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Shadowrun: Mission: 04-02: Extraction $3.95
Average Rating:3.7 / 5
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Shadowrun: Mission: 04-02: Extraction
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Shadowrun: Mission: 04-02: Extraction
Publisher: Catalyst Game Labs
by Sean H. [Featured Reviewer]
Date Added: 07/06/2012 19:52:22

Shadowrun Missions are part of Catalyst Labs’ Shadowrun Missions campaign which can be run as part of this ongoing evolving campaign or used as standalone adventures. The theme of Season 4 is conflict over magical artefacts by various interested parties and the politicizing of the Ork Underground and it primarily takes place in Seattle.

Shadowrun Missions: Extraction (04-02) starts with exactly that, an extraction which -as it must be done in a rush- has all sorts of ways to go wrong and things just get worse from there as no less than five extremely dangerous organizations want the extractee or parts of him. This adventure is part of the artefact side of Season 4 but does not feature magic as a heavy plot element in play. This module requires a lot of quick thinking on behalf of the players and an adaptive GM as very little is set in stone and much depends on player action. Personally, due to the potential for things to go wrong very quickly in this scenario, I would classify this as module for experience players with experience characters.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.



Rating:
[4 of 5 Stars!]
Shadowrun: Mission: 04-02: Extraction
Publisher: Catalyst Game Labs
by Timothy W. [Verified Purchaser]
Date Added: 08/26/2011 12:13:58

From a Gamemaster point of view the Missions have always been great, though in this one there is a lot of room for things to go wrong. What I mean is some of the situations might "turn off" runners, and cause them to do things that will end it rather abruptly.

When we ran it it was over in 2 hours just by making one choice, and while the Mission was successful by the adventure's standards, not exploring some less luring options left us playing another scenario that evening.

So I would say (based on our group having 8 players) it can go anywhere from 2 to 4 hours, and we will continue to play the Missions as they have been a great way to learn other aspects of the game you may not even know you aren't familiar with.



Rating:
[4 of 5 Stars!]
Shadowrun: Mission: 04-02: Extraction
Publisher: Catalyst Game Labs
by Megan R. [Featured Reviewer]
Date Added: 07/28/2011 09:41:59

Starting with a 'behind the scenes' bit of background, not all corporate drones are as loyal and dutiful as they'd have you believe, this opens with the standard information for the GM about how Shadowrun Missions work and how the adventure is laid out and should be run.

And so, to the adventure itself. As the title suggests, the characters are hired to perform an extraction of a corporate high-flyer from his cushioned comfort. Standard 'runner fare, one would think... and it is, up to a point. Go in, conduct a flashy hostile extraction on behalf of another organisation, and deliver the target to them. Naturally all is not as it seems... and, consistent with the underlying themes of this season of Shadowrun Missions, there are several other groups with sufficient interest in what is going on to try to influence the characters, perhaps a counter-hire, occasionally a threat or an appeal to their better natures. One group, however, wishes to conduct negotiations through the medium of hot lead!

The first scene deals with the hiring and preparation for the extraction, with the second scene being the extraction itself - plenty of opportunity for the cinematic action hero side of your 'runners to shine here. As well as a run-down of the security they will have to face there is a timeline of the corporate response to intrusion that proves very useful in keeping the game on track and everything happening at a suitably challenging speed. Extractions ought not to be a walk in the park, after all.

Assuming the extraction's successful, the rest of the adventure is fairly freeform, as the way the characters choose to act will influence its course and what the other entities involved will do. There is also a new section called Triggers which set the conditions that will cause certain things to happen or specific approaches to be made. Although compact, the information provided is replete with detail with likely questions or problems your characters might present answered ready for you. Always useful, particularly when running a game under the pressured environment of a convention time slot. If you are playing with your home group, it's still nice to have such useful information at your fingertips.

It's a rare treat to have such an open-ended game in a shared campaign. Opportunities abound for the characters to get to role-play as well as to use their skills and combat abilities. There's plenty going on, and some useful locations and contacts for those interested in long-running campaigns. Recommended.



Rating:
[5 of 5 Stars!]
Shadowrun: Mission: 04-02: Extraction
Publisher: Catalyst Game Labs
by Diogo S. [Verified Purchaser]
Date Added: 07/05/2011 14:47:29

Unfortunately my gaming group disbanded before we played this mission. The idea of this mission is a good one, but it relies a lot on the GM's ability of improvising, specially in the begining.



Rating:
[4 of 5 Stars!]
Shadowrun: Mission: 04-02: Extraction
Publisher: Catalyst Game Labs
by Adrian S. [Featured Reviewer]
Date Added: 05/30/2011 01:15:27

I have been extremely impressed with how far 'Shadowrun Missions' have come in the last few years. The production values have been steadily improving and with it, the overall writing quality.

The Extraction has been the quintessential run in the game and it would be a daunting task to present it in a way that will satisfy fans. However, the premise is sound; and the main NPC 'extractee' is delivered as a highly intelligent (yet ultimately naive) character that is a lot of fun to portray. the warring factions all have individual motivations, bourne out in their descriptions and actions that make running this module a pleasure. Word to the wise is that given the nature of the plot, and the number of different factions involved, this is highly non-linear in actual play. This requires some forethought by the GM and prep to ensure that you understand the NPCs and the organisations involved. That said, there is plenty of reference material (clearly labelled) in the module to help you out.

This could be used as a single night's play; but if you're using this at home, there are endless opportunities for stretching out the suspense, action and tension.

Looking forward to the next one in the series - these are the reason I've returned to running Shadowrun after a couple of years away from the game (and loving every minute of it).



Rating:
[4 of 5 Stars!]
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