PDF of this module here
https://docs.google.com/open?id=0B9qotGcGmvbpQUdQbFdKdXY2akUAfter I finally found a likely group of players in my neck of the woods, I decided to dust off my unused 4th edition core book and start GMing. I had (what I thought was) a cool idea for a simple run to be played in one sitting, as an introductory game. All players save one were new to Shadowrun. The run aims to demonstrate the main principles of Shadowrun, with some investigation and legwork followed by a fairly straightforward extraction. (next up: a practical demonstration of "Conserve ammo, and never deal with a dragon".)
I've cleaned up my notes on this run and I'm posting them here, in part for other GMs to use at their convenience, but mostly because I hope you guys can review it and point out any lore, rules, design or grammar errors I may have made. I am after all still new to 4th ed, and English is not even my native language (it is for my players though, one more reason why I'm self-conscious about this).
It contains a couple excerpts from "Seattle 2072" to use as player handouts, I hope that falls within fair use.
I had them play this in 2072, with a group of pregen characters, consisting of one troll enforcer, one rigger (Smuggler from the book, heavily adapted), one private eye and passable hacker, and one combat mage.
Again, any feedback is more than welcome.