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Ebook Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))

Ebook Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))

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Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))

Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))


Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))


Ebook Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))

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Shadowrun Dawn of Artifacts Midnt 2 (Shadowrun (Catalyst))

Product details

Series: Shadowrun (Catalyst)

Paperback: 56 pages

Publisher: Catalyst Games Labs (March 16, 2010)

Language: English

ISBN-10: 1934857475

ISBN-13: 978-1934857472

Product Dimensions:

8.5 x 0.2 x 11 inches

Shipping Weight: 5.6 ounces (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

2 customer reviews

Amazon Best Sellers Rank:

#948,653 in Books (See Top 100 in Books)

This was definitely a fun adventure, and a good follow-up to Dusk. Let me be clear about that. Much of my following post will be criticisms of the published adventure, more as a caution for GMs on what to expect. My rating is 3.5 stars at minimum, if not the full 4 listed. It's kinda borderline. Also, the next book in the series, Darkest Hour, has been an absolute BLAST so far. Review of that will come when we're done though. :)Please note, this is a critique of the adventure _as written_. While every written adventure is flexible to a greater or lesser degree (and has to be, since players do the darndest things), I can only objectively review what is, or is not, actually here. That being said, it provides a _great_ base for creative GMs to tweak things and add their own campaign specific things.The Bad:1) Maps. The maps provided in the book are near useless at best, and there are glaring omissions. There is no even approximation of a map of Chicago, for example - only vague times given for how long it takes to get from one story landmark to another. There is reference to the CZ, but nothing on how big it is, where the borders are except "downtown,", etc. Other sites that appear to be important areas in Chicago are given a passing description. This may have been intentional to get people to buy the Feral Cities sourcebook, but I'm just going to go with glaring oversight instead of malicious intent.2) Railroading. The adventure as written leaves a great deal of power out of the grasp of the players. In Dusk, players had the ability to do pretty much what they wanted to. Sure some would be a bad idea, but they could do it - and even succeed if they planned things well enough or got lucky enough. Not so here. Players follow a lead - oops, their target has left already, but here is another lead. Oops, they're not here again. Rinse and repeat. Honestly there is very little room for creativity for the players in this adventure. It's one long chase scene. Run run run until you catch up at the end.3) Lack of Focus. Dusk provided a wonderful location and series of events that allow the players to really get a feel for where they are and what they are doing. Make friends, make enemies, etc. Due to the nature of this adventure, not only is there little opportunity for any of this, but there is also little time.4) Information layout. There were many times where the motivations of one NPC or another were vague at best, hidden in a wall of text, or reference another NPC who never appears to have made it into the book beyond the passing reference. Do not think you can easily just run several sections of this straight out of the book. The layout is poor. Often stats given do not match official stats from the main SR4A.The Good:1) Story. The plot of this adventure follows nicely after Dusk, and sets up great possibilities for the next book, if the PCs win or lose. Not much else to comment on here, without giving things away. The problem with an adventure review is trying to review it without giving spoilers...heh.2) NPCs. The characters, most notably the thief, are great. The introduction of more of the "players" in this series are well done, with the right amount of mystery and information to give players that "oh (*&%^" moment.3) On the Move. The adventure provides some great fun side adventures/complications/dangers that give great flavor to the chase. Very well done "just when you think things couldn't get any worse..." moments.4) Lack of Focus. One of those things that is both a negative and a positive. While the adventure is missing a great many things, it does leave large openings for GMs to add their own material, characters, etc.I know The Good list looks much smaller than The Bad, but that's mainly me trying to not give things away. So much of The Good would spoil the adventure for players reading. The Bad mainly has to do with layout and a few things that a good GM can easily fix. I definitely stand by my 3.5-4 star rating, even if the review doesn't look like it at first glance.

I definitely enjoyed this more then #1 of the series, though it wasn't bad by any means.There is a very difficult end encounter, which I found to be quite fun. I also loved the shotgun wedding scene. Great for roleplaying possibilities.

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