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Published adventures

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Gmanjkd

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« on: <12-24-12/1223:06> »
Hi guys/gals.  Im getting back into SR after a long break and looking to run 4e.  I don't have time to write my own adventures, which ones would you all recommend, preferably 4e or from earlier edition if it is confertable.   I'm looking for anything that is really good, perhaps like dream chipper, bottled demon, harlequin.  Thanks gary

Crimsondude

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« Reply #1 on: <12-24-12/1253:12> »
Book-length adventure modules
The book-length adventures are like the old full modules like those you mentioned.

On the Run
99 Bottles
Bad Moon Rising (PDF)
Boardroom Backstabs: Damage Control, Sacrificial Limb
Dawn of the Artifacts: Dusk, Midnight, Darkest Hour, New Dawn
Horizon Adventures: A Fistful of Credsticks, Anarchy: Subsidized, Colombian Subterfuge


Campaign books
Campaign books have material for multiple adventures (NPCs, locations, general plot points) as part of an overarching campaign/plotline, but they are not fully fleshed out the way the book-length adventures are.

Artifacts Unbound
Corporate Intrigue
Jet Set
The Twilight Horizon


Missions
Missions is a series of PDFs that are each full modules in the same vein as those modules you mentioned or the book-length adventures, but are set up to be compatible with running a full-length campaign or two (or whatever), and they are con-compatible: So your PC who has earned karma/cash/etc. playing Missions can be used at convention games anywhere. They're also cheaper than the books, and the Season 2 PDFs are all free in fact.

Season 1: Seattle (SR3)
Season 2: Denver
Season 3: Manhattan
Season 4: Seattle


Elven Blood (PDF) is a set of five Missions, so they are full adventures. They've all been collected into one book (if you can find it)/ebook. The first run is ostensibly set in Seattle, but four take place in Tír Tairngire.


Ghost Cartels has the equivalent of a book-length module, but it also has information that would be found in campaign books for side adventures and is also a sourcebook. It's pretty much a self-contained product for an entire SR plotline about Tempo, a bio-Awakened drug. Emergence is the technomancer/AI equivalent; it has adventure tracks like Blood in the Boardroom, but it doesn't have any stats like the campaign books or full-length modules do.
« Last Edit: <12-26-12/1108:54> by Crimsondude »

Gmanjkd

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« Reply #2 on: <12-26-12/1033:47> »
@crimsondude.   WOW!   thanks for the very in depth answer!   This helps a ton, again thanks alot.    Have you ran any of these 4th ed adventures and are they good?

Thanks
Gary

Mirikon

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« Reply #3 on: <12-26-12/1044:41> »
I've played through some of the Denver and Seattle missions, and they are quite fun.
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Crimsondude

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« Reply #4 on: <12-26-12/1120:21> »
I've run through Elven Blood and some of Missions Season 4. They were all great. I did some quick passes through the campaign books, and they're all highly adaptable and generally fun concepts. I also wrote five of the adventures in Artifacts Unbound, and I'm pretty happy with them. :)

I prefer the campaign books because they allow for greater adaptability, which is also why I like the runs in Elven Blood because they were written to be adapted as needed (timed, like con games, or harder for experienced PCs, etc.) even though they are written in the standard full-length module format. Really if you're planning to buy a published adventure, Elven Blood has to be the first one. It's the easiest to run as a GM, and it's the most fun. I mean, I'm not going to pretend the ones I wrote are intended to be fun. They're intended to be f-u ... :)