You are no fun.
Anyway, the general makeup of the book is pretty free-form. One adventure is the final one (A Tale of Two Princes), and another (Too Many Secrets) was refocused a bit to spins out of another (Shadows of Peace). However, that's about it. The rest can be run in any order, and/or interspersed into normal games. I do have to admit, however, that there is a bit of a divide. Bull's and most of the others' runs are pretty maleable. As it turns out, though, mine became something of a series of escalating events that ends with You
Kind Of Know What.
I wrote:
- The Psychic Highway to Hell. A metaplanar adventure to go along with my Extraplanar Intelligence chapter from Spy Games.
- Give the Devil His Due.
- River City Shootout. War! defined my hometown as a Prime Runner-level setting, and so my explicit goal was to create a PR-level adventure.
- Too Many Secrets.
- A Tale of Two Princes.
- Praxis. The finale.
The others I'm not too keen to open up discussions about, but I await commentary. I should also mention that events in AU are specifically why DeeCee is one of the settings in
Conspiracy Theories.
As for NPCs, there are generics in the Character Trove and the adventures themselves, including °drumroll* military personnel. Because nothing gets debates going on Shadowrun boards like stats for members of the armed forces, although it's also because those stats are generally so desired (as a baseline if nothing else). This book also covers a lot of ground, though mostly in North America and the Western Hemisphere.