Alright - a quick look at
Damage Control:
Warning, there may be some
spoilers ahead!
Note: This adventure takes place shortly after Hestaby went nuts in Dubai, and as such is set before
some of the stuff in the recent Campaign Books.The PCs are hired to work for Saeder-Krupp, travelling to Dubai to help S-K in the aftermath of Hestaby's destruction.
Chapter 1: The adventure assumed that the PCs start out in Seattle, but that detail is easy to change. There's even a section with suggestions for starting in Bogotá, Denver or Manhattan
The 'Tell It To Them Straight' section starts with a dialogue between the PCs fixer and the one who gets the call - this may not suit many groups, and the discussion as written feels a bit off in my ears. The fixer alerts the PC to a job posting on ShadowSea, and explains the johnson will interview several teams for the job. The meet itself occurs at Fenris Nacht.
A lot of emphasis is put on this initial meet section, which stretches over 6 pages (the longest I've seen for a first meeting, I think) Mr. Johnson starts by asking a series of questions to the PCs, their answers giving dice pool modifiers for the negotiations test.
There are some good ideas for Pushing the Envelope and Debugging here.
Chapter 2: As written, the PCs are supposed to arrange for themselves and their gear to get to Dubai, and provide their own accomodations there. I know my players would balk at this, wanting more pay as compensation. There are suggested prices for accomodation, but no suggested prices for travel - only travel times.
Half a page is devoted to ideas on how to turm this scenario into a mini-campaign in the middle east, with adventure seeds.
The Job at hand (spoilers):
[ Spoiler ]
Two other megas - Ares and NeoNET - are taking advantage of S-Ks predicament, using shell companies and shadow assets to strike at the dragon when he's down. This is what the PCs are here to prevent. They'll have to gather info and make some runs to find out exactly what the two megas are up to.
There are stats here for two Jackpointers:
- 2XL, as a source of info on Ares, most notably for runners with smuggling/pirating contacts.
- Am-mut, as a source of information on NeoNET.
There's not much in the way of suggestions for alternate sources to get this information, though there's another suggested contact for the NeoNET side. Depending on the capabilities and connections of the PCs, the GM may have some work laid out here for him to get things rolling. There are some minor suggestions in Debugging, including a suggestion for a hacker to use if the PCs are lacking in that department (there's a fair amount of hacking needed to get intel).
There are short descriptions on three places of interest for the run, and 3 pages of NPCs, plus half a page on Dubai law enforcement.
Next, it's time to deal with smaller threats to S-K:
[ Spoiler ]
A number of smaller companies are also trying to steal assets from S-K.
Here, there are more suggestions on how to gather information: 2 pages of NPCs, brief notes on some runner hang-outs, and some suggestions for Subplots, Debugging and Pushing the Envelope.
After this, the runners has the option of ending their contract or stepping things up...
The next parts of the job, each of them optional:
[ Spoiler ]
Wetwork: The runners are to make an example out of a small local company that is trying to move in on S-K. They have to burn the building to the ground with the president of the company in it.
Subterfuge: The runners has to prevent a meeting, and do so in a way so that makes one of the parties look incompetent.
Serious drek: A two-part job, involving the extraction of known terrorists, and if that goes well - arranging for a meeting with an elusive individual to acquire some sensitive information for Lofwyr.
There's a one-page Aftermath section with a long list of possible Karma awards (14 total for team karma, and 3 points for Survival, plus the usual bonuses for good roleplaying etc), some information on the consequences of the runners' actions, and suggestions for possible contacts and Notoriety.
3 pages of legwork, a reprint of Hans Brackhaus from Street Legends, and 1 page of info on Dubai plus a full page map with points of interest rounds out the adventure.
The intro fiction and epilogue are short, but to the point.
There's a lot going on behind the scenes after the attack in Dubai, and
Damage Control is a good way to get the runners involved in some of it, and hint at the bigger picture.
The scenario has some rough patches, and the legwork may seem a bit railroaded at times given that the PCs are likely forced to rely on the presented NPCs. The book is quite text-heavy, with not much art and only two maps (both reprinted as full-page hand outs in B/W). In total, it's 54 pages long, containing 6 adventure scenes - add the plot hooks and adventure seeds for the suggested mini-campaign, and I'd say it's quite good value for your money.
The art is quite cartoonish, and doesn't have much at all in the way of Dubai-feel to it - the cover even less so.
There's a lot of opportunity for good roleplaying during the runners' legwork in Dubai, but more action-oriented groups may find that patr boring. There's several opportunities for action as well, but no 'big fight' really. As shadowruns go, it's varied, but caters mostly to faces, hackers and covert ops specialists. Pink mohawk razorguys will have a harder time being useful, but if the players like roleplaying and culture-clashing comedy there's much fun to be had with such characters as well.
The backstory gives some insight into the delicacies of the 'dragon civil war' metaplot, but the PCs won't learn much of that - if anything.
All in all, I think it's a solid product. About 3.9 out of 5 for the runs, text and info and value for money - but a 2 for the art (if that...it's only a two because of the higher quality of the reprinted Brackhaus image and the decent quality maps...).