Review Editing
Review of Secrets of the Sisar Run
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There are five pieces, intelligently presented. The setting is described, then the Sisar run is given in detail. Then, a single adventure, followed by instructions on how to run a smuggling campaign game. Finally, we get an actual 3-part campaign. All in all, that makes this book a potent little bundle for a GM... and definitely something players either shouldn't read or must buy (depending on how ethical they are!)
The writing is decent, with obligatory fiction bits being passable. The adventure ideas sprinkled liberally in sideboxes are a nice relief from the occasionally encyclopedic text, and indeed having the fiction breaks does lighten up the book. The line art works very effectively, giving you a good idea of the aliens and other players in the various gambits.
The scenarios themselves are nicely corrupt and plausible. The Black Sun, for example, is nicely set up as a corrupt crime mini-empire without being either omnipotent nor, conversely, overly stupid. Instead, it's an effective business that can either work with or against the players, and cause delightful game-provoking strife either way.
If you also favor rogues, this would be a good book for a Star Wars GM to buy. In fact, the Star Wars influences aren't so strong that it wouldn't transplant nicely into Traveller or any other future space opera, actually.
Style: 2 (Needs Work)
Substance: 4 (Meaty)

