The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can't get enough of the stuff, and even beetleheads are giving it a shot. Tempo's popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing. Ghost Cartels drops the runners into the action, involving them in the drug deals and power plays shaking up Seattle, Los Angeles, and Hong Kong-even taking them all the way to the jungles of South America.
This is interesting in that it offers a potential year of game related activities, in a more playable format than Emergence. I am still unused to the guideline format for the adventures, but this time there are profiles for a good number of NPCs, and even new interesting NPC grunts, so that makes it easier to both set your players and see how they rank to different menaces.
The main plot itself is quite mature, which I find refreshing, as most players nowadays are old hands, so working for the bad guys is only to be expected for a bunch of criminals. Very interesting roleplaying and moral dilemmas.
There are a few mistakes in gear and profiles, but the adventures are clear and reasonable. The main problem is the clear rail-roading without many ideas to distract or redirect players that do not enjoy so much the main premise.