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7309: Imago (1992)Edytuj

Autor: Carl Sargent
ISBN 1-55560-150-2
Cena: $8.00
Ilośc stron: 80
Wydanie: Drugie (ze statystykami pojazdów z Rigger Black Book)
Status/Availability: in print/uncommon
Plot: The runners are flown to the United Kingdom to investigate the disappearance of a valuable corporate decker-slash-researcher of an important British corporation, who has been murdered, together with his girlfriend, by a competitor. Unknown to everyone including his bosses, he had encoded himself into a number of chips that, if assembled into his cyberdeck, will more or less allow him to live on. The runners do not know this, and upon investigating the disappearance they will discover a Matrix entity that starts them off on a search through the wilds of Scotland for four chips that together will make the entity whole again. When that has been accomplished, it wants to "die" in such a way that it can join the decker's dead girlfriend in the afterlife. This requires the help of a player character decker, but the competitor attacks before the ritual is complete, leaving the runners to try and hold them off long enough to finish it.
Thoughts: This adventure is definitely "out there." Its basic concepts are beyond "standard" ideas about Shadowrun, though it looks like it can be a very good run if handled well by the gamemaster (I haven't run it myself, so I can't say anything about whether or not this really is the case). The book does warn that the adventure deals with concepts that are not normally possible in Shadowrun, though.
Additional Thoughts by Mark Steedman: Imago is very definitely way out of the ordinary and I would say it requires characters who are interested in investigating strange things for themselves. Both Virtual Realities 2.0 (note that the adventure was written for the original Virtual Realities) and The Grimoire are suggested for play and some source material on druids (e.g. London Sourcebook) is a good idea. The principal problem with the adventure is that the characters may well feel unprepared to finish it as Mr. Johnson dies during the run and some of the things you have to do in order to acquire chips for the cyberdeck are likely to put runners off who are not sure of getting really first class rewards out of it.
I added further twists of my own to this adventure, basically involving another Mr. Johnson figure to make it clear to the characters it was worth doing, using some of the spirits in the adventure as a link as to how this other source knew something was worth investigating.
Similar Products: none
Survey Rating: 5.6 (14 votes)
Notes: The London Sourcebook is useful when running this adventure.

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