Shadowrun

Catalyst Game Labs => Catalyst's Shadowrun Products => Topic started by: Aria on <04-25-21/1720:19>

Title: Power Plays (Corp guide) released
Post by: Aria on <04-25-21/1720:19>
Just picked this up from DriveThru!

https://www.drivethrurpg.com/product/354827/Shadowrun-Power-Plays-Runner-Resource-Book?src=sub

Not had much of a chance to read it though yet but it has interesting qualities related to each Big corp :)
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <04-28-21/1956:21>
If anyone's got a review, we're all ears.
Title: Re: Power Plays (Corp guide) released
Post by: Aria on <04-29-21/1424:58>
I think the qualities at the end of each chapter are a great idea and have plenty of story potential... but that’s really all I’ve read so far :)
Title: Re: Power Plays (Corp guide) released
Post by: Nightmare on <05-05-21/1412:02>
Whoever wrote the Horizon section didn't get the memo that Sticks was KIA during the Detroit Bugfest.
Title: Re: Power Plays (Corp guide) released
Post by: Michael Chandra on <05-05-21/1445:44>
One of these days I need to advocate a world bible for CGL. o_o
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <05-07-21/2120:20>
Whoever wrote the Horizon section didn't get the memo that Sticks was KIA during the Detroit Bugfest.

Had to check on this one. He's not dead, he's just fragged and retired from his extensive injuries. One of those, "Lived … but only just" things. He's not real happy about having gone from Mr. Adventure to his current state, but, he's at least alive.
Title: Re: Power Plays (Corp guide) released
Post by: Stainless Steel Devil Rat on <05-07-21/2126:55>
Whoever wrote the Horizon section didn't get the memo that Sticks was KIA during the Detroit Bugfest.

Had to check on this one. He's not dead, he's just fragged and retired from his extensive injuries. One of those, "Lived … but only just" things. He's not real happy about having gone from Mr. Adventure to his current state, but, he's at least alive.

Remember, SR books are largely written as in-universe documents... so even things that are flat out stated as fact aren't always necessarily so (at least in fluff!).  Not only can rumors of someone's demise be greatly exaggerated, there's always the potential for the unreliable narrator factor when you have in-character dialogue...
Title: Re: Power Plays (Corp guide) released
Post by: Sir Ludwig on <05-07-21/2344:37>
I got my dead tree version (+pdf) and due to some real world stuff, have had extra time and competed two readings.  I like it, the corp qualities can give some real character (pun intended) to playing.   I am more of a corp espionage SR type and it gave me some ideas to point out to a couple of my newer players.   I am also trying to think of how to work the EVO Revolutionary or Evo In (p71) into a game so that I could let some players purchases after Chargen.

Regards,
SL   
Title: Re: Power Plays (Corp guide) released
Post by: DeathStrobe on <05-09-21/1632:25>
One of these days I need to advocate a world bible for CGL. o_o

Just need more contributors keeping the wiki (https://shadowrun.fandom.com/wiki/Main_Page) up to date. *cough cough*
Title: Re: Power Plays (Corp guide) released
Post by: Michael Chandra on <05-10-21/0304:31>
On one hand, sure. On the other hand, that only covers public info, not covert development info.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <05-11-21/1926:11>
I'm really surprised that there're still no reviews of this one.
Title: Re: Power Plays (Corp guide) released
Post by: Nightmare on <05-12-21/1457:31>
Whoever wrote the Horizon section didn't get the memo that Sticks was KIA during the Detroit Bugfest.

Had to check on this one. He's not dead, he's just fragged and retired from his extensive injuries. One of those, "Lived … but only just" things. He's not real happy about having gone from Mr. Adventure to his current state, but, he's at least alive.

Well as Ellis - the beta - says in Cutting Black:

Quote
The one who called himself Sticks. Weeks ago, when he assisted
Colonel McCord with our liberation from the Ares black site, he
was severely injured and crippled, beyond the reach of even
modern medicine. Out of gratitude, we will provide care and
comfort for the rest of his days.
> Ellis

It sounds to me that the one we all know as Sticks from the old days is dead and he's possibly become one with the bugs....or a cyberzombie....not just "barely survived".  That seems pretty deadly there with the "beyond the reach of even modern medicine" and "will provide care and comfort for the rest of his days"...that sounds terminal to me.
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <05-12-21/1747:50>
To me it reads more like at least high spinal cord damage,  maybe some brain damage (modern medicine can deal with most other things)
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <06-05-21/0339:03>
Anyone have any thoughts on this one yet?
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <06-29-21/1143:06>
I've only read a small part of the whole so far, but a few observations:

Good:
====
- Uses a structure designed to make things more applicable in the typical game (instead of a random block of text).  Not every writer seems to have really made good use of all the sections, but overall it helps compared to the 5e product whose name I forget.

- Some interesting developments in Evo, like the new CEO and their return to nanite manufacturing

- Nice job of highlighting the wacky internal dynamics of Horizon.  I feel like I'm finally 'getting' Horizon more after reading that section.

- The list of AA corps was great to have.  I'd love more detail on some of those some day, but I recognize that might be a hard one to make money on, so I'll be content with having the extensive list.

- Overall enjoying the writing of the parts that I've read, and have been inspired with some ideas for my games (this point is probably the most key one of everything I'm saying here!)

Less good (diving into more detail, because I think that is important on any negative feedback)
=======

- In the Evo section it would have been good to have two sentences about what happened with the old CEO (I don't recall reading what happened with the old CEO?  I assume it was covered somewhere but I haven't gone back to look)

- I was disappointed to see anti-grav technology made canon (it was left optional to the GM when brought up in 5e).  There is a lot of technology in SR that might be on dubious footing in terms of materials, engineering, or thermodynamics, but up until now it was a matter of degree, not of "we have no current science that suggests this is remotely possible"  It also seems like something that will have a major impact on the setting (unless it gets retconned or something)

- It still feels like writers don't quite know what to do with Wuxing's major business units.  I guess to most people both transportation and finance are pretty abstract, and so it is hard to say what makes them good or bad or to make them game-tangible or interesting.  (all megas suffer from this to some degree, but most have at least one business that is easier to talk about.  To some degree that is magic with Wuxing, but the nature of their magic services is also kind of abstract so it doesn’t help as much as it might)  There is always talk about those business lines and how they are maybe having some conflict with others, but I’ve yet to see a Wuxing write up that inspires me to make more use of Wuxing in my game.  It isn’t that the write-up is bad, and it included some interesting parts, but everything away from the ruling family and rivals still felt a bit 2-dimensionsal compared to the management parts and some of the other corps (I don’t blame the writer; Wuxing is hard!  But I live in hope that one day someone will make me excited to use them)
Title: Re: Power Plays (Corp guide) released
Post by: DeathStrobe on <06-30-21/1040:51>
- In the Evo section it would have been good to have two sentences about what happened with the old CEO (I don't recall reading what happened with the old CEO?  I assume it was covered somewhere but I haven't gone back to look)
Anatoly Kirilenko caught CFD on Mars and was assassinated in Hard Targets.

Quote
- I was disappointed to see anti-grav technology made canon (it was left optional to the GM when brought up in 5e).  There is a lot of technology in SR that might be on dubious footing in terms of materials, engineering, or thermodynamics, but up until now it was a matter of degree, not of "we have no current science that suggests this is remotely possible"  It also seems like something that will have a major impact on the setting (unless it gets retconned or something)
There was antigravity tech in Tir Tairngire. I assume that the early writers really had a hard on for the superiority of elves.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <06-30-21/1206:01>
Thank you, Beta!
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <06-30-21/1440:55>
@DeathStrobe thanks!

@Wakshaani more when I get through the rest of the book.  I'm getting through it slowly enough that I figured I should provide that much before I forgot too much of it.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-01-21/0349:05>
@DeathStrobe thanks!

@Wakshaani more when I get through the rest of the book.  I'm getting through it slowly enough that I figured I should provide that much before I forgot too much of it.

Very much hyped for more.
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-02-21/1954:39>
I just finished reading the three japancorps, and have a huge smile on my face.  They were each clear and gave me a better feel for the Corps, they made the three corps much more distinct from each other in my mind, there was plenty of good (and sensible) progression (especially Renraku) and the writing was a pleasure to read (especially Shiawase).  Basically all were pretty much what I'd hope for in such a guide.  Not saying they were perfect, but honestly some of more quietly effective ShadowRun writing I've read.  I hate to sound so much of a fanboy, so I'll say that I read them over the first part of a long weekend, largely while sitting out in the sun, so I did absorb them while already in a positive state of mind.

And also, Shiawase bought what!  I can't believe nobody has been talking about it, but I kind of don't want to spoil it for anyone else who isn't there yet.  Has this been mentioned in any other products yet?
Title: Re: Power Plays (Corp guide) released
Post by: Stainless Steel Devil Rat on <07-02-21/1959:41>
And also, Shiawase bought what!  I can't believe nobody has been talking about it, but I kind of don't want to spoil it for anyone else who isn't there yet.  Has this been mentioned in any other products yet?

SRM has not one but 2missions set there in the upcoming season... believe me it wreaked havoc.  They were written before that little gem was made common knowledge among the SRM writers...
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-03-21/0148:17>
I just finished reading the three japancorps, and have a huge smile on my face.  They were each clear and gave me a better feel for the Corps, they made the three corps much more distinct from each other in my mind, there was plenty of good (and sensible) progression (especially Renraku) and the writing was a pleasure to read (especially Shiawase).  Basically all were pretty much what I'd hope for in such a guide.  Not saying they were perfect, but honestly some of more quietly effective ShadowRun writing I've read.  I hate to sound so much of a fanboy, so I'll say that I read them over the first part of a long weekend, largely while sitting out in the sun, so I did absorb them while already in a positive state of mind.

And also, Shiawase bought what!  I can't believe nobody has been talking about it, but I kind of don't want to spoil it for anyone else who isn't there yet.  Has this been mentioned in any other products yet?

Not yet, but it should come up more soon. There are some interesting details to that involving white knights, favors for the Throne, white knighting turning sour, then Shiawase stepping in to moderate and getting a piece of the action in return. Interesting for some people but boring for the majority.

I can say that out of the past couple corporate books, giving each Japancorp a personality has been a goal and I'm thrilled to see it working. For a long time, most players just glomped 'em all together and didn't really know one from another. Some GMs couldn't even name 'em all! That's no good, so giving them each a vibe's really helping.

(If you dig that kind of thing, check out Chrome Flesh and the Protein Queens section for a bit more.)
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-03-21/0149:30>
And also, Shiawase bought what!  I can't believe nobody has been talking about it, but I kind of don't want to spoil it for anyone else who isn't there yet.  Has this been mentioned in any other products yet?

SRM has not one but 2missions set there in the upcoming season... believe me it wreaked havoc.  They were written before that little gem was made common knowledge among the SRM writers...

Oh, OOPS! THAT purchase! I wa sthinking of a different one.

Yeah, that one's gonna be interesting as well...
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-03-21/0750:12>
Now I need to re-read Shiawase and see what else they bought,  that I missed retaining!
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-04-21/2210:34>
To wrap up my feedback:

- I left Aztechnology until near the end of my reading, because not much is happening with them, right?  Hahahahahaha, jokes on me.  Interesting approach, kept it interesting.  Although a bit frustrating that in the end we don't know too much of what is happening.  Still, I immediately included it in my game, if only peripherally.

- Saeder-Krupp was what I expected out of Aztechnology: nice clear write up, bringing things up to date, but nothing too exciting.  However it was also exactly what I needed to flesh out a long simmering sub-plot in my game so I'll happily take it as it is

- Spinrad-Global shared a bit of the Aztechnology issue, of having something currently going on (or 'possibly going on') which made the reading more interesting, but it is a bit frustrating having something so open-ended in a reference book.

- Corporate Court justices section was hilarious

- List and summaries of the AA corps was nice to have

- A general note that I came to appreciate the amount of Shadow Talk being just right.  Not huge discussions, but enough to break up the 'official' articles some.  Also it added a bit more spice, without carrying all the main points.  More like that, please!
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-05-21/0043:24>
What about Ares? I think that's the only one that you missed thusfar.
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-05-21/2142:56>
What about Ares? I think that's the only one that you missed thusfar.

Oops!  Accidental, I assure you.  I laughed at parts, well namely this part:
Trying to explain the
org chart of a single Ares subsidiary will drive a
Saeder-Krupp executive to tears in under ten minutes.
Why does this movie production company
own a box manufacturer? And a chain of shoe
stores? A ten percent stake in two different noodle
delivery services? A baseball team for fourth
graders? And just bought a family-owned exotic
tropical fish store when the owner died and his
husband didn’t want to stay around the memories?
How does this work?!


I mean, that is great humour and a good inspiration for how Ares is cobbled together, all rolled into one.  Very effective writing IMO.

Also it rolled back the "Ares is fully pulling out of the UCAS" bit from Cutting Black, but explained that confusion in a very fitting in-game way.  Nice.

And wrap those two things up in a solid write up, explanation of the craziness around replacing the CEO, and it all adds up to a nice package.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-05-21/2220:22>
You can compare a lot of Ares' failings over the past few years to Kmart and, later, Sears, who both used a similar "You and you, FIGHT!" method of corporate command. It made a few people VERY rich but it also shuttered a TON of stores and cost those two corporations dearly. Ares had that, plus an active insurgency from the bug infiltration.

It managed to survive, but woo, it ain't pretty.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-07-21/2256:59>
One last question for you, Beta; any thoughts about the Ares CEO situation? Anyone you're pulling for?
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-08-21/0947:02>
One last question for you, Beta; any thoughts about the Ares CEO situation? Anyone you're pulling for?

I'm pretty much pulling for a cool story. 

I've never had an emotional attachment to Ares (the "guns, rugged individualism, and 'murrica!" stereotype never really resonated with me, and, well, they are a mega-corp so by definition are somewhere between an overgrown parasite and simply evil).  The move to Atlanta kind of makes sense but at the same time removes some of the tension inherent in them being in the UCAS, while the death (?!?) of Knight and general passing of the old guard ends most of the rest of their tenstions/plot hooks (for most of those: good, they were tired and overworked). 

So at this point I think Ares needs new themes/plot-hooks/tensions to make it more interesting.  The shake up has done a good job of shaking off a lot of stale old material, now we need to see the corp get new stories.  New CEO will no doubt be part of that.  Tensions arising from other candidates not getting the job will likely be part of that (but we already have some of that at other corps, so I hope that isn't a tension that is leaned on too heavily). 

So to be honest I skimmed the candidates section, but didn't put much thought into it for now.  It is in the back of my mind that this is going on so maybe it could form the basis for a run or three in my game, in which case I'd go look over that section again to see which candidate would best fit that.  But so far I'm not really attached to any of them.
Title: Re: Power Plays (Corp guide) released
Post by: Wakshaani on <07-08-21/1620:58>
Danke! There was at one point a plan to do some shenanigans with actual votes being available for the playerbase, but with Covid, everything kind of went sideways.
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <07-09-21/0838:06>
It would have been cool, had there been a normal convention season, to have something like a prime runners mission (or set thereof) where players got to make some choices that impacted the final result (kind of like the intent had been with Boston Lockdown -- so far as I could tell the 'send in what your players did' there fizzled out.  But by using conventions/demo agents it might have been possible to get something more timely and consistent.  Ah well, maybe for some future plot point)
Title: Re: Power Plays (Corp guide) released
Post by: Fika on <09-03-21/0346:33>
One last question for you, Beta; any thoughts about the Ares CEO situation? Anyone you're pulling for?

About the CEO situation, I'm really curious about Bishop. Is he link to Ronin / Babel from back in the days? (his african background doesn't match though...)
Title: Re: Power Plays (Corp guide) released
Post by: Sascha Morlok on <09-19-21/1518:58>
So, any comments on S-K? Would like if my writing in contrast to Market Panic improved or not.
Title: Re: Power Plays (Corp guide) released
Post by: Beta on <09-19-21/2049:58>
So, any comments on S-K? Would like if my writing in contrast to Market Panic improved or not.

I'd have to go back and re-read for anything more specific, but I do recall when reading through the S-K section having a thought about how the write-up was sharper than I'd read previously and pulled the company into focus more (something difficult with a company as big as S-K!)  I had a bit of the same thought about MCT.