QUOTE (Cain @ Dec 4 2008, 05:25 AM)

You raise a good point, but Ghost Cartels is presented to us as an adventure/campaign book, a la Harlequin and Survival of the Fittest. If that's what it's presented as, that's what I'm going to review it as.
Ummm... No?
Ghost Cartels "is presented" as no such thing.
In fact in this very thread I've reiterated a couple of times what I've said in pretty much every presentation of the book, that
Ghost Cartels represents a
new format. For the record :
QUOTE
As for Ghost Cartels, given that it features a new format that combines elements (good or bad, depending on your perspective) of the event/track campaigns (like MobWar), episodic campaigns (like Brainscan), and standalone adventures (like On the Run), making the assumption it is just like System Failure or Emergence would be a mistake.
You will note I made no mention of
Harlequin or
Survival of the Fittest (though those would fit in the
Brainscan category of campaign books).
To further clarify and correct Max's summary of the Shadowrun formats, we in fact boast (and have had for decades) several distinct types of books and a few hybrid formats (this is actually something I'm planning on making a webblog post about and to bring up for free discussion in an upcoming SR Fan chat).
First, we do indeed have
Rule Books (in the current edition the advanced core books such as
Street Magic and
Augmentation would qualify).
Next, we have
Setting Books, these can be subdivided into either
location books (such as
Runner Havens and
Corporate Enclaves but also the
Shadows of...,
Target:... series and books like
New Seattle and
Bug City) or
event/metaplot books (such as
Year of the Comet,
Renraku Arcology: Shutdown, and
Portfolio of a Dragon). These are not campaign books because they are describe events that impact and cascade into a number of aspects of the core setting rather than presenting them in a "playable" format. They do not in fact present a story—though they may suggest plot seeds for any number of stories and adventures. They emphasize fiction that contextualizes events in the setting over game information and narrative structure.
(On a side note, with SR4, we made the editorial decision to keep rules out of the setting books entirely, to avoid the rules dispersion that was common in SR3.)
Finally, and returning to the topic of this thread, Shadowrun has
Adventures and Campaigns. Through the years these have boiled down to 4 standard formats. These are:
- the stand alone adventures (like On the Run, Maria Mercurial, Elven Fire, the SR:Ms and the upcoming Dawn of the Artifacts adventures). These are usually mapped out scene by scene and feature fully stated Cast of Shadows and location and legwork information as necessary. These are ready to play and easy to bring to the table and surprisingly enough anecdotal evidence indicates they sell less than the other formats.
- the adventure packs which essentially consist of 3 or 4 short canned adventures packaged around a common theme (these are exemplified by the Predator and Prey, Missions, First Run and Wake of the Comet). They have the advantages of the stand alone adventures but tend to have shorter stories and the themes have tended to make them hit and miss with different groups.
- the episodic campaigns (represented by Harlequin, Harlequin's Back, Survival of the Fittest, and Brainscan), a format which presents a series of (short) sequential and interlinked canned adventures/episodes that move a central plot forward and tell a specific story placing the players in the heart of the action. They usually boast simplified stated NPCs and abbreviated location descriptions typically designed t tell a metaplot-related stories that put PCs in the thick of the action—but ultimately either railroad the story (to a greater or lesser extent) towards a canon-acceptable resolution or make the PCs actions largely incidental to the final outcome (ie. Super Tuesday). The good ones provide the illusion that character decisions mattered (ie. Survival of the Fittest) but this is still an illusion.
- track campaigns (sometimes called framework campaigns) describe major events of varying scopes (though usually with significant setting wide events ramifications) from multiple interlocking but independent perspectives/event "tracks" (typically three, sometimes 4). Unlike event/metaplot books, this campaign format is devised to assist GMs in bringing these events and their related story potential to the table by providing game information of the agendas, individuals and organizations involved, their relations to one another, a general timeline of events, specific adventure seeds and freeform "adventure frameworks" which simplify an adventure to its key scenes and events, but allows easier adaptation (though a lot more work on the GM) to a wide variety of power levels and gaming/storytelling styles. This format is represented by MobWar, Blood in the Boardroom, System Failure and Emergence. Rather than map out adventures scene-by-scene these describe the campaign framework and provide the GMs with the information, tools, and adventure outlines to develop his own adventures from. This makes them harder to bring to the table, but makes them far more flexible and adaptable to different games and styles of play.
Each of these formats has advantages and disadvantages, but that generally the track and episodic campaigns sell better than the stand alones by an order of magnitude, with the track campaigns selling slightly better.
Going into
Ghost Cartels, I decided to attempt to combine what I thought were the best features of all these formats and come up with a new format - which makes comparing it with
Harlequin and
Survival of the Fittest as misleading as comparing it to
Emergence and
System Failure.
The result is a book that I believe has the event-relevant and atmosphere-setting fiction of an event book, the narrative continuity and story driven plot of an episodic campaign (over three separate but interconnected story arcs revolving around the PCs actions), the contextualizing setting information of a track campaign, literally dozens of side plots and adventure seeds, as well as the flexibility of a track campaign's "adventure framework" outlines combined this time round with the useful and practical full Cast of Shadows stats blocks, lists of grunts and unique vehicles with stat blocks, location descriptions, and maps normally found in canned adventures.
If you're looking for a full scene-by-scene walk-through canned adventure/campaign with all the prep work laid out for the gamemaster with every little bit of legwork and contingency worked out in advance, this is not it. It was never billed as such. It expects more work from the GM, but (having learned from constructive feedback) it provides all the tools that a GM might need to make the story his own and that we could possibly cram in.
All that and the central story itself is dark, gritty, violent, very much street-level and yet international in scope. And not only that, there's a built-in mystery unfolding and a punch line that should leave you wondering what comes next.
I'm pretty sure everyone who has read the book, whether they like it or dislike it, will vouch that what I have said above is true.
QUOTE
Emergence, and to a slightly lesser degree, System Failure, are both more sourcebooks than anything else. (Actually, Emergence is none of the above. I honestly can't figure out what it's supposed to be.)
Both are, in fact, hybrids of the
track campaign books and
event/metaplot books and have the advantages and disadvantages of both. Like them or hate them, the fact remains that both have sold and continue to sell well and we have no intention of writing off the format at this point.