QUOTE (Kane @ Feb 8 2009, 10:41 PM)

I have a glaring question why the hate on the adventure On the Run? More importantly how can I make it not suck??
You've discovered one of the many
Shadowrun player schisms. "Elite Professional Covert Ops Bad-Asses Who Eat Gunpowder and Poop Bullets" vs. "Having Fun in the Sixth World". It's a disciplined, military mentality vs. playing, y'know, a game where you can be as crazy as you want.
The most common complaint I've seen is that if the players decide to return the disc the game is over at the half-way point. It does acknowledge this in the text. However, the module encourages the GM to have the PCs actually check the disc to make sure they've got the right one. If they do check it, it should spur them on to the remaining half of the adventure.
The second most common complaint is that the disc is made up of two parts but the second part is completely un-hackable. According to the author the second part of the disc was being saved for a future
Shadowrun module but seeing as how Catalyst has moved away from canned adventures I doubt that module will ever see the light of day.
I ran it over a year ago and I actually had no problems with it. I had to urge my players to check the disc but they took the rest of the adventure in stride. It wasn't an amazing module by any stretch but it's nowhere near as bad as the most vocal posters claim it is. It's a good module to run if you're a first-time GM as it gives you all the tools you need along with page reference numbers. I thought it was fun and that's all that matters to me.