QUOTE (Cain @ Sep 19 2014, 07:11 AM)
I wrote an entire review for RPG.net. There's several problems, starting from the beginning: you're asked to find a disk. You're not given really any info about the disk, just that it's a disk. In other words, you were handed a haystack and told to find a needle. That bothered my players immensely.
Not all runs are "Go to place, shoot it up, loot everything." Really, the adventure hires people to look into something which is ostensibly stolen. (It's not, but so what.) That of course means they're going to do legwork.
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The more general problem is that this module is decker-heavy, and light on magical events. In fact, you could almost take magic out of it entirely, and not notice. This is a bad thing for an introductory module, which is supposed to have something for everyone. The bigger problem I had was that we didn't have a decker. That made large chunks of the module unplayable. I hate using GMPC's, but that's what I had to resort to.
Gee, a task to commit crime in the year 2070 might necessitate a computer expert, who'da thunk it?
And really, maybe one in one hundred people's lives are touched by magic every day in the Sixth World. Just about one in one's lives are touched by computers every minute of every day.
Unless your Run is to head out into the Salish-Sidhe wilderness, a
hacker is, in fact, going to be an absolute requirement, and you should've made this clearer to your players at the onset.e
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My biggest problem, though, was after they found the disk. In order to finish the adventure, they need to betray their Johnson. That's fine for veteran players, but for an introductory module, it's a piss-poor way to introduce them to the world.
Um, no?
Betraying Darius St. George is an option. It's certainly not the
only option: players are perfectly capable of taking the disk from Kerwin Loomis, setting the opposing Runner team and JetBlack's crew on one another/evading them both/defeating them both and heading on to deliver the disk to Darius St. George intact and alone.
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And finally, the sixth world is full of unique enemies and factions. Megacorps, Organized Crime, the Draco Foundation-- there's a lot of in-theme groups that you could bring in to introduce to new players. But for some reason, we get a World of Darkness plot: a vampire did it. We're trying to make Shadowrun stand out, and they do a vampire plot. It became too easy to forget they were playing Shadowrun, and not Vampire: The Emoing.
Hold on, you were complaining about a lack of magic up above. You can't have it both ways, vampires are, in fact, an Awakened threat, and something for the mage to deal with. And it certainly wasn't as if JetBlack's vampire gang were the only game in town - Ari Tarkasian? Sent Shangri-La goons and then other Shadowrunners to get the damn disk?
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As you can tell, I had a lot of problems with it. The GM advice was great, and it works as a guide to the elements of a Shadowrun adventure. But it doesn't work as an actual Shadowrun adventure, it misses the boat in too many places.
It was a
great intro. There were opportunities to betray the Johnson for money or morality, there were company men and opposing Shadowrunners and hostile Awakened entities. It showed just how jaded and depraved the Sixth World has become, that people are hiring black bag men not over cases of critically-important corporate espionage, or top-secret military prototypes, but
frigging music, and are all perfectly willing to kill people to take it from its rightful owner. There's opportunities to hack, opportunities to get your magic on, opportunities to fight like a boss. And in the end, it kicks the players in the arse by reminding them that at the end of the day, all their hard work, their sweat, their blood, their potential casualties and all the people they've left facedown in a ditch, may be for precisely jack shit, because whether they get the disk to Darius intact and alone, hand it over to JetBlack, or even somehow decide to side with Kerwin Loomis and make sure he gets his due for the disk which is his rightful possessions (as it was willed to him by his father, who was given it by JetBlack in the first place,) nothing happens with it. Nobody produces it or puts it on the Matrix. Nothing.
But they got paid. Hopefully.