And I disagree in full with your assessment.
There are tons of adventures out there with unrelated side quests. Not every opponent needs to be connected to a main story. Sometimes it can just be a bunch of rats attacking you and making your job that much more difficult and reminding you of random environmental factors, also known as the elusive "some shit happens for no reason whatsoever". True, it bears the risk of the group taking that as a red herring and following the "clue", but that has lead over the years to hilarious bouts of fun, so I can live with these kinds of consequences.
To comment on your points:
- unrelated to story, no purpose: The purpose is to have an encounter and show that the sewers are a dangerous where wild things live that may eat you.
- no rythm purpose: I don't really get what you mean. Do you mean that at certain points in an adventure stuff needs to happen to make it flow better? If so, that seems highly subjective to me.
- no flavor purpose: Again, I disagree. Scum of the earth hides in sewers and eats passersby. Big whoop. It's to be expected. Why do orcs need to live there, and why would that be "better flavor"?
- lazy writing in regards to the Macguffin: Sure. It is lazy writing. But I don't fault the adventure for it. It helps a GM to set up the scene quickly, especially an inexperienced one (as a reminder:
all SR GMs were inexperienced at the time). It isn't particularly inspired to wave a magic key at a concrete wall to make it dissolve, but as it is presented, it works fine.
For reference: That Macguffin is a catalyst to dissolve the particular brand of Plasteel Aztech used in building this facility. It is believable enough, and works within the setting in its form of technobabble. Calling it out seems weird to me, especially with the sort of magical artifacts out there that get waved around on a semi-regular basis all over the history of SR.
You don't like random tables. That's cool, just don't make it out as if they don't have any place anywhere in Shadowrun, because it's a game system that's inherently too exalted to use random tables. Because that isn't true. It's just a matter of personal preference.
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[rolling or deciding an encounter beforehand] Would still be unsatisfying to me.
How so? How would you even
know?
You as a player wouldn't even be told how that series of events came to be. How is it inherently better if the GM just decides what happens at certain points on the map?
And why would the GM have to have an explanation ready? What kind of GM needs to explain where his encounters come from, or for that matter, cannot explain why a vampire might hang out in a dark place?
It's not as if its a dragon in a cave without an exit big enough for said dragon.
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DNA/DAO: 1989.
Mercurial 1989.
Harlequin: 1990.
Universal Brotherhood: 1990.
Dragon Hunt: 1991.
People hate Harlequin. Very vocal, too. It's "lauded" as a ride on rails, with entirely too much GM fiat and too many God-NPCs.
Personally, I have no problem with it other than recognizing its fault and potential, but it seems to be weird to include such a lambasted piece of writing as an example to make DNA/DOA look bad.
Sure. It's a dungeon crawl. It's not particularly inspired, and it didn't have the full grasp of the fluff yet (a fact you haven't criticized, of course). Yet still it captures the essence of a typical Shadowrun setting.
The runners are hired at an expensive place by a corporate suit to steal research material from another corp (both of which are evil). There's little time to scout or plan, but that just makes the adventure fast paced, and it's mitigated by the Johnson providing that role. Sure, there's the lamented "dungeon crawl", but it's neither the focus of the adventure nor is it so integral that you couldn't cut it (and the random tables with it) out.