SPOILERS. THERE WILL BE MANY SPOILERS. DO NOT READ IF YOUR GM IS PLANNING TO RUN THIS

TL;DR: The book is overall pretty good. It’s not a literary masterpiece by any stretch of the imagination, but the chapters that work, work really well. There are also chapters that are awful, and you should just straight-up ignore. There are also some very questionable editing decisions that mean you have to cross-reference things across both ends of the book, but this is something that can be overcome by taking notes and assembling a timeline yourself. This started as a review, but ended up being more of a GM guide on how to use the book. I hope nobody minds terribly.

Caveats: I am not going to be doing a deep lore analysis here, I’m just taking everything at face value and talking about the usefulness of the material to a gamemaster. I would classify my knowledge of Shadowrun lore as pretty decent. I’m not one of those amazing madlads that know every character and historical event in Shadowrun lore, but I know enough to get by and give my players an immersive experience and get the “feel” of Shadowrun right.

I’m gonna be doing this chapter by chapter, and giving my thoughts and practical tips on each.

Snafu

As an introductory short story acting as a springboard to understanding the next chapter, it’s not terrible. Although the Starship Troopers style “They’re everywhere! Oh god the bugs!” is very hammed up and the milspeak is a bit wrong and jarring, it gets the message across. This was a useful read to get the feel of Ravenheart and her relationship to Ares, and Damien Knight’s goals in Detroit. It also sets up the underground tunnels that the bugs are using to ambush Ares personnel quite well.

Also, just as a small note before going into the next chapter, I’ve seen quite a few people accuse this pair of chapters of being Chicago Bug City 2: Electric Boogaloo. I disagree. There’s enough new stuff and different twists on it that it really does stand on its own. It builds off the events of Chicago quite naturally (from the Ares point of view at least).

Detroit Rupture

Basic rundown: Ares has been experimenting with possessing insect spirits with human souls. They’re doing this to try and control some of the bugs, as a weapon against other bugs (Alpha Merges). They attract a whole bunch of bugs to Detroit via unknown methods, and then of course the controlled bugs go rogue and start killing everyone (who had the bright idea of using psychopaths and/or murderers to pilot those bugs?!?). Lots of fighting, a few b-plots (like Ravenheart’s renegade Firewatch crew and the 61st Independent Rangers), and then Damien Knight gets murdered by mysterious space laser. Arthur Vogel blows up most of the remaining board members in a false flag and becomes the new head of Ares. Official coverup story is that anti-Ares terrorists wrecked the city and Ares bravely fought them off.

So… where to start. This was the hardest chapter to pull all the dates out of and assemble into a chronological order, mainly because a lot of it split between this and the “Detroit Now” chapter. Make sure you read that chapter after this one, then go back to “Blackout” (you’ll see later why you should skip over “Ghost Army” entirely).

The characterizations of Marv & Co. were pretty cool, and I used Platinum Trollgirls as the players’ base of operations. There’s quite a lot of interesting RP moments, clashes of worldviews and a general “Fellowship of the Ring” vibe you can get with shadowrunners, legal mercs and ex-corp military under one roof. Over the course of their time in Detroit, with player help Ravenheart made her own little army of Ares Firewatch defectors in the basement, and my players had a lot of fun, sad, and weird interactions with various ex-Ares military folk.

I kinda went hard on the idea of the split between loyalty to Ares and loyalty to Ravenheart for the ex-Ares soldiers, which made every scene where they had to work with the party against Ares very tense. I even made one a full-on Ares spy reporting to Damien about Ravenheart’s whereabouts. Ravenheart is now a pretty important and integral contact for my players, and I’m glad I managed to make it work. The 61st were harder to use for me… they ended up feeling more like hired muscle, which I guess they are? I could have put more work into them, but they worked in the role.

I’m a big fan of the “This Just in: Motor City Mayhem!” section of this chapter, and actually copied it, formatted it, and had them find it on a corpse while doing a patrol of the area. It’s a short transcript of a reporter in over her head trying to report from the front lines who doesn’t make it (in my version at least). Was a nice humanizing moment for the party that underlined the fact that not everyone left in the city is an experienced fighter. I ended up editing the final entry of the first half because I didn’t want to add any more b-plots, but if you want to expand the ghoul vs. ghoul stuff into a full run you definitely could. Of course, I didn’t use the second half later in the chapter about the finale, but you could easily have her as an NPC, and/or have her show up at the finale.

I’m going to skip over a lot of detail about the Apex teams, the Alpha Merges, how Latvian Gambit was supposed to work vs how it played out, but you can read the book yourself if you want the details. Long story short, it’s pretty useful stuff that you can sprinkle in as clues to your players as to what’s going on at a big picture level while they’re scrambling about trying to survive.

The 4-way standoff that happens between the bugs, Ares, Ravenhearts’ irregulars and the Alphas is an amazing opportunity to do any b-plots or wrap-ups you want to do before the big finale. I used it to let them have a close encounter with a wounded Alpha to try and give them a few more clues as to how they worked and what they are (obviously they just shot the thing without talking to it because “bug scary, shoot scary bug” :P) and some helping out of the locals so they could feel a bit more heroic than your standard shadowrunners. I also had them set up a signal booster on top of a building to report to their fixer, and had an Ares-affiliated shadowrunner team try and murder them. It’s always nice to reinforce the idea that your players are not the only shadowrunners in the world when possible and practicable.

You could do the finale a bunch of different ways: having the players defend the Platinum Trollgirls, having them at Ares Tower, off doing some spec-ops stuff to track down Otto Hendricks (big boss insect shaman) and assassinating him, but I chose to have them at Ares tower, with Ravenheart swooping in to save the day and saving the lives of people who think of her as a traitor. Was a fun moment, and the near-misses on blue-on-blue as the Ares soldiers eventually go “Fuck it” and ignore orders to shoot at Ravenheart to have the help vs the bugs was fun for all.

Whichever way you do it, make sure you really sell the gravity and the insanity of what happens to the tower, and the fact that this mysterious space laser attack just killed one of the most powerful metahumans on the planet.

Ghost Army

After starting with probably the best chapter, time to go to the worst. Oh boy do I think this chapter is just hot stinking trash. The book would have been improved a lot if they had just deleted the whole thing. For obvious reasons, I did not use this chapter and I recommend everyone else pretends it doesn’t exist.

Sandwiched in-between a huge city-wide battle between 4 sides that ends in a climactic event that will be felt by one of the big ten, and a string of mysterious EMP attacks that leave millions without power, water and making food a problem long-term, is a bunch of no-name soldiers going missing due to a paracritter. That’s the whole chapter in a nutshell. There’s a paracritter. And it killed some soldiers. That’s the whole thing. They describe this as a UCAS Corps, which if it’s anything like the current US Corps, means tens of thousands of troops. The transcription is from the point of view of the poor schmuck sent to find out what happened to them, as his recon squad is slowly whittled down. Now, I think it’s a perfectly reasonable spooky run setup, but the difference between a recon squad mysteriously going missing and up to 80,000 soldiers going missing is pretty big. This whole thing makes no sense, doesn’t connect at all to anything around it (with the exception of some handwavy “3rd corps went missing” single sentence in the next chapter), and is just plain stupid.

This might still be usable if they went into any detail over what the paracritter is and how it deleted tens of thousands of soldiers from existence without a single one managing to radio in to say that something is sus. It doesn’t. It just basically goes “lol superpowerful paracritter, figure out how it works and what it does yourself”. It’s absolutely stupid no matter which way you look at it.

I hit the character limit for posts, continuing in a comment below.

  • Barbarian@sh.itjust.worksOP
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    2 years ago

    Blackout

    Basic Rundown: The UCAS government flips its shit over the events in Detroit. First press release from Arthur Vogel, new CEO of Ares, where he explains to the world Damien Knight is dead and that the “dangerous anti-corporate neo-anarchist group” (lol) that killed the rest of the board didn’t get him because he was in the elevator. He’s been in hiding until Knight’s death, and now is assembling his own board. Likely full of yes-men loyal to him. He then blames UCAS for Detroit and announces he’s abandoning the city. UCAS responds in a calm, measured way. By that I mean they tear up the Business Recognition Accords, ending corporate extra-territoriality and sticking a gigantic middle finger at the entire corporate council. The corporate council responds by ordering any AA+ company to immediately cancel contracts and leave UCAS unless they’re providing law enforcement, medical services or infrastructure repair. Then “mysterious” (doesn’t say which corp, but definitely one of them) EMP blasts start disabling cities all across UCAS.

    The rest of the chapter is a real grab-bag of random plot ideas for cities in the dark. There’s a lot here. Smuggling operations to get needed supplies in, UCAS emergency responders needing support, more insect spirits, cultists, gang on gang violence in the absence of law enorcement, neighbourhoods banding together to make safe zones, some organized crime outfits going full “La Familia Michoacana” and protecting their turf & the people in it, and more.

    In the interest of brevity, I’ll just say that the chapter does the job it sets out to do: gives a lot of different options for things your runners could be doing in cities affected by the blackout.

    There is one major issue with the EMPs themselves that you need to address as a GM though: how exactly it effects augmentations. The chapter wildly swings around on this topic. One moment, all augments are permanently dead and need to be replaced, the next they don’t work if near ground zero but are fine if you stay away, the next they work fine a few hours after the EMP. Figure it out for your group and make it consistent. I had the EMP permanently break all electronics (including augments) if you were there at time of detonation, but you’re fine if you arrive later. Also, did not affect bioware, only cyberware.

    As my players were just coming out of detroit, I decided not to include any of the insect spirit stuff so that it would be a change of pace, and focused more on the smuggling & neighbourhood watch style stuff, and had a strong focus on the diplomacy between a civvy neighbourhood and a Yakuza neighbourhood, earning their trust and getting a payday off of tracking down missing people for both of them.

    I have no real specific GM advice outside of the above issue with augments. It’s a broad shotgun of run ideas against the backdrop of cities devolving into anarchy without power or law enforcement, and it does that job well.

    Lights Out

    A short story about a group of runners in one of the many blacked out cities (St. Louis). Classic “green shadowrunner dies because of overconfidence” plot that you see a lot in books like these. There’s not that much here to talk about. They drive to Jazzercise’s house, meet some ghouls on the way who know he’s dead, then they get to his place where they find him dead. It’s really not that great of a read, and does not hold a candle to the previous chapter.

    It does include one interesting little tidbit: apparently arcologies can withstand the EMP? A corp arcology in the story is still fully functional.

    UCrASh

    Basic Rundown: So, UCAS is essentially in economic war with the corporate council, cities are going black, and Detroit has basically been wiped from the map. Could things get worse for them? Of course they could! How about war with Quebec? And the NAN? And states seceding? Seattle is now independent, whoo! This whole chapter is basically UCAS losing, and losing hard. President Colloton caves and re-signs the Business Recognition Accords, but the damage has been done.

    There’s a lot of entry points for a Shadowrun team here. They could get involved in the political shenanigans happening in DeeCee, with espionage and kidnapping. They could get involved in one of the 2 wars as mercenaries. They could be involved in one of the 2 independence movements, setting the stage by getting blackmail on UCAS loyalists. Finally, they could be involved in Kentucky joining CAS in a similar vein. The timeline is too short and the events happen too close together for one runner team to concievably be involved in more than one of these big events (maybe two with really great timing). It’s got enough details to give the GM something to grab onto, while being vague enough you can use it in a bunch of different ways.

    Personally, I had the fixer contact the team with 3 possible jobs and had the team discuss in character which one they wanted to go for at the end of the blackout phase of the adventure, and they went with being guerilla fighters in the Quebec war. I mapped out the front line, had them infiltrate and cause as much damage and slowdown to the Quebec military, an it was a lot of fun. A lot of hijinks involving hijacking a maglev train, blowing up an ammo depot, assassinating some officers, and just generally causing chaos. This was really easy to do: I just had the timeline of what the Quebecois forces were doing and when, and they were completely self-directed in their guerilla efforts. All in all, was a pretty great section of the campaign.

    Great chapter, lots of things to do.

    Detroit Now

    Basic Rundown: Motor City has basically been levelled, but the citizens “have been through worse”, or so they say. I don’t understand how that’s possible, but sure, stiff upper lip and all that. Basic history lesson of Detroit (maybe this would have been useful before the first chapter, but ok), some stories from people involved in the Detroit Rupture (again, why wasn’t that in the first chapter?) and useful details to use in the finale. Finally, it gets to stuff that should be in this chapter and not in Detroit Rupture. Ares pulls out of Detroit entirely, firing everyone, and a power vacuum follows. Because UCAS is stretched thin, they abandon Detroit too. Between the wars, the blackouts and the secession movements, they just don’t have the resources to deal with this humanitarian disaster mixed in with so many others. A militia called the Detroit Defence Coalition forms out of locals trying to keep the peace, an Ares general turns his back on Ares and becomes a local fixer, a gang rises to prominence and the puppet government put in place by Ares so long ago has to actually try and do their jobs for the first time. All in all, a nice little pheonix reborn story about a destroyed city rising up to rebuild when abandoned by everyone.

    I haven’t run this session yet (my group is taking a long break), but after the Detroit Rupture, then blackouts, then war with Quebuec, this will be a nice low-stakes epilogue run to tie things in a neat little bow at the end. Will have the runners head back into Detroit, see some old friends at the Platinum Trollgirls, get hired to deal with the 696 Slayers (that gang I mentioned), and meet the locals trying to rebuild.

    The chapter includes quite a bit more than that rundown mentions, but it’s similar to the “Blackout” chapter: there’s a big grab-bag of story hooks, some of which you’ll want to use, some of which you won’t. There’s some stuff about the ghouls in the sewers, friendly ghouls helping with the remaining insect spirit issues, and some really Matrix-esque “insect spirits and human spirits are really similar when you think about it” introspective stuff.

    There’s also a whole portion of this chapter devoted to Beta Merges, which I’m not going to go into in great detail, but trust me, it’s a really interesting look at what insect spirits actually are and how they work. If you want your players to actually interact with an Alpha/Beta merge during the Detroit Rupture, this part is key in really understanding what makes them tick and what they’re actually trying to do. Fully recommend.

    If they had actually included the things relevant to the Detroit Rupture in the correct chapter, this would have been a perfect chapter that really ties everything together for the players.

    • Barbarian@sh.itjust.worksOP
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      2 years ago

      Atlanta Now

      Wait, Atlanta was in this story? When? I legitimately forgot this chapter exists until I went to read the PDF again in full to prepare to write this review/guide.

      Basic Rundown: It goes through all the major corporate players in Atlanta, what they’re interested in, and how they relate. Ares is moving here after they exploded Detroit, Saeder-Krupp is the big player in town and owns lots of land and half the factories, Spinrad Global owns the other half. The Atlantean Foundation is doing AF things. By that I mean weird technomagic and fucking with the Dunkelzahn Institute of Magical Research. It goes over law enforcement (they have their own police force and don’t just hire KE like most states), crime and places of interest. CAS is very happy with Ares moving in, more details about the Ares power struggle in a post-Knight world, and finishes with a short but broad list of possible jobs runners could do for UCAS as they’re on the warpath against CAS, Ares, Quebec, the NAN, and anybody who’s looked at them funny for the past month.

      Not a terrible extra flavour chapter, but who the hell is gonna read this? The action of the story is over. If you want some extra details about Ares, CAS and UCAS during the events of the book, it’s not bad, but who the hell is going to check a chapter called “Atlanta Now” for that? The actual details here are pretty ok, but this chapter should not exist. All these details could be in the next one, and it would make so much more sense. Considering there’s about 3 sentences about Atlanta in the “UCrASh” chapter, I’m very surprised they felt it necessary to do an “Atlanta Now” chapter.

      I guess it’s pretty cool and useful if you’re ever planning to write a run in Atlanta, but why here? Why now? Not an atrocious chapter like “Ghost Army”, but I’m mainly just scratching my head over the decision to include this.

      As The Dust Settles

      Basic Rundown: Starts with some basic info about the UK (don’t worry, this makes sense and is relevant). Goes over the Queen’s rise to power, dissolving of parliament, fucking with the druids, the formation of the National Crime Agency (basically a rebranded MI5), etc. Everything you need to know if you’re going to include UK forces in a run. This is useful, because the UK is now coming to the rescue of UCAS, apparently. They completely freaked out when the first of the EMPs landed, and I suspect (the book doesn’t explicitly say this) their aid is conditional on getting a close look at those blast zones. They’re sending in food, water, medicine and soldiers to keep the peace. The focus then shifts to Aztechnology and some drama they have with S-K. Then there’s a portion devoted to the francophone UCAS citizen’s perspective on being “liberated” by Quebec (in short, not a fan. Also, their real goal was probably an S-K smelter, not trying to help francophones). Finally, a whole bunch of one-sentence point of view stuff for all sorts of different companies & governments and their perspectives on all this.

      As a general round-up chapter with some descriptions of how the world looks in a post-UCrASh world, not bad. I thought they really went way more into detail on the UK than was necessary, there’s other books that do it better (London Falling, for example), and some parts were a bit lacking in detail, but not awful.

      Overall, this book is really all over the place. Some terrible editing decisions, an awful chapter that should have never made it past the draft stage, and some questionable organizational decisions, but the chapters that work really work. I think it’s well worth it just for the Detroit Rupture/Detroit Now and UCrASh chapters. There’s lots of potential shadowruns here, and if the official timeline is too tight and you want your players to see more of this important moment in UCAS history, you can always tweak the timeline yourself to lengthen or shorten it. I really do think there’s a lot of value in this book, but it is a bit of a slog to get to it.

  • sbv@sh.itjust.works
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    2 years ago

    This is an incredible synopsis. I really appreciate you going into the good and the bad.

    • Barbarian@sh.itjust.worksOP
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      2 years ago

      Glad you enjoyed it! Was quite a bit of work assembling the notes & timeline for the campaign. Thankfully, the write-up was easy by comparison. Just read through the PDF again, worked through my notes and gave my thoughts on each section.