifacts will play out during 2072. However, it shouldn't be difficult to move the campaign ahead a year if that suits your timeline - there's a reason we didn't put specific dates in the timeline, but weeks and months instead.
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Zen Shooter01
post Oct 30 2008, 03:20 PM
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I appreciate your considered and detailed reply. I see the plan on which GHOST CARTELS was built, but I maintain that a different plan would have made for a more versatile and widely useful product.

I remain a great fan of the game. ARSENAL, AUGMENTATION, UNWIRED, and RUNNER'S COMPANION were all terrific, and I look forward to FERAL CITIES, and especially RUNNING WILD.
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Synner
post Oct 31 2008, 11:53 AM
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QUOTE
I see the plan on which GHOST CARTELS was built, but I maintain that a different plan would have made for a more versatile and widely useful product.

Unfortunately, what I like to call, "event books" like Year of the Comet, System Failure, and Emergence aren't by their nature geared towards player involvement, their contents are often hit and miss with regards to the tone and style of the individual games, and their scope is most often such that they can't focus on a character-focused story. Story-oriented campaigns tend to be easier to integrate or at least adapt and have the bonus of being focused on the characters (regardless of whether their role is decisive or not in the outcome, they play an active role and the pieces of the story come together from their perspective). As I mentioned above while Ghost Cartels was organized to best support the gamemaster running characters through the central plot, the contents were also designed to fit a wide variety of campaigns and to provide enough background for the gamemaster to develop additional material.

While a "tempo wars" sourcebook might have been a better choice as reference material, for a long time now fans have been asking for narrative-oriented campaigns with contents that are easier to bring to the table (compared to event books like Emergence).

Nonetheless the constructive criticism and feedback is appreciated and will be taken on board.

Any more?
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Blue eyes
post Nov 1 2008, 07:57 AM
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Just finished the Ghost Cartels. I found it an excellent book on many levels. First and foremost the different adventures are great as well as the many consequences of tempo etc. I wont go into details since I dont wanna spoil it for anyone, but I personally really enjoyed the ride i got from reading the book and I cant wait to have my players experience it.

Having the adventure take you to so many different locations in the world is a great idea. I will definetely get even more out of the 4th edition setting books (Corporate Enclaves and Runner Havens) than I already have, when visiting Seattle, LA, Hong Kong etc in the campaign.

The intro, art and maps were also excellent and the index imo is easy to use.

Congratz on a great product, you guys deserve alot of praise. Gonna read it again over the weekend.

Can't wait for the next one! Hope to hear more about Dawn of the artifacts soon (IMG:style_emoticons/default/smile.gif)
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Demonseed Elite
post Nov 1 2008, 05:21 PM
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I haven't read the final product yet, but Ghost Cartels was one of my favorite Shadowrun projects to work on. The brainstorming phase was real fun, I'd only put Brainscan and Runner Havens up there in my experiences of having tons of awesome ideas to work with. I think we really addressed how to come up with a plotline that didn't have to be earth-shattering to be interesting. And we also re-examined how to make adventure books more useful to a group, by trying to organize the material in a way where a GM can hand it out and also returning to things like including maps and flesh-out NPCs.
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Fuchs
post Nov 3 2008, 01:13 PM
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I started to introduce the drug - adapted to my campaign, which had a similar drug introduced before.

My players (Miami-Campaign), do not read further.

[ Spoiler ]
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Synner
post Nov 3 2008, 01:58 PM
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Fuchs: Funny that. One of the things I considered but had to discard due to lack of space was a subplot where the Voodoo crewes of New Orleans dealing in the drug caught on to the secret of tempo and figured out that making someone into a prepared vessel made it more difficult for Yagé and co. to have their way with them by somehow interfering with tempo's secondary effect.

Blue Eyes: Thank you for the praise. Hope your players enjoy playing it as much as you enjoyed reading it.
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Rotbart van Dain...
post Nov 3 2008, 10:19 PM
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Technical question:

Would a character with Magic Resistance using Tempo be treated like a Technomancer, as both Qualities prohibit magical talent?
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Ancient History
post Nov 3 2008, 10:40 PM
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No.
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Synner
post Nov 7 2008, 09:39 AM
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For those who have been waiting for the hard copy... we now have a street date.
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Synner
post Nov 22 2008, 06:51 PM
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Just cause I don't think we mentioned this when the PDF was released. The e-version of the book comes with higher-rez full color versions of the various location maps (which you can print out, use as handouts, blow up to use with minis, reuse for some other purpose) by map maker extraordinaire Sean Macdonald. For those of you who will be picking up just the hard copy, we haven't forgotten you and the maps are now available for free on Shadowrun4.com.
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SincereAgape
post Nov 27 2008, 09:50 PM
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I do agree with Zen's point in terms of timeline. It has been roughly three years since the release of SR4th and we are quickly dawning on the fourth year in about a month, but in terms of timeline it is still only 2071 (According to this thread, haven't actually picked up the supplement) with Dawn of the Artifacts and Feral Cities taking place in 2072. Unless the developers have major events still planned ahead for the SR campaign it would be great to see the timeline sped up a little bit to coincide RL time (This is just a thought). Hopefully the Catalyst team has future events planned for the gamers and if they do it should be great. I'm looking forward to seeing the SR universe unfold storyline wise and do hope the new line of paperback novels brings us back to the quality of the products back when Koke, Odom, Smith, Dowd, Stackpole, and the rest were writing. Since Catalyst has taken over the publication of the franchise, SR seems to have really taken off in terms of product quality. All that I want is for more story events to take place when compared to the storylne which took place during the SRIII regime.

Man it's good to be a Shadowrun fan again.
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Backgammon
post Dec 2 2008, 03:13 AM
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I'm done reading most of he fluff... ya know, the whole tempo thing has a lot of Perdido Street Station in it. And I know that's one of Synner's favourite books... (IMG:style_emoticons/default/wink.gif) Not that I'm complaining. That was (and is) a kickass storyline.
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Ancient History
post Dec 2 2008, 03:17 AM
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QUOTE (Backgammon @ Dec 2 2008, 04:13 AM) *
I'm done reading most of he fluff... ya know, the whole tempo thing has a lot of Perdido Street Station in it.

Bite your tongue and bleed to death.

Read: I can see where you're drawing the parallel, but PDS' ending me offended me greatly.
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Fuchs
post Dec 2 2008, 08:16 AM
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I finished the "transistory adventure", setting the runners up to be able to start the actual runs

[ Spoiler ]
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Wesley Street
post Dec 2 2008, 07:14 PM
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I received my hard copy of Ghost Cartels this weekend. Overall, I really like the book for the same reasons everyone else digs it: plenty of plot hooks, NPC stats, maps, etc. etc. My only criticism is the shadowtalk. Like Emergence, some of it I'll be able to adapt into "News Briefs and Chats From Jackpoint" emails that I send to my players (I'm now wishing I'd ordered the PDF so I could do a simple cut-and-paste rather than key stroking) but much of it I won't. There's nothing wrong with the old 1st ed. format of a one page summary of what's really going on in the adventure, the antagonists' motivations, etc. and then getting on with the actual adventure content. I'm not going to say that Ghost Cartels isn't well written, because it definitely is. But when it includes content that only I, as the GM, will be reading it makes the product more entertaining for me but less so for my players, who are more important. I understand that the fiction bit is meant to set the tone but I think that should be more on the GM than on the publishers. Though the publishers should definitely give their opinions and input in the text.

If I were to re-mix Ghost Cartels a bit I would turn the shadowtalk section into handouts and designate them to be distributed at Week 1, Week 2, etc.

But that's a very minor thing. I like the book overall and would definitely recommend it.
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Synner
post Dec 3 2008, 11:43 PM
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With Ghost Cartels hard copy now hitting stores, I'd like to urge everyone who can to post their reviews of the book, positive and negative, on the various vendor and review sites. It really helps in getting the word out and showing the community is vibrant and interested in the products Catalyst is putting out.
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Fuchs
post Dec 14 2008, 11:02 PM
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I ran the first run last night.

[ Spoiler ]
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