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Greenwar | ||
Author: Thomas M. Kane
Category: game Company/Publisher: Atlas Games Line: Cyberpunk 2020 Cost: $12 Page count: 96 pages, perfect bound Capsule Review by Lisa Padol on 05/04/99. Genre tags: Science_fiction Espionage |
Greenwar, by Thomas M. Kane
A 96 page adventure for Cyberpunk 2020, perfect bound.
Atlas Games, $12
Reviewed by Lisa Padol This review originally appeared in The Familiar #1. R. Talisorian's Cyberpunk 2020 is necessary to run this, although determined GMs could convert to another system. R. Talisorian's Eurosource is helpful, but not necessary. I expected a series of skirmishes in a corporate war, with the inevitable ingredients of betrayal, netrunning, and lots of shooting, culminating in a final, climactic battle. This was my idea of the "typical" Cyberpunk adventure. Well, there's going to be shooting and netrunning. Betrayal is always a possibility. There might even be a final, climatic battle. But Greenwar is far from typical. Kane's goal is to provide GMs with all the information they need to run an adventure where a group of investors hire the PCs to assist a corporate takeover. Sound typical? Well, it's not. But it should be. Two things make Greenwar different. First, it is stressed several times in the text that the investors want to take over a relatively intact corporation, not an empty shell. To emphasize this point, the PCs are told that they will be paid with stocks. Therefore, the value of their reward is directly linked to the value of the corporation after the takeover. Second, there is no planned series of encounters. Greenwar describes the major factions, their resources, the people in each faction, and their goals and resources. It provides statistics, stock market information, and plenty of gorgeous maps. And that's all. Encounters and NPCs' plans depend entirely on what the PCs choose to do. I'd barely finished the introduction before I realized that this is -exactly- what the typical corporate takeover adventure should be like. Obviously, you don't want the corporation you're planning to acquire to be destroyed. Obviously, there are so many variables in a corporate takeover that the best way to write this kind of adventure is the way Kane wrote it. Describe the personalities, locations, and resources involved, and let the players do what they will. So, why haven't I seen more scenarios like this? (Well, I have, but not for Cyberpunk settings.) Greenwar looks great. The maps and text are readable. The artwork enhances the text without being obtrusive. The charts are clear and are located as close to the text describing them as possible. Greenwar isn't perfect. One chart is misidentified in the text; one map is referred to as Map 3 when it's Map 2. In both cases, it's easy to figure out what the reference should be. A map which is supposed to show the locations of guards doesn't. I still don't understand the information about corporate liabilities, despite the author's attempt to make everything clear. One NPC goes by at least one alias. The PCs are likely to meet her under her alias; certainly, she has no reason to give her real name. The text presumes that they will discover her real identity, but I couldn't figure out how this was supposed to happen. It's easy to fix this, but it wouldn't have been too difficult to explain in the text. However, these are very minor flaws. All of the information a GM needs for several evenings of play is there. Greenwar could form an entire campaign by itself. The section on using the stock market in Cyberpunk adventures is icing on the cake. You're getting excellent value for your money. A word of warning: This is not something you can just pick up and run. GMs must read this very carefully, preferably at least twice. During the adventure, GMs must keep track of what is known by a variety of NPCs, and must extrapolate their plans based on this. Tip: Use the time between sessions to work out the consequences of the PCs' actions. Players may never fully understand what is going on, but that's all right. GMs are the ones who have to be on the ball. Grade: A- Re-reading my own words: This is still one of the best supplements I've seen. I wish there were more of this caliber out there.
Style: 4 (Classy and well done)
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