Alright, time for a more thorough look! I'll try to stay away from spoilers as best I can:
The Kingdom of the AirBrief JackPoint info on the Grand tour, what life of the rich and famous is like, and some more info on a few of the top players; Johnny Spinrad, Danielle de la Mar, Dick and Sam Villiers, Great Dragons in general, and pribce Larry Zincan. Plus, an amusing anectode of a spirit bound into service as a busboy! Good info, and I found the info quite useful for the session we just played involving the Grand Tour.
Semiballistic ImpactI don't think I've seen a run onboard a suborbital since the first
Harlequin book, so that alone intrigued me. There's some info on semi-ballistics, the security involved, including some unique problems that can arise when landing one. No real game stats or anything here, but quite useful even beyond the run. Personally, I think the main villain in this run is statted a bit weak compared to his description, but that will largely depend on the power levels of individual groups. There are decent options for tailoring this run more personally to the PCs, which I think is good.
SubroutineI really like the concept of the club; it's inside a submerged shipwreck - very cool idea. The run itself is fairly standard, but the locale and some of the people involved have me looking forward to running this.
Nine-TenthsPlenty of familiar names here - I really enjoy the many 'blast from the past' people that have popped up in the most recent books. Makes an old timer like me quite nostalgic! From the read-through, this run seems to start off fairly 'drab', but gains pace and uniqueness as it progresses. I find the back story to this quite interesting and engaging.
Photo OpsUnprepared celebs cashing in on the war in Bogota by going all humanitarian and samaritan to improve their image? Not really my cup of tea, but it reaks of what rich and famous might get up to in a dystopian setting (or anywhere...). It has some interesting points, and I'm sure this one will exert a lot of groans from players and PCs alike...hopefully in a good way. Babysitting clueless (?) celebrities can go either way on the fun scale.
Operation BlindsideAnother run onto a space station - as far as I know it's the third in SR history, and it comes quite close in time to the one in
Corporate Intrigue. This chapter is only partly about that, though - it gets the runners involved in draconic affairs as well as Amazon-Aztlan affairs. Stats for Orbital DK appear here, but is completely lacking in knowledge skills...which I personally would see as one of the more interesting parts of that character - apart from that the stats are decent, but imo slightly on the weak side.
One Step AheadThis is a run where I found the backstory seriously interesting. We're not given the full story, as far as I can tell, but it has very interesting possibilities. It requires some globe-hopping (something that seems to be standard fare these days) on jobs that I'm sure many would balk at (sneak onto an aircraft carrier; inflitrate a military base), but I think it could work. As written, the run requires Street Cred 7 and little to no Notoriety for the team to even be considered, which I think is a nice detail. There are suggestions on how to handle it in other ways as well.
Aztlan CounterstrikeWell-paid, difficult jobs in a war zone...need I say more? As written, it requires the PCs taking the initiative in applying for the job, and honestly I would just ignore it if the players didn't actively seek it out as described. It's not for everyone, and feels more suited for mercs, but with the right players and right team I think this could turn into a good and memorable run.
The Dragon SlayersThe shadowtalk intro section here is well-written, with a little rage-pun at the end of 'no more artifacts!' etc etc. I really like the set-up here and how it ties into the recent dragon stuff. This one can be quite a challenge for the runners, I imagine. There's a new type of focus introduced here - one that PCs aren't very likely to have much use for; that is, not a 'piece of gear' per se, but still interesting - and a new pair of artifacts. It does mention the possibility of runners bonding with these, but doesn't mention any karma cost or the like that I could find...
Foreign PolicyHere we get a first proper taste of how Lofwyr plans to deal with current events. I can really say much about it without spoilers, so I'll just say that it's risky.
Nine LivesBase stats for the 'Daviars', which I almost found to be a bit on the high side (5 active skills at rating 6)., and fixed stats for Mihoshi Oni (her Unarmed Combat is now 6(Martial Art +2) -- but, her 'Edg' has been replaced by 'M' in the stat block...). Another globe-hopper, it briefly describes the café 'The Haunted Mug' in Seattle. The run itself feels a bit...off. I don't know how else to put it. High profile and risky, and the end might seem contrived, or a let down.
Shell GamesWith ties to the Ork Underground, and Seattle politics, I think this will work excellently for runners involved in the Missions 4 plots. There's a few hot spot locations like The Big Rhino and The Goblin Market briefly described here (nothing much beyond Seattle Sourcebook-style basic info, though). I think this one has great potential, and a very 'old school' shadowrun feel to it. I really like this one -- it involves both high and low in one run.
DragonchasersDragon-war stuff - globe-hopping again - and some faces familiar from Missions Season 2. The runners will likely feel a bit like benchwarmers on this one; they are more or less 'just along for the ride'; while there is potential for some challenging combat, the runners won't have much else to do here but listen to the game master speak and do (optional) legwork to figure out more about what's going on. I can't even see opportiunities for much interesting roleplay, unfortunately. This part would probably have been better as a longer fiction piece, imo -- it is interesting, just not very PC-driven.
Out of EgyptCairo. New art by Mr. Laubenstein. Rivalry between two powerful corporate CEOs. A statted magical artifact. Potentially lethal combat. Repercussions. I love it!
![grinbig.gif](http://forums.dumpshock.com/style_emoticons/default/grinbig.gif)
The Giggling AssassinFollow-up to stuff in
Corporate Intrigue, and a very intriguing little piece of matrix involvement! This one might not be terribly challenging, but will require some thinking rather than shooting.
A Taste of the TourParis and the Grand Tour spells job opportunities - applying persuasion to a lobbyist, playing paparazzi, social manipulations; not the average runner stuff. There are some easy rules suggestions for gambling in here - simple but good, and if they perform well, an opportunity to be guests in the Grand Tour and rub shoulders with the elite! Sats for Fianchetto appear here, and they look quite solid.
Pure WrathAnother run with a very old-school shadowrun feel to it. Help set up matrix access in a run-down arcology inhabited by refugees, and stop conflict between different factions within. Of course, things aren't always as easy as they seem. Great opportunities for roleplaying, and some other diverse challenges as well.
Reclaiming Lost SheepBring back Miles Lanier to Villiers. This connects to stuff in
Corporate Intrigue, and of course a lot of SR back story with Lanier and Villiers. Globe-hopping, high-level job, with tough challenges. It may raise questions that aren't easily answered, but I think it's a neat little step in the ongoing Villiers-related plot-tangle (I am biased, since Villiers and Lanier are two of my favorite SR characters...)
We get stats for Johnny Spinrad, Claudia Romanov, Danielle de la Mar, Daviar-clones, Melody Tyger, Jean-Claude Priault, Alejandro Tepeyollotl, Ludmilla Reanka, Choi Mu, suggested stats for Jurojin (vague, but adequate), another Hans Brackhaus, Julian Sergetti, Fianchetti, Orbital DK.
The 'standard' stat blocks contain some named operatives for various groups and people (some of them quite good), stats for 'Elite' Security, Governmnet Security, Government Mr. Johnson, Noble Mr. Johnson, 10,000 Daggers Mercs, and a few varied 'usefuls' that are more mission/area specific or really just grunts (Protesters, for instance). Most of the stat blocks seem quite solid, though there are some choices that may seem contrived (giving 'standard' Elite Security the quality Magic Resistance(4), for instance). Many minor npcs, and some more important, lack knowledge skills.
There's a lot of great art, including a few new Laubenstein pieces. However, some of the reused art take up a lot of page space, and one piece of new art has been used twice within a few pages of each other - something that should've been caught, I think.
I've noticed several typos, but hardly any that require you to stop and think to figure it out. Giving Mihoshi Oni a Magic attribute instread of Edge is one that made me stop and react.
The few maps that are in the book look useful, but aren't really complex or large, aand some places where maps could've been quite useful are still lacking.
There are pretty good descriptions of individual locations in a lot of the chapters, and it seems like more page space has been devoted to such stuff. The more in-depth description of suborbital-travel was quite welcome - we haven't had decent info on that stuff since
, I think...
All in all, I think it's a good product. There are some runs that feel almost unnecessary, but most look very playable and quite enjoyable. The mix is fair, with many different types of job challenging many aspects of a shadowrunning team, and the book doesn't introduce a lot of new cities and places.