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Fuchs
post Dec 21 2008, 01:48 PM
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I ran "Body Snatchers" last night.

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The Jake
post Dec 21 2008, 01:58 PM
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Keep it comin' Fuchs. Good reading.

- J.
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Rotbart van Dain...
post Dec 25 2008, 12:36 AM
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QUOTE (Synner @ Oct 25 2008, 05:22 PM) *
Corrected stats will be in the first errata (hopefully right after the print release)

If possible, it would be great to re-check every stat for errata - concealed vehicle/drone armor is only rated up to 10. (p. 160), Nanosymbiontes only to 3 (p. 85, 155) and max augmented skill ratings are rounded down (p. 152, 158).(IMG:style_emoticons/default/smile.gif)
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Fuchs
post Dec 28 2008, 01:48 PM
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Last Night I ran "Dirty Pretty Money"

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The Jake
post Dec 29 2008, 11:47 AM
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I've just bought Ghost Cartels and I'm reading it now.

So far I'm impressed but I'm finding reading it a very tough slog. I find the structure/layout very confusing and the material is very densely packed (not the writing itself, but the depth of written material).

- J.
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Tachi
post Dec 29 2008, 11:57 AM
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I finished reading it on christmas (nothing better to do). I'm gonna run it in a few weeks, once the players get more used to Shadowrun, and their characters have a better chance of surviving what I intend to do to them.

Fuchs.... Thanks for the write-ups. They'll probably help me adjust when my players screw the plan all to hell. Which seems to be their developing MO. (At least they're consistent and keep me on my toes.)
Keep 'em coming.
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Chrysalis
post Dec 29 2008, 10:58 PM
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The big project for today was to read Ghost Cartels, a Shadowrun campaign sourcebook. I have to admit that my initial thought was to actually finish reading it much earlier, such as yesterday. However, due to it being my birthday that day, I advocated instead to finish the book today.
First of all, I have to say that Ghost Cartels is a well written, well thought-out campaign sourcebook. While I have tried to shun reading other reviews on the book, nonetheless I must add my own dialogue on the matter of certain mistakes. Out of the 160 page I discovered 1 terrible mistake (which I suspect was a layout or editorial kerfuffle, 5 mistypes , and several minor vocabulary, stylistic or grammatical mistakes. In my own professional opinion as a proofreader it’s perfectly acceptable from a group that only uses editorial services.

The only negative comment about the writing is that of the opening story for chapter “the Source�. First of all I found it to be… poorly written by some man from South Hampton whose world somehow involves Japanese swords and Mexican rap. In truth, I found most of the forced Mexical drug pusher dialogue – well to be rubbish. I would have preferred that they actually spoke either real Spanish, or a smattering of Colombian Spanish vernacular equivalent to their station. The image on the right, a noticeable shift down from the rest of the high quality in the book does not assist in this assessment.

During the course of the reading of the preamble of Ghost Cartels, the impression received was that this is campaign sourcebook could have happily been published in the 1990s, during the great cocaine push. In truth, I suspect that at least one of the source material used was either the movie Traffic (a quasi-documentary on shipping of drugs into the United States during the 1990s) or the memoir of a DEA or FBI agent, which focused on the drug traffic during the 1970s to the 1980s, which I partially remember reading a few years ago. Nonetheless, it would be interesting for the contributors to respond in what were their primary inspirations and source material for this campaign book – outside of Shadowrun material and Howlin’ Mercy of course.

One aspect which I thought would have been described is BTLs. Unfortunately, the basic book of Shadowrun 4th edition does not go into much detail. In actuality Ghost Cartels is one of the only books to actually talk about “beetles� in any detail. My wish is that the upcoming Vice book, which I have to admit I have great expectations for, would give much more detail as well as game effects for BTL usage. Perhaps even an entire chapter on drug use and drug construction.

The Olaya Cartel, the cartel which Ghost Cartels primarily focuses and its linkages with Tempo give numerous ideas for development of adventures for Shadowrunners as they become further involved in the great upheavals in the underworld. During the course of the reading of the campaign I was constantly thinking of how as a player I would approach the adventures.

At this point I would wish to place an aside and say that everything forthcoming will be quite revealing about some of the metaplot of Ghost Cartels and if you do not wish to ruin your appetite then may I recommend that you stop reading here.

It is quite obvious that the team should demand a face, a mage, a hacker, and a street samurai. To be honest, what I was impressed with is how much of the campaign involves negotiation with different parties without having to devolve into actually shooting things. In addition, parts of the Seattle runs really do demand strong law enforcement connections and actually makes some of the adventures quite easy, especially if they do end up in Caracas. There are also many points that the PCs can decide to stop and get out while ahead.

The way in which the players become involved seems very plausible and not forced, as they become more involved with Kaz Yakamura and the Komun’go there is a reasonable expectation for them to accept the parting gift of Kaz Yakamura and be hired into Henry Uribe’s retinue. As the subsequent adventures unfold, I would expect a deepening emotional attachment with their handler Sacristán and her very charismatic boss Henry Uribe. The reason why I wished to bring this up is that when Sacristán is shot and killed by Aztechnology forces in the Baltimore Towers, their allegiance is more likely to shift from Riveros, someone is quite obviously possessed by a spirit to that of Henry Uribe. Even if they were to continue with Riveros, her consolidation of power (highly similar to the increasingly paranoid behavior of Kaz Yakamura) would be a clear indicator of a building up of a situation which will involve conflict with Henry Uribe and the Olaya Cartel.

It is far more likely, that the Shadowrunners will long before the events of Caracas will actually try to assassinate Riveros or try to discover a way to eradicate Yáje. This also clearly indicates that the last adventure in the group of delivering a sapling to Yáje/Riveros is not in anyones interests, especially as they will be switching over to the Davis Cartel/Aztechnology. At this point the Shadowrunners have ceased to be valuable and will probably involve either being killed by Aztechnology, Primeiro Vaga, the Spirit Cabal, Sirrurg, Ghost Cartels, IDEA, ARM, DISA or perhaps if they are lucky only have their beating hearts ripped out with an obsidian knife by the slightly over-zealous, but single-minded Aztechnology warrior Tachi. In short the GM really has to resist the urge of finishing off the campaign with "your all dead."

I believe this is what in modern parlance is called a plot “cock-up�.

Something which was not clear was that were the Shadowrunners informed about being the foreigners used in the creation of the PR scandal in Neo-Tokyo. If they are it turns into a very straight and quite frankly boring run, while if they are not, I could see the run ending with the team being killed or worse in prison, which would then involve also being killed.

As to the answer to the Tempus “mystery�: I think the developers, at least during the writing of Ghost Cartels, have yet decide how to continue this metaplot in future campaign books. However, they would love to keep their readers guessing in the hopes of future book sales, novels, or movie deals. I distinctly remember something from Street Magic that free spirits prey upon karma and seem to be draining Tempus users as part of the possession. Anyways, it all has something to do with a Spirit Cabal of Shadow Spirits bent on avenging mother-nature and a draconic version of Bill Oddie called Sirrurg. The mystery is somehow hidden in the rules of Free Spirits in Street Magic – and at that I shall leave that mystery for others to conjecture.

Overall, I have to say that Ghost Cartels does in part live up to its reputation as a solid book. However, the end of the campaign will demand much more work from the GM as their guardian angel in making sure the players characters do survive.
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The Jake
post Dec 29 2008, 11:55 PM
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Ok, I'll add my $0.02 worth in the form of a review.

The first thing that grabbed me about this book was the depth of detail. However, like anything, this can be a double edged sword. As I do with all modules I try to flick to the GM Behind the Scenes bit so I can get a plot overview. It actually took me awhile to find it amoungst the shadowtalk. I realised afterwards it is spelled out clearly in the index and I'm probably just a retard but coming from previous SR products the format did throw me a lot.

The book is effectively split into four sections - the first section was the beloved shadowtalk overview of the events of the campaign, the next was three sections for each story arc. I liked the structure used. My only criticism was that in an effort to link each story arc I felt there was an unnecessary degree of duplication as it read that the PCs get embroiled in a scenario at the end of the arc, which then reads almost exactly the same as the first story in the next arc. I think the end of the story arcs could have been summarised more succinctly and it would not have detracted from the book in anyway.

The first section I felt was quite clever as it showed the human element of the effects of tempo and the effects on the shadow community. The story of Haze and Fatima I thought really punctuated the point nicely.

In terms of the plot, it is definitely a street level campaign. No question there. You start off working for local street gangs and one of the Seoulpa Rings and from there, to the Ghost Cartels all the way to the private meet between Riveiros and Ramos. The PCs are not forced or railroaded at any point to continue the story arc and they can get off the train at anytime. This, to me, was probably one of the key attractions of the plot. It is easy weave into an existing campaign and the PCs can stop at any time. In each story arc I felt there is minimal railroading (some modules are horrificly guilty of this).

However, I do have two beefs with the plot:

Beef #1: Ghost Cartels assumes your players are utter callous bastards.

Now anyone reading the 'wetwork' thread here lately will probably know what I'm talking about, but my PCs - while they have killed - are somewhat squemish and do not like doing it (apart from one spy who doesn't really care and one trigger happy troll street samurai). This entire module relies on PCs basically kidnapping people, murdering them or otherwise supporting their death and torture. For PCs to make to the very last story arc, you have to be willing to continue working for the Ghost Cartels, knowing full well they are the ones pushing tempo and knowing that some of your friends and contacts are probably tempo junkies (and thus no longer your friends and contacts) but more importantly not caring. Infact, I'll go on one step further to say the plot actively rewards PCs for becoming more and more ruthless.

E.g. 1:
There are several scenes where if the PCs don't kill someone that it looks badly upon them. Such as with Uribe and Vilamoura and Riveiros and Calvo-Jurada. Off the top of my head.

E.g. 2:
When Sacristan is kidnapped the PCs do not have to rescue her (although by this point I do admit most PCs with even half a conscience would probably choose to). The module also makes a point of saying that a PC (presumably a Face) has the opportunity to tell Uribe he'll take her place and really step up in the Ghost Cartel world. In a way, I like the plot twist there however it does show that the game is rewarding evil actions over good I found.

E.g. 3:
This is punctuated again when at the end Yaje tells Ramos that the PCs have been useful. If the PCs really push the envelope here - proven their worth to Uribe, Salazar and Riveiros, I see no reason they couldn't be involved in Yaje/Riveiros/Ramos future plans and make mega nuyen getting in on the ground floor. After all, their loyalty has already been proven. All they have to do is sell their souls working for AZT. This isn't touched on much in the book but with Yaje telling Ramos to leave the PCs alone and that they are useful, I felt this is pretty much implicit, if not all but directly stated their intentions to include the PCs into their future plans.

If your players are the scrupuluous sort you'll probably find they want to jump ship half way through. If they don't take the bait to jump into the story however, the enterprising GMs solutions is to start using the Spin-Offs And Side-Jobs: Adventure Seeds to try and create a more humane series of adventures involving tempo and GC. To be fair to the authors, they did anticipate this and hence included these sections for that purpose. So the GM does have multiple methods of the PCs getting involved - the overarching message is that nobody is immune to the effects of the tempo craze.

I'm digressing but I'm trying to say that while the PCs can run through the story arc with as much scruples as possible, GC actively rewards evil PCs and evil behaviour. This is not necessarily a bad point but something a GM needs to be aware of.

Beef #2: Aztechnology become the bad guys... again...
This is a trivial point but an annoyance for me personally. Others may not feel the same way.

A lot of water has gone under the bridge since the Dragonheart Trilogy but given the Azzies involvement in the Yucatan struggle and then the blood mages gestalt and Mr. Darke before that, I thought that the Azzies have had more than a fair chunk of the limelight as "the bad guy". Once again they've risen to the surface. Granted you cannot have a struggle in South America that DOESN'T involve AZT but I would have liked to have seen another corporation or group involved that we haven't had exposure too.

Overall Ghost Cartels had just the right level of depth for a module. I felt that GC was the spiritual successor to Emergence and hit all the right notes they were trying to hit with Emergence but just fell short. There is more than enough material here useful to any GM, even if his PCs never run through the main story arc. In that respect, I think it is a worthy addition to any campaign in any city. I REALLY liked the fact that the authors actually statted the NPCs and provided maps. While many people here lauded the authors for statting out the NPCs and providing maps I must state that for the record, this is something I expect in a module rather than something to be pleasantly suprised at by its inclusion. This is what saves me prep time as a GM. I have not liked the lack of maps/stats at all with books like Emergence and felt it really forced additional work on me as a GM to flesh out the game. I did not get that feeling with Ghost Cartels and overall believe I will have an easy time running it.

I'd like to say that I know there's a lot of gripes about editing mistakes and oversights but overall I think I only picked up on one really obvious spelling mistake and kept on going. It wasn't a huge issue for me. I was trying to hammer through this book so quick I just missed it. That and I was probably willing to overlook a lot of faults due to the content.

I give this book a solid 4.5 stars out of 5 and two thumbs up to all the authors involved.

I do, however have several questions:
1) Is Rivieros Applied Mimetics still around or is it assumed destroyed after the events in the third arc? This is just a personal question.
2) When can we expect to see more information on Yaje/Ramos and their future plans? GMs need this information because anyone that reaches the end of GC and doesn't have the answers will have to make up their own answers which may force him/her to come up with non-canonical solutions.
3) What is the fall out on worldwide tempo supply/production after the events of GC? This isn't really touched on enough in my view.
4) WTF is royal jelly?

- J.
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Chrysalis
post Dec 30 2008, 12:12 AM
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I did the math on the loads of Tempo and they are shockingly small. As in I did the math and came out with one dose being between 1-3grams at street value of 50-150 nuyen. 200 keys gives you 106,666.67 doses, which as a street value of 8 million nuyen. To be honest I would expect it being shipped by the ton to meet demand. The amount of product feels a bit too small to have the effect Ghost Cartels should have.
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The Jake
post Dec 30 2008, 01:11 AM
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QUOTE (Chrysalis @ Dec 30 2008, 12:12 AM) *
I did the math on the loads of Tempo and they are shockingly small. As in I did the math and came out with one dose being between 1-3grams at street value of 50-150 nuyen. 200 keys gives you 106,666.67 doses, which as a street value of 8 million nuyen. To be honest I would expect it being shipped by the ton to meet demand. The amount of product feels a bit too small to have the effect Ghost Cartels should have.


I too, felt the same way.

At the end of the day its an arbitrary figure anyway that the GM can modify to his/her whim, so I don't really care.

- J.
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Chrysalis
post Dec 30 2008, 01:37 AM
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QUOTE
The counterdrug community estimates that between 530 and 710 metric tons of cocaine departed South America toward the United States in 2006, similar to the range estimated in 2005. The eastern Pacific and western Caribbean routes to Mexico and Central America remained the primary channels for cocaine movement from South America toward the United States, accounting for about 90 percent of the flow.

Cocaine Smuggling in 2006
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Synner
post Dec 30 2008, 01:39 AM
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QUOTE (Chrysalis)
As to the answer to the Tempus “mystery�: I think the developers, at least during the writing of Ghost Cartels, have yet decide how to continue this metaplot in future campaign books. However, they would love to keep their readers guessing in the hopes of future book sales, novels, or movie deals. I distinctly remember something from Street Magic that free spirits prey upon karma and seem to be draining Tempus users as part of the possession. Anyways, it all has something to do with a Spirit Cabal of Shadow Spirits bent on avenging mother-nature and a draconic version of Bill Oddie called Sirrurg. The mystery is somehow hidden in the rules of Free Spirits in Street Magic – and at that I shall leave that mystery for others to conjecture.

For the record, I do have a very clear vision of where I want to take Primeira Vaga and how this mystery seeds a major ongoing plotline. The fact that César da Silva is a twisted avenger shaman and not a Toxic shaman is one of several clues... More will be revealed soon.

QUOTE
1) Is Rivieros Applied Mimetics still around or is it assumed destroyed after the events in the third arc? This is just a personal question.

RAM has been gutted and unlike KondOrchid cannot invoke extraterritorial privilege. I think you will find that it's assets will be picked up by a major megacorp in the not so distant future.

QUOTE
2) When can we expect to see more information on Yaje/Ramos and their future plans? GMs need this information because anyone that reaches the end of GC and doesn't have the answers will have to make up their own answers which may force him/her to come up with non-canonical solutions.

We will definitely be revisiting them in the future, though they'll be out of the spotlight for a while. I'd expect them to make cameos in upcoming books.

QUOTE
3) What is the fall out on worldwide tempo supply/production after the events of GC? This isn't really touched on enough in my view.

What happens when the flipsiders go into withdrawl and the tempo bubble pops will be addressed in Vice and future books.

QUOTE
4) WTF is royal jelly?

Feral Cities has a little more on this odd little entry into the Awakened compound market.

@ Jake - While you are very much correct in that Ghost Cartels is particularly violent and immoral in tone, and that it rewards such behavior in characters, it was very much conceived as a mature story, a dark and gritty underworld plot that would leave the players, as much as their characters, thinking about the dark side of the criminal underworld and the violence they so often casually wield. It was also intended to allow gamemasters to address a number of issues that are rarely touched upon in RPGs, like the human ramifications of drug use and the casual collateral damage that the drug trade generates. One thing you might want to try if the default approach to the campaign feels too dark, is running the campaign using the suggested alternative approach where the PCs are working as undercover operatives for law enforcement. I did, and it was pretty fascinating to see how they tried to circumvent the bloodshed and deaths, and how they faced the inevitable moral junctures.
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Prime Mover
post Dec 30 2008, 02:01 AM
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Still unclear on the royal jelly info. Been foreshadowed in two books now and seems to counteract the effects of background count? Seem to have seen a recent mention of the fact there wouldn't be any mechanics in anything but core books from now on. So that begs the question then, when would we be seeing a solid stat block on the variations of Royal Jelly?
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Demonseed Elite
post Dec 30 2008, 02:04 AM
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Yeah, the writers and devs had the future of the Ghost Cartels storyline roughly sketched out before we even started the GC first drafts. Which is part of what made it so fun to brainstorm and write; we were filling in characters and stories that we knew would be coming back later on. For example, we looked at the Universal Brotherhood/Bug City storyline and how it took years to really develop and realized that was part of what made it so awesome.

On the format of Ghost Cartels, I'm really pleased with the design decisions made with it and I really hope Catalyst continues to run with that format for campaign books. The maps and stats, the signature characters, and the flexible, enduring storyline really raised the bar, I think.

As for inspirations, I did watch Traffic twice before I sent in my proposal notes for Ghost Cartels. I also watched Clear and Present Danger again. And another major inspiration for me was Ian MacDonald's book Brasyl, which is excellent and I totally recommend. And there were some late, late nights listening to Deep Forest and reading about Afro-Caribbean religion and hallucinogens. (IMG:style_emoticons/default/nyahnyah.gif)
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The Jake
post Dec 30 2008, 07:49 AM
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QUOTE (Synner @ Dec 30 2008, 01:39 AM) *
For the record, I do have a very clear vision of where I want to take Primeira Vaga and how this mystery seeds a major ongoing plotline. The fact that C�sar da Silva is a twisted avenger shaman and not a Toxic shaman is one of several clues... More will be revealed soon.


I have to say - to me it sounded like Primeira Vaga did have a clear vision but someone was very careful not to leave any clue as to their true purpose (apart from being twisted, not toxic).

QUOTE
RAM has been gutted and unlike KondOrchid cannot invoke extraterritorial privilege. I think you will find that it's assets will be picked up by a major megacorp in the not so distant future.


Bugger. I liked the sound of RAM and visiting Caracas. I could see my character getting work done there.

QUOTE
We will definitely be revisiting them in the future, though they'll be out of the spotlight for a while. I'd expect them to make cameos in upcoming books.

QUOTE
What happens when the flipsiders go into withdrawl and the tempo bubble pops will be addressed in Vice and future books.


Awesome. Hurry already (IMG:style_emoticons/default/wink.gif) .

QUOTE
Feral Cities has a little more on this odd little entry into the Awakened compound market.

Its on my buy list. I'm after Runner Havens next and I'm umming and ahhing on Emergence since I'd like to run a few scenarios from it before launching into Ghost Cartels.

QUOTE
@ Jake - While you are very much correct in that Ghost Cartels is particularly violent and immoral in tone, and that it rewards such behavior in characters, it was very much conceived as a mature story, a dark and gritty underworld plot that would leave the players, as much as their characters, thinking about the dark side of the criminal underworld and the violence they so often casually wield. It was also intended to allow gamemasters to address a number of issues that are rarely touched upon in RPGs, like the human ramifications of drug use and the casual collateral damage that the drug trade generates. One thing you might want to try if the default approach to the campaign feels too dark, is running the campaign using the suggested alternative approach where the PCs are working as undercover operatives for law enforcement. I did, and it was pretty fascinating to see how they tried to circumvent the bloodshed and deaths, and how they faced the inevitable moral junctures.


Oh I get that Synner (IMG:style_emoticons/default/smile.gif) . And for that I appreciate that.

However, so have the numerous other modules that have been done in nearly 20 years now of Shadowrun history - and while violence is a part of the game and in some cases, PCs murdering NPCs is implicit or inferred it has almost never been directly stated. GC however not only specified it directly, it encouraged that behaviour. That kind of shocked me as a veteran GM reading it.

We've gone from modules such as Harlequin's Back where PCs tried to save the world (and saving kids from being sacrificed) to murdering helpless human beings for drug syndicates in Ghost Cartels.

I do however appreciate the obvious human elements that have ben worked in and I ALWAYS love the dark elements and don't plan on changing it. My PCs are in for some interesting times. Of all the drug syndicates they are most likely to align with the Vory. They also have one Lone Star contact. So as it stands I'd love to run the module as is and watch them squirm (and see where their real loyalties lie).

To be honest, I don't think it will take much for my players to start wasting people. This is the first game system without alignments they've played in for years and its not like any of the characters being murdered/tortured are saints anyway. (IMG:style_emoticons/default/nyahnyah.gif) Since we started this campaign, I've just encouraged my PCs to think about what sort of jobs they're willing/wanting to do and think about morally, where they draw the line. Early in their preludes they were asked to murder a project manager just because they're employer told them to (I gave them a variety of jobs to see how they'd fare). It didn't sit well with any of them but they did it anyway.

- J.
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pbangarth
post Jan 1 2009, 09:37 PM
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QUOTE (The Jake @ Dec 30 2008, 12:49 AM) *
I have to say - to me it sounded like Primeira Vaga did have a clear vision but someone was very careful not to leave any clue as to their true purpose (apart from being twisted, not toxic).


Ok, hasn't -anybody- translated the name of the secret group, Primeira Vaga, to see if it meant anything? Five minutes on the internet:

Literally: "the first vacancy" ... Eh? Eh?

Colloquially: "the first wave"

Pop Culture connection: 1998 movie, The First Wave, in which aliens as genetic clones are among us, studying for future invasion a la Nostradamus' prediction of three waves that will destroy the planet, unless a "twice blessed" man saves us.

Peter
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The Jake
post Jan 3 2009, 01:20 AM
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QUOTE (pbangarth @ Jan 1 2009, 10:37 PM) *
Ok, hasn't -anybody- translated the name of the secret group, Primeira Vaga, to see if it meant anything? Five minutes on the internet:

Literally: "the first vacancy" ... Eh? Eh?

Colloquially: "the first wave"

Pop Culture connection: 1998 movie, The First Wave, in which aliens as genetic clones are among us, studying for future invasion a la Nostradamus' prediction of three waves that will destroy the planet, unless a "twice blessed" man saves us.

Peter


You think they're using tempo to create an army to allow spirits to possess them? That descriptions sounds a LOT like the insect spirits.

Which reminds me, based on the ending of GC, I had much more insidious thoughts with re: to Aztechnology and their use of tempo.

I was wondering if Aztechnology would use tempo to allow blood spirits to possess people? Or worse yet, the Horrors...

- J.
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pbangarth
post Jan 3 2009, 01:50 AM
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They could be working the Horrors line, and Aztechnology's involvement now would seem to support that idea.

But then, creative minds could find things even worse, no? Maybe there are things that want to be here waiting for the Horrors when next they come. Waiting to feed....

Peter

PS. You wanna see some cool conspiracy theories, check out Nostradamus-related websites. Whoa.
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Prime Mover
post Jan 3 2009, 02:38 AM
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Just happen to be rereading posts here and noticed the mention above about runners blowing away the ghouls when they deliver the body. My players were paranoid as well even though one of them realized what was really going on right away.

It didn't help we'd already had an encounter with a group in the same area in an another recent game. In a past encounter they uncovered the leader of that group of ghouls had been a Banshee who escaped there assault on the ghoul stronghold. I decided at the last minute to use him in this encounter as well and when he asked for more money they assumed he was just pushing for a fight due to there past meeting. A hasty retreat and a round of messy combat later and the banshee was gone and the body looking for another means of disposal.
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Fuchs
post Jan 4 2009, 11:53 AM
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We ran the first part of "The Trouble with Tempo" last night.

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Prime Mover
post Jan 4 2009, 04:00 PM
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Am I the only one, doesn't "Flipside" (the Vilamoura job) seem out of place in the order of things. I realize the employers behind the scenes might be different but in the setup it mentions the job should be taking place earlier in the track as it were. Just feels like all the other jobs could certainly travel in the order written and Flipside should have been placed earlier.
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Ancient History
post Jan 4 2009, 06:56 PM
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There's a note to that effect in the book; they were divvied up to separate the plots into distinct arcs for the convenience of GMs.
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The Jake
post Jan 4 2009, 08:34 PM
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QUOTE (Fuchs @ Jan 4 2009, 11:53 AM) *
We ran the first part of "The Trouble with Tempo" last night.


Fuchs, given GC is meant to be a street level campaign I'd say that this was intentional to highlight the difference between ganger security and the level that professional shadowrunners are used to. I think it went off perfectly well from my reading.

If I were to up the difficulty, I'd throw in more gangers and perhaps, heavy weapons (there are references to the gangs dealing tempo having access to milspec gear).

Just my $0.02 worth.

- J.
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Fuchs
post Jan 4 2009, 11:15 PM
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Yes. As I said - it was a nice opportunity to show off the differences.
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Prime Mover
post Jan 5 2009, 03:39 PM
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We finally got back to the table last night and the team went after Goldman.
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