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Bull
http://www.shadowruntabletop.com/2013/09/a...-ready-to-rock/

The new season of Shadowrun Missions begins with Chasin’ the Wind (Battleshop, DriveThru), which brings exciting Missions action to the chaotic feral city of Chicago! If you’re brave enough to venture into the wilds of the Containment Zone, here’s what you’ll encounter:

Deadly Cold Wind

It’s been nearly twenty years since disaster struck the city of Chicago, transforming it into an urban hellscape, and some people now believe it’s suffered enough. The Governor of Illinois has initiated and ambitious plan called Project: Takeback to reclaim the feral urban jungle. What’s more, he’s put money into the effort, and that’s the language every corporation on Earth understands. Suddenly, the race is on as the megacorps scramble to claim pieces of the Windy City. They’ll be butting up against the dangers of the Containment Zone and each other, so they’re going to need all sorts of deniable assets. The shadows of Chicago are coming back to life.

In Chasin’ The Wind, what starts as a simple run into the Containment Zone gets more complicated by the minute, and before the night is over shadowrunners might encounter rogue assassins, a feral runaway, and a mysterious massacre in the heart of one of the worst urban areas in the world. But if they survive, there’s more than just pay waiting for them at the end. There’s pizza—Chicago-style.

Chasin’ The Wind is the first adventure for Season 5 of Shadowrun Missions, Catalyst Game Labs’ living campaign for Shadowrun. It is designed for use with Shadowrun, Fifth Edition.
Bull
Also, just a heads up... We're running a contest from now until October 31, 2013. Anyone who posts a review of 5A-01: Chasin' The Wind to DriveThru will be entered to win a chance to appear as an NPC in an upcoming Missions adventure! We'll use your name (Or a character name) and either a photo of yoruself or description of your character to use as the basis of one of several NPCs who will make an appearance in Mission!

Bull
Slithery D
[Crossposted to the main SR thread.]

Okay, I've thought over this mission for a couple of days, and I'm prepared to offer my opinion: hot garbage.

It gives me no pleasure to say this, and let me caveat by saying this is my first Missions purchase: maybe this underbaked development and cartoonishly nonsensical background is common for Missions vs. regular adventures.

A spoiler free summary: the runners are sent into the Chicago containment zone (no longer contained) to do a pretty simply run. While there, you receive calls for another run from a second Johnson. Later yet, you receive a call for a third run; unknown to you, it is related to the second run. Hijinks may (or may not) ensue.

There's a lot to complain about here. Let's take the first run, installing a Macguffin in two locations. The first has a minimal guard force. Are they hostile? I guess so, since they're described as guards. But who do they work for? What is their agenda? Why are they guarding the location? Can I negotiate access, or do I have to disable them? (Evading isn't practical.) These all strike me as good questions, but you won't see them addressed in this product. Literally all you are told is that there are guards there and here are their stats. WTF?! Did I just buy into a gang war if I kill these guys? Interfere in a corporate project? And why is one of them (out of three!) a quite competent mage? Surely there's a story here that might result in consequences.

And I'm sure there will be when your GM notes the deficiency here and writes his own backstory. So why did he buy this, then?

The second Macguffin installation location is more straightforward. And boring. Unless you pick the Pushing the Envelope option, you just have to find it and overcome some (minor) skill/extended test requirements. But if you choose to Push the Envelope:

[ Spoiler ]


So far it's bad, but it's just underdeveloped. But with the second run things just become stupid, with no plausible reason for these events to occur or your target location to exist.

[ Spoiler ]


Absolutely atrocious.
KarlR
I'd love to see a rebuttal to that review.
Slithery D
There's some attempts at the official forums. Their counter arguments are maybe 30% legit, which is a lot better than I expected.
Opti
Just posted my review of Chasin' the Wind. Not only because it is really good, but also because it is somewhat a goal of mine to get Opti into the official canon of the Shadowrun Universe. The pool is still pretty small, so here's to hoping I win the D6 roll... Let me know if I can use edge to influence the roll...
bioram
Unlike Slithery D...I enjoyed the module when I played it, and now that I'm about to run it, I find that it is a good intro into a radically different setting for ShadowRun Missions.
It also provides many ways for the players to become comfortable with SR5.
--as a note, I've played ShadowRun Missions since SRM 1 with the RPGA...This was not a gritty module, and it was thankfully not a high powered modules. It is an introduction...and for the most part does do exactly that: Introduce players to Chicago and Introduce players to SR5

That said, I am looking for some guidance. The CZ is a hot mess for some runners, and I didn't like how the GM ran some aspects when I played. The mod also is light on some of these aspects, so I wanted to see how others handled three different situations.

1) Mages in astral. How have others run this? In the game I played in, the mage stayed astral through about 60% of the adventure, and the GM never emphasized the blight the character was seeing or the inherent danger of staying astral that long in the CZ.

2) Summoning Spirits. Again, how have people handled this? Again, the GM I was under ran loose with the rules for the CZ. My may question here is not about rules, but about flavor. Did you get it across that this was not a healthy place for spirits?

3) Network. There is a small/weak network in the CZ, but as described, connectivity is horrible. Has anyone had a technomacer running in he group?
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