Ancient Pawns was a laugh riot from start to finish.
I was in that game, and yes it was a blast. As for me, I finally had proof that the rework of my character Daelyn (who had previously not been all that useful) turned out to be as handy as he did. My only suggestion for AP is that the adventure clearly isn't designed to have a character with a dice pool of ~20 for driving (not to mention an air spirit and its "make things go faster" ability), and because we could cut down driving time so much we were able to get more sidequests done than expected. Perhaps some more obstacles that the GM has the option to throw our way if we slam down the first couple of quests?
Other Missions.... (incidentally, this being my first gaming convention as well as my first Missions, I haphazardly drifted between tables as the module names struck a chord with me.)
CMP 2010-05 Lost Islands Found
A fun and interesting run. The professor was an entertaining NPC and the whole story kept me intrigued. I'm not sure if there is a followup that delves more into what happens with the character or the island, but if there is I'd like to play it.
CMP 2010-02 Copycat Killer
What I learned from this run: the team you're with is actually kind of important. This run is full of legwork in the Ork Underground concluded by a single combat at the end. Our team consisted of NO orks (funny how that worked out) and nearly all combat characters. Because we did not have the skills or contacts necessary to do the legwork quickly, we were edging up against the 4 hour limit when the combat finally arrived and had to rush to the point of essentially not getting to fight at all. Because of this, it was the one I enjoyed the least.
CMP 2011-04 Ancient Pawns
Already discussed.
SRM 04-04 Smuggler's Blues
I had a lot of fun in this game, but I don't feel it was the module's goodness that caused it. Most of the module was fairly humdrum as runs go, not bad, but not really memorable in any way either.
(How do I shot spoiler tags?)
When it came time for the last meeting/ambush was when it got fun. One of our party smelled something fishy about the meetup and we were able to turn the ambush around on them. By this time we'd breezed through the module in about 2 hours and this was the final combat, so we took plenty of time to coordinate an elaborate attack plan on the warehouse. I'll just say, they were not expecting me to remote-drive my car at 60mph INTO the warehouse, nor were they expecting a troll to step out of it and take a bullet to the chest without a scratch.
(/spoiler)
It was a fun fight. Point is, it certainly wasn't as written in the adventure, and it was the best part of the run by far.
Overall, I look forward to playing more SRM in the future.