QUOTE (Murrdox @ Dec 11 2011, 08:59 PM)

If someone else actually ran Ghost Cartels and has feedback about it, I'd be happy to hear about it. I'd also like some feedback of "Fistful of Credsticks" since I haven't read through that one yet.
I've run Ghost Cartels, so I'll give my two cents' worth:
Yes, Ghost Cartels requires work. It's also a lot better if you intersperse it with other runs in the beginning (I adapted several of the Denver SRMs to Seattle and ran an entire 'underworld' campaign that led up to Ghost Cartels.). However, it is a pretty solid campaign, with many colorful NPCs and plenty of room for roleplaying and difficult choices for the PCs. My players developed really strong ties to both Dae and Sacristán, and quite a bit of animosity toward Kaz and Uribe, and there was a lot of good rp during the campaign, even to the point of leading to small improv side-runs at several points. One player quickly developed a tempo-habit, but sadly there was never any opportunity for me to use it's side-effects directly on him.
The 'bad' points are that the characters never really understand what they were involved in, though my players drew some fairly accurate conclusions surprisingly early in the campaign (Then again, they are paranoid and expect a new Universal Brotherhood around every turn. Horizon is their latest target of suspicion, and we haven't even begun with the Horizon-arc yet...), and since the storyline is pretty much dropped they never will. Also, it can take some effort to get the 'feel' of many of the locations if you are only used to running in Seattle.
Almost all of the scenarios and scenario-ideas in the book are solid and well-written, and there is a wealth of information on the effects of Tempo/Flipside and the underworld conflict it creates. It's a great opportunity for the players to experience a wide variety of locales in the 6th world, but it helps a lot if the players aren't new to Shadowrun.
The thing to understand about the tempo-craze is that Tempo lets normal people experience the astral. That's huge. Mundanes have heard it described; have read about it, and possibly seen trideo-adaptations of it. Now, all of a sudden there's a readily-available drug out there that gives them a chance at experiencing it... Sure, many 'ordinary' people will never try it. They don't have the connections, and drugs are bad; it's illegal; mages are scary and all that. But, in the underworld and youth cultures drugs aren't that big of a deal. Tempo is available, and it's something completely new, and those who have tried it are ecstatic! Then we have the elite - the rich and powerful. They won't touch tempo with a ten-foot pole. Flipside, however, is marketed as refined and for the wealthy. It's 'high-class', and it offers unique experiences that can't easily be acquired any other way. Of course many will try.
The drug offers something that nothing else can ascribe to, and in addition it's euphoric and increases in potency when people do it together (their astral auras 'feeding' each other with positive emotions, enhanced by the drug), and - also important - there are no drawbacks that they can notice.
It's a drug that is intentionally marketed to new audiences, in ways that will appeal to them, and no one has anything bad to say about it. At first - and when they do, it's too late...
There are plenty of opportunities for the GM to nuance the whole 'craze' however: There's the Farenheit killer plot-idea (Use it! It'll confuse your players, and is worth the extra work); there's the effects of inexperienced people seeing auras of strong negative emotions, further enhanced by the drug (think 'Betman Begins' and Scarecrow's fear-gas - works great on people who are already paranoid or prone to violence); there's the backlash it creates in the underworld.
Play up the good AND the bad.