Okay guys. I'm very bored, so will proceed to pull back the curtain a bit.
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SI has been an
enormous help, as has CD. It feels wrong to give the AGM karma for her character, but I say that only after considering doing so.
This run, because I don't have my books, is even more of a training run than I intended back when I assigned it.
What you haven't seen but should have by now (not an exhaustive list):
1. Matrix defenses (I simply had not gotten around to planning them when I lost my laptop)
2. Sophisticated shipboard defenses on the deck (I would really have needed a map/floorplan to design them, as well as my books)
3. Watchers and a lot of the astral defenses (See my reasoning in point 1 - plus I would need my books.)
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Keep in mind the OOC subtext of this mission:
It's a training mission, OOCly. For you and me alike. My intent was to learn the books as we went along - in the event, I'm doing something rather harder, learning SR4A basically without the books. (My preliminary verdict is "Oh my God this is hard".)
If you have books? Keep them handy. Be very specific in what tests you're running. SI will advise me on the crunch.
Before you encounter another ship to raid or a cargo to smuggle (in other words, by the time we wrap up this run, go through between-runs stuff, and get back out to sea), which should not be for a while given the pace we've been running at,
I will endeavor to have all of the core books back available to me personally. By hook or by crook. I don't have much money, so it may mean torrenting, in which case I apologize in advance to CGL. (Ironically for a game like this, I don't particularly like the idea of piracy in RPG books - the RPG business, I'm given to understand, is very low-margin for the design shops (CGL and the like) who create the games we play. It's not like music, or software, or TV/movies, or even conventional publishing, where the margins are higher. But ordinarily I didn't just lose my entire collection of books mid-game.)
I know it's probably frustrating having a GM who doesn't have the basic tools of the trade (read: the books) handy. It's just as frustrating for me.
It's one more reason why I will endeavor to run things cinematically - meaning, we're going to have a little experiment in 'How diceless can Shadowrun get before it gets frustrating?'
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On that note, I want to step back from all that and clap heartily for the "Original 7" players (everybody on this mission) again. Guys, you didn't have to come back. You did. You've stuck with me, in mostly good humor, even as your GM screws up the basics. Worry not, I will be a bit more generous with the rewards, or at least the karma, than usual when you dock.

Newbies:
You guys do surprise me. You've taken what could have been even worse pacing than the original crew's training routine and made it something interesting. Good going. Ntwi gets kudos for suggesting 'detainee/prisoner handling' as a course. I rejected it for my own plot-related reasons (namely that the crew has Zalermo to basically teach that in the event it really comes up), but I still want him/her to take a bow for suggesting it. Sadly, though, you don't get karma for training - though I do count what training you do here for the purposes of the training time rules in SR4A.
As ever, I've some new thoughts as I write this.
1. Newbies, my quick-run of timelines suggests to me you guys are likely to undergo a second week of training. I'll sit down and decide more on it later.
2. After this mission, what'll likely happen is a period of "independent duties" (read: You go out and do as you will). I don't foresee another Navy-assigned mission for a while in OOC time.
3. Does anyone know who among the mods I should contact re content issues guidance? I want to know if there are any red lines I should observe in wiriting cutscenes. I can say already that the drafts of the post-combat, especially when the team actually enters the holds, make
my stomach turn. They're definitely not for younger players (in other words, I would hesitate before allowing anyone to play who I suspect is under 18, and especially under 13). Which is okay - But I don't want to trip over the TOS (which don't really offer any guidance) in writing the story.
4. On that note...Our 12th slot, formerly held by Marwynn, is open. Because this has come up, I'm going to say that I think we have enough combatants, especially with the newbies considered. You really do seem to have every combatant role covered. What the crew lacks, surprisingly to me, is a doctor. (Yes, I know Jane can do everything, but there's a certain thing about having a proper doc aboard.) Does not necessarily need to be an MD - an RN or PA is fine, but I think the Navy would look *first* for a competent MD. This means a doc first, and only *then* a combatant. This character would probably, because it's just one person, train off-camera before joining the crew. I'm not going to say that they *must* be a doctor, but that I would prefer at least a support character, not another primary-combatant.
That said. If you recruit this 12th person *and* they stick around for at least one run, you both get 1 karma point. Yes, referral karma.