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Origins Mission Review, Dragon Song 3: Neo-Tokyo Drift

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jamesfirecat

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« on: <07-12-13/1305:18> »
Mission: Neo-Tokoyo Drift

Mission Quote: Housekeeping!

Meta Quote: Stick and shock means never having to say you're sorry!

Plot: Oh boy.  Okay, this was the mission I enjoyed least.  Let me be fair and point out that this was at least in part due to the fact that I was sitting next to a couple who were just getting into Shadowrun 5E after moving away from some other role playing system, with “she” not having played any Shadowrun before (also seeming a touch resentful about having to switch away from whatever role-playing system they used to use can't recall the name right now) and “he” only having played a couple four 4E games. 

This is as you might guess not exactly a situation conductive to enjoyable freewheeling rping.

It was made worse by the fact that about halfway through the mission “she” got a call from someone about something very important that lead to her spending around 15 min outside the room sorting the call out, and about ten minutes after she came back “he” insisted that she stop dancing around what the call was about and they go out into the hallway and discuss it together which was about another ten minutes knocked off. 

I can't blame the mission for this, any mission, especially a convention mission, with random people all coming together and having probably made commitments about what time they would actually be doing the running a month or so in advance if unforeseen events can get in the way.  But none the less this mission left a sour taste in my mouth for all kinds of reasons.

It starts with it now “the Christmas Season” which I'm sure in the depressing corporate controlled world of the 2070's starts in October now (I'm also sure at least one running team has been hired to break into and wreck up a store that had the gall to start playing Christmas music before Thanksgiving) while the first mission took place during a heatwave in Chicago so I'm guessing that was in midsummer. 

That wouldn't be such an issue in and of itself, but don't worry I'll get around to explaining why it bothered me. 

Either way, Longshot takes some time to yell that Street Santas who are still set up to accept physical donations instead of electronic credits need to contemperise before we get a comm call. 

Kat O-Nine-Tails  has another job for us. 

Well to be exact The dragon I will continue to refer to as “Perry” has another job for us but Kat acts as his intermediary so that we don't come out of this convention with at least four points of notoriety each. 

Perry is friends with the members of some band that has recently gone missing in Japan, and he wants us to find and extract them.  We agree that we'll do it and he lets us know that we'll be using Cane to fly us around again. 

The pay is 10K and a not very face face makes a go at raising the pay but even after spending edge he rolls too poorly to raise it up.  So the pay stays at 10K and we get begin our pre-flight checklist which for Longshot includes making sure is Ares Alpha is loaded with Stick & Shock ammo. 

He also is trying out the new tripod, gas vents, and optical enhancer he picked up for it thanks to a cosmic retcon caused by the fact that it is Friday in real life now and so there are actual real books for both the players and GMs which means I have a chance to quickly peruse someone else' section and find out the quickest and simplest way I can go about getting as much recoil comp as is reasonable.

Either way, all of a sudden we hear Cane shouting “oh my god they found me” some gun fire and he goes running past us pursued by a bear. 

Sorry, couldn't help myself, he goes running past us pursued by half a dozen guys with guns. 

Since nobody but Longshot decided to listen to the preflight safety briefing my fellow runners are armed with ADPS ammo and five of the guys with guns get killed.  The sixth one takes an S&S burst from Longshot and decides to help himself to a nice nap. 

One of the other runners decide to finish him off with a couple bullets to the face just to make sure though.

Longshot/I was actually pretty disturbed by this.

Now maybe this is because I'm too much of a care-bear, or maybe it's a hold over from playing so much 4E where in the grim dark future all combat is decided by mages hitting people with stunbolts and stunballs and street samurai shooting people with tinny tazers, but I was actually able to clear every 3rd season mission in New York without actually killing anyone up until Elevator Ride to Hell when a lack of resources and vindictivity towards those who had tried to sell him up the river to the man after drugging him came into the picture. 

I actually imagine Longshot as a vat grown would be killer cyborg who doesn't get any joy out of killing just doesn't let the fact that h does it in combat bother him.  Despite this, the other runners always seem to find new ways to freak him out with just how much they can be bastards when it comes to dealing with people who are completely unable to defend themselves at the time. 

This could have been an interesting quibble to bring up in the adventure but once again real life events lead to me playing Longshot “solo” as opposed to alongside three of my real life friends who for complicated reasons decided at the last moment not do any shadow-running at Origins. 

Needless to say Longshot would have made much more of an issue over shooting unconscious random gunmen if about half of the runners involved in the group were his honest to goodness chummers rather than just allies of convenience.  That is once again not the mission's fault/problem but I just feel the need to spell out my feelings in full at times.

Anyway, with these people dealt with who had been after Cane for... reasons.... we get on his jet and fly to Japan.  We head on over to the club where the band (the “Raging Gaijin, the first pronounced without the second 'g' the second pronounced so it rhymes with the first though since I doubt Longshot Pie has been up to date on the 2070 version of Read or Die he probably doesn't know the correct pronunciation anyway) was playing so that we could try and get some info on exactly what was going on and how to find the missing band members. 

The place's astral signature is all messed up which makes sense once asking a couple of simple questions about what has gone down here recently reveals that the place was shot up so that some gunmen would be able to kidnap the band and a few people watching them. 

Not only that, but we also find out from one of the waitress that one of the guys involved in doing the shooting up and the kidnapping had been scoping out the bar for a few nights beforehand, (as in attending not watching form a building over) and even hit on her, going so far as to invite her to his room. 

Armed with what room he is staying in we hustle on over to it.  After some wink wink nudge nudge, con con, bribe bribe we managed to get a key to the guy's room and start tossing it. 

In the middle of that there is a knock at the door from someone who says “housekeeping” in what we originally believe to be a Mexican (Aztechian?) accent before we all remember we're actually in Japan. 

We tell her to come back later and find nothing useful. 

Depressed we decide to have our hacker search the records of some of the nearby business' and a Japanese version of McDonald’s has video of a guy matching the woman's description tossing a phone in a garbage can and so we decide to see if it is still in there. 

Sure enough it is, and there's record in there of one text he received which was some gird coordinates.  They lead us into a semi-abandoned subway system where a bunch of vagrants live.  We ask to see if anyone can lead us around and making sure we don't get lost.

One of them says he normally does that kind of thing for 500 New Yen but for people like us he'll make a special offer of 1,000 New Yen.  This not being the smoothest platinum package sale, we make a counter argument about how if we'll let him keep all of his limbs if he does the job for us. 

He decides to go back to 500 and we accept.  He leads us over to the location where we end up kicking down a door and finding a bunch of jackasses and one guy tied to a chair.  We start taking them down until one of them manages to toss a timed grenade into the corridor with us.  After a few of us (including Longshot) bumble attempts to catch it/pick it up, one of us finally manages to hurl it a couple meters down the hallway so that when it goes off it's only for around 5 P which Longshot easily soaks while the rest of them run into the room with the hostage.

We free the hostage who tells us that he's an Executive for some Megacorp and was kidnapped at the bar, but he has no idea where the band is.  This leaves us with no clues at all about how it is possible for us to find the band. 

Except that Longshot, having had the foresight to plan for this possibility, he decided to go into this fight with his gun loaded with Stick and Shock ammunition while everyone else was using ADPS. 

So the guy that Longshot shot is still alive, unlike all the other bad guys.

We tie him to the chair and get him to spill his guts.  Apparently he's a shadowrunner from Denver, and worked with some Yakuza who ended up kidnapping the group for... reasons... while the executive they have here was these shadowrunners main target.  He gives us an address for the Yakuza safehouse where the band is probably being kept and we drag him along to make sure he's telling the truth.

Outside the safehouse there are two spirits patrolling.  One of them materializes and gets blown away by a pre-declared edge long burst by Longshot. 

The other stays on the astral plane and trades gentalmanly manabolts with our team's mage till eventually he goes down.  The other members of the team rush in, take out the Yakuza, rescue the band and that's the end of the mission.


Continued in Part two

jamesfirecat

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« Reply #1 on: <07-12-13/1305:55> »

Part two


Pros/What I liked about this mission: Sorry folks... really... I got nothing on this one.

Cons/What I didn't like: Strap yourselves in and pour yourself a drink, you're gonna be here a while.

Problem 1: Dragonsong CMPS 1, 2, and 4 all have a fairly tight connection to each other and if you ignore 3 paint a believable set of runs that occurs over the course of a week.  This run has you doing some random task for Perry that has nothing at all to do with him getting his powers back. 

I don't know, maybe the band is suppose to be playing in the club in part 4 as like the background music for the ritual that lets Perry become a dragon again?  But why can only this band play that music?  If you're going to have most of these CMPs be tightly connected and primarily make sense as one interconnected run, why in the middle of that do we have a run that seems to take place months later and have nothing at all to do with the over all plot?

Problem 2: Take a moment and think about this.  What was the last run you went on that had THREE combats in it. 

Okay I can answer that one for myself easily, it was Elevator Ride to Hell (technically that had four, but the two random police officers go down so quickly I'm not even going to count them) with a fight to get your gear back, a fight to rescue Izzy’s mother, and a fight to stop Sid. 

Granted the second of those fights was completely optional and in theory we could have negotiated with those people rather than turning them into a fine red mist from a kilometer or so away with our miniguns, but if you take a Shadowrunner's toys away form them you can't blame them for being a bit trigger happy when they get them back. 

Aside from that, I can't think of any other mission in Season 3 that had THREE combat sections in it.  There's a reason most missions have only two combat segments in them and its because Shadowrun fights tend to take up a fair amount  of time to set up and resolve. 

Your standard Shadowrun mission is going to break down like this from what I've seen: half an hour meet the Johnson hear about the job. half an hour doing legwork, half an hour setting up the first fight to be advantageous as possible, half an hour for the first fight, half an hour for more legwork and getting ready for the second fight, an hour for the second fight and half an hour excess time/wrapping up. 

Even leaving aside all the painful real life interruptions of this mission three fights in one mission for a perfectly ordinary mission that isn't suppose to be something grand like Elevator Ride to Hell was, in my opinion, simply too many.

Problem Three: Aside from three fights being too many, that first fight has NOTHING to do at all with the mission in general. 

At least in Elevator Ride to Hell each fight was deeply important to the plot and the mission could not have gotten by without it (okay, we could have done without the two idiots but since I'm not counting that as a fight I'm not going to complain about here at length either) no idiot would leave your gear/the doctor he's trust alone without protecting, no idiot would leave their most important hostage unprotected, and of course no idiot would not keep his doomsday weapon right next to them. 

In this case, that fight with the bounty hunters, it is completely unnecessary so who thought it was a good idea to include it?


Problem Four: Okay this is a problem with all of the runs I went on, but I figure it's probably at its worst here.  The problem is a little something I want to call Globalization. 

It's a fact of life that you're not going to get away from in the Shadowrun universe.  Globalization is a economics term, but here is why it is problematic, most CMPs previously were set to give you a feel for a town/country and what its shadowrun situation were like over the course of four missions, like the four in London or the four in Portland. 

In this set up, instead we were going to be doing four in every different city.  Where Globalization enters the picture is that as countries fall by the waysides and AAA crops take over.... honestly most cities are going to become kinda samey to some degree. 

In short, Globalization is wet blanket upon making the city each run takes place in feel different from the others.  To its credit the first run at least feels noticeably different because it takes into account the one fact that I know makes Denver unique, anything you do in that city, you do it directly under Ghostwalker's nose, and if you piss him off he will just flat out end you. 

But escorting Perry to a bar in Berlin did not feel any different than doing it to a bar in Seattle, and I didn't really feel like tracking down a band in Tokyo was any different than it would have been in random North American Continent city number 3 other than a lot more Japanese people hanging around which, big whoop people talking with a different accents and calling themselves Yakuza instead the Mafia, or Triads, or whatever.

In comparison to this problem let me tell you about times when cities had been able to establish there own feel.  I only started shadowrunning around the time that my group was about to finish up Season 2, but I still managed to get a distinct feel for what made Denver different from most cities.  It was Ghostwalker.  Because of Ghostwalker, Denver was like a wild west town, the corporations were trying to establish power there but even they had to stay on their toes around Ghostwalker, and because of that Organized Crime was a lot more prevalent than in most cities. 

Ghostwalker's simple presence without him ever saying a word to the team was what decided our groups course of action during Done Deal the last mission of Season Two, because our ZDF contact confirmed that Ghostwalker wanted the McGuffin we had, even if he was not making the best offer, we knew that even a team of experienced shadowrunners simply would not be able to stand up to a pissed off dragon and so we decided to knuckle under, sell out, and start working for the man (or at least agree to hand something important off to the man, and let the man set us up comfortably in a different city) because otherwise Mayor Top Hat & Scales would do a 30 P belly flop on all of us.

New York by comparison felt more like what you imagined what Shadowrun cities would be like.  The Corporations were in control, and unlike the “Slap Leather Partner!” wear your gun more or less freely nature of Denver, in New York we had to go through weapon scanners fairly frequently just taking mass transit around the city (granted we had a technomancer hack them, but it was a problem we weren't used to having to deal with) and so it felt like our privacy was being invaded more heavily than in Denver. 

Also the fact that New York did not have Ghostwalker at the top of its chain of command but an uneasy alliance of the MDC meant that honestly if the Neo-Anarchists had not decided to be genocidal dicks and had Elevator Ride to Hell been written completely differently, I probably could have talked my team into siding with the Neo-A's against the MDC since the worst it could do would be to send out tanks and helicopters as opposed to an actual dragon. 

In short compared to Denver, New York wanted to be more oppressive, but chiefly because they were compensating for the fact that the city did not have a clear command structure were one side/faction had a true monopoly on force which would not hesitate to resolve issues with complete finality if people refused to fall in line.

I only did one quick mission in Chicago as part of the four hour block where I created my character, but even that was enough to give me something of a feeling for the mission, because in the middle of a perfectly ordinary store we found some FAB3 laying around. 

If there's random anti-bug stockpiles of FAB-3 laying around then it will make using magic a much more interesting choice as much like with GOD kicking your ass if you start doing too much stuff in the Matrix, the FAB 3 will screw you over if you use magic too much.  I'm not sure if that's true about Chicago missions or not (only did the CMPs) but you know what, it's interesting.

But honestly the Dragonsong series of missions, maybe it could have worked if you were still running them in fourth edition, but not in fifth.  Even if the books had come out sooner the globilzation problem would still have been there.

To make the idea of four missions four cities really work the missions would have needed to be able to give each city its own feel, and that means not just cosmetic differences in the fluff, but concrete differences in the crunch.  (For reference “fluff” is anything that describes the game's world while “crunch” is the game's mechanics just to be clear). 

The only city we visited in Dragonsong that felt different in the crunch was Denver and that was because of Ghostwalker as I previously mentioned.  Honestly now that we are shifting into a new edition it is going to make time to let cities develop their own unique feelings and natures once again, you can't simply dive right into it and expect it to work. 

It's like person A was had said “We're gonna need some new CMPS for this year.”  Then person B thought “Okay, well you know what, lets do a send up to some of the most famous cities that Shadowrunners have been to...”  And wrote the missions.  Except that after they were written person A came back and said “These a great, now let me just translate them into fifth edition...”  Then much face palming was had by all. 

Also not to nitpick, but how did Tokyo and Berlin make the cut for cities to have runs in, but not New York?  You're doing the cities for season two and season for so why not season three?

Problem Five: This mission is simply too “adventure gamey” for lack of a better phrase.  Shadowrunners should not be expected to take leaps of logic like how we need to let the cleaning lady into a room that we are currently in the process of illegally searching, so that we can look through her cleaning bucket/trash can for some clue. 

That is what the GM said we were seriously suppose to do when all was said and done and we had time to sort out how the mission went.  Also, I'm not sure how we were suppose to find out where the band got to if we had decided to go in guns blazing with lethal ammo. 

If one of them happened to have the comm on them normally, but only didn't because we had left one of them alive... well that's a bit irritating for a very simple reason.  With Shadowrun 5th Edition being so much more lethal due to Stick and Shock, Stunbolt and Stunball all having gotten beaten quite servery with the nerf bat, there really should be concrete advantages to being able to leave your foes alive, not just them being alternate solution, with a different one being provided with no effort if you hadn't done that.

Or to sum it all up quickly, this mission was too jam packed with too much stuff, a lot of the stuff it was packed with could have been jettisoned without loosing anything of value, Japan made little effort to feel  like Japan (granted I've never had a chance to find out what Japan feels like in Shadowrun before but what missions do let you do that exactly Lognshot 2 went to Berlin once in T.R.O. 273 at least) and the trail of clues the runners are expected to follow makes no logical sense.

KarmaInferno

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« Reply #2 on: <07-14-13/2230:00> »
Sorry, it's been bugging me...

That's "Kane", not "Cane".

Yes, THAT Kane.

Nice review, though!



-k

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« Reply #3 on: <10-05-13/1010:01> »
Sorry for the slight necro, but I'm dying to know how you (or anyone else who played this CMP) got their hands on guns once inside Neo-Tokyo, or into the city in the first place.  We tried a lot of different things, (finding a local fixer, using Perry's contacts, throwing money at the Yaks), and every effort was rebuffed with "No guns" by the GM.  Since dice were never rolled, I assume this was part of the module, but it reduced the fights to the mage, physad and spur-wielding troll fighting while three other PCs sat around.  Needless to say, it was not a very smooth run.  Grabbing food with the guys from the table afterwards, we were convinced that there was something we missed.
Killing so many sacred cows, I'm banned from India.

Tacitus05

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« Reply #4 on: <10-11-13/2146:49> »
Here is how we got around it...

SPOILER!!!!

1. Some combat character got tasers into Tokyo
2. Got lucky one character had a Tokyo Vory contact.

jamesfirecat

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« Reply #5 on: <11-04-13/1319:15> »
Sorry for the slight necro, but I'm dying to know how you (or anyone else who played this CMP) got their hands on guns once inside Neo-Tokyo, or into the city in the first place.  We tried a lot of different things, (finding a local fixer, using Perry's contacts, throwing money at the Yaks), and every effort was rebuffed with "No guns" by the GM.  Since dice were never rolled, I assume this was part of the module, but it reduced the fights to the mage, physad and spur-wielding troll fighting while three other PCs sat around.  Needless to say, it was not a very smooth run.  Grabbing food with the guys from the table afterwards, we were convinced that there was something we missed.

Our GM just did not bring up the issue of guns once, at all, in any way shape or form.

Honeslty I am glad I got a really rough "no forbbiden guns, not even when you are going out loaded for bear and intend to wreck the shit of anyone who tries to get in your way" spiel from one GM when doing a run in London the previous year and that rubbed me the wrong way ever since, especially since other GMs did not attempt to enforce any such ruiling.
« Last Edit: <11-08-13/0955:58> by jamesfirecat »