It’s not too often that you find the morality play explored in Shadowrun - most of the jobs are quick, dirty and simple. ‘Hiding in the Dark’ offers a very different perspective on the Underground of Seattle, as the characters are co-opted into a war on crime and have the opportunity to realise that most of the world they inhabit is cast in shades of grey. There is an excellent foreshadowing to the decision, and canny gamesmasters will be able to make a very memorable scene of it. Imaginative players will likewise be challenged to finish this module, tie up all the loose ends and try to keep everyone happy.
The module is tightly written, aimed at organised play and as such a defined time limit. The scenes are compact, but do offer GM latitude in their sequencing and interpretation of NPCs. The NPCs have enough information attached that they are not (with the exception of the combat encounters) ‘cardboard cut-outs’. That said, two of the scenes which could turn into major combats include discussion on tactics to ensure that the ‘enemy’ combatants are portrayed as thinking, cunning adversaries. The Shadowrun module format is one that has been successful for decades and it is good to see it continued with the ‘Missions’ line. Everything is easy to find at a glance, there is enough information to run every scene and room for imagination to fill in the blanks.
Whether for a group of seasoned ‘runners or as an introductory game, this would be a great choice of module.
[4 of 5 Stars!]