QUOTE (Cain @ Jan 6 2009, 05:01 AM)
That doesn't change the fact that the overlap was poorly handled. You could have handled it by putting an introduction before the transition runs, but instead it was thrust upon us like some sacrificial burden. Explanations *before* the text, not after it!
Flipside's potential interest as an adventure framework lays in the seeding the "secret" backstory that unfolds through-out The Source and The Final Cut (but is almost entirely absent from First Taste except for the intro fiction) and it's interest lies in its crossover potential.
Ghost Cartels simply expects the gamemaster to familiarize himself with the whole campaign before embarking on playing it. Hence the reference on p.94 to the Seattle adventures taking place before Tokyo Fireworks (the final framework in The First Cut)
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It's not "led by" anything. Or, at least by anything intelligible. If the PC's have already been through the opening material, there's no need for a repeat. If they haven't, the GM should have already read the first chapter, and there's no need for the PC's to get the info in the recap.
I'm pretty sure you misread what I posted since I made no mention of the first chapter in the quote you provided. Let me repeat what I said emphasizing the bits you obviously misunderstood:
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The possibility of playing through the component tracks of "Ghost Cartels" individually is also why each track is lead by game information that contextualizes events, updates the general metaplot, introduces the major players involved and provides a simple plot guide/timeline for that particular plot arc - notably significant portions of the book that I notice Cain barely touched upon in his review.
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As for the "portions of the book I barely touched upon", I'll repeat what I said to the first guy who challenged me on it. I was aiming for a spoiler-free review. If I had gone into more detailed information, the review would be ten times as long. If you want to challenge me on that decision, I welcome it: I always like to examine ways of improving my writing and editing style.
The portions of the book I was referring to above, the ones that
lead each track are the game information sections that begin
each track providing a detailed timeline for
that particular story arc, indicating the junctures where the adventure frameworks take place, provinding "wider picture" setting information, describing the major groups involved and their agendas, and offering numerous suggestions to gamemasters. Those sections, the ones you "barely touched upon," represent fully half the page count of each chapter, require no spoilers, and are a key component of the book as they are conceived to allow gamemasters to expand the frameworks presented and introduce their own stories, nuances and twists to the basic story (stories, nuances and twists as have been seen in this very thread). Those sections carry the burden of bringing the frameworks together but also of providing gamemasters with more tools to add flesh to the basic skeleton they've been given, that is why they are given the space they are and IMHO ignoring them in a review of the book is at least partially "missing the point."
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That is true, and I made several mentions of that. I think it was a bold move, and a potentially exciting one. What I don't think is that Ghost Cartels, or at least the last two game info chapters, managed to fully deliver on that promise. I'll cut some slack in that this was the first time anything like this has been done on this scale; the first prototypes are always a bit messy. Ghost Cartels is no exception, and we shouldn't expect it to be.
I acknowledge that
Ghost Cartels could have done with more polish. In fact I was deeply disappointed that several obvious things got by us, though considering the obstacles this project faced to see the light of day, I can't help but be pleased at what we did produce.
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I do possess the PDF, and the chapter is almost useless as player handouts. It's just not laid out sectionally: every section just runs smack dab into the next one. Breaking things down into one-page vignettes would have been useful as player handouts, like they do in SRM. You could have easily done much fewer examples, set for one or two pages apiece, and not worry about wasted space. That would have been useful as player handouts, both with and without the PDF: if you had hardcopy, you could just xerox the pages with ease, and not worry about getting spillover into the next bit of fiction.
Several pages and parts thereof could be used as player handouts as is (the Lone Star gangland report, the Exchange chat transcript, several Jackpoint JobBank sidebars, several private messages, the Knight Errant sitrep, Operation Anti-Venom mission spec document, and various news items, for instance), others can be cut and pasted out to customize and/or add your own content.
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Page 94 and 95, respectively. Page 100, after the entire Seattle repeat section, is the first place where it explains that it's an optional transition run.
Actually no. On page 94 you are told that the Seattle adventures (yes there is an incorrect mention of 2 see below) which follow, that would include Flipside, take place before Tokyo Fireworks in the previous track/plot arc. This fact is then reiterated on p. 100 for anyone who might have missed it earlier on.
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I'll be blunt: this is a fault of editing and layout, not of writers. And when I say "layout", I mean editing: everything is perfectly placed on the page. But the arrangement of pieces leaves a lot to be desired. I also wonder how on earth you could have over 20 errors on a single page!
This time you're only half right. It was indeed an editorial and proofreading mistake. But the reference to 2 Seattle adventure frameworks is an unfortunate remnant of an draft before an additional Seattle framework was cut from "The Source" (and not a reference to "Tokyo Fireworks")