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.
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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.
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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.
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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.