by Mark Dynna
Takes the wealth of information presented in CorporateGuide and turns some of the critical plot points into adventure seeds and campaigns for players. Provides detailed locations that can be dropped into different Sixth World settings, minimizing the work gamemasters have to do to prepare for a session or for a longer campaign. Details dozens of non-player characters that can be used either in campaigns based on plot points provided in this book or in any other campaign, especially those with a corporate-centered plot. Builds on existing plot elements in the Sixth World and incorporates them into playable campaigns. Presents fiction that will help immerse gamemasters and players in the setting and the ongoing Shadowrun plot. Requires Shadowrun, Twentieth Anniversary Edition; the second in a new line of sourcebooks that provides numerous adventure hooks, location details, and non-player character stats to allow gamemasters to easily design short adventures or longer campaigns around a single theme-in this case, intrigue involving the Big Ten corporations of the Sixth World.