OPERATION CHARON | 2008-01-25 | MJ ONLY

Operation Charon is the title of a campaign I started in 1999. We played the first two acts between 1999 and 2002, and the third act and the beginning of the fourth in 2009 and 2010. It's usually called the "NMA campaign", especially since the players have yet to discover the existence of Operation Charon.

In this campaign, the player characters work for the Network Maintenance Agency involved in the assassination of great dragon Dunkelzahn in august 2057. They start uncovering a conspiracy, that stretch way further than killing the great dragon and president of the UCAS.
When it began, they were the resident team in Seattle. Later, the agency face a first reorganization and they move to Paris. As said in Target: Matrix sourcebook, the Corporate Court will establish the Grid Overwatch Division in 2061, taking on the duties I attributed to the NMA. This event will be the campaign climax, as the PC employer is dissolved following numerous abuse and illegal operations against megacorporate interests.

Between july 2057 and december 2060, it's an adventure a month. So there is a total of 42 adventures (I have yet to write them all), with a prolog (one introdutory adventure), five acts (eight adventures each) and an epilog (one final adventure). The campaign currently is on Act 4, Scene 3.

The setting differs from Shadowrun usual games. The PC have authorizations and the authority to do pretty much anything they want. They have lot of gear available, and can call upon local police force or even armed forces. But they have to answer for anything they do. This particular context allows to involve players in high-level plots. They can meet top-level corporate leaders and even negotiate with them. They can travel the world without having to bother about being wanted somewhere (at least, not until later in the campaign...). It also avoided much of the usual "quest for power" since a phone call is all they need to get military equipment and support, when needed.

There really is a lot of investigation in every adventure, leading the team to split up almost every time, with occasional foreign trip, and a clock ticking. So we allowed players to have two characters at the same time. First character is a veteran, the second one a rookie. Though it is a little bit awkward when the two characters are in the same place, most of the time, it allowed players to be more active during the session and not miss the best part. Also, a bunch of regular NPC were backing the team, rounding out the skills available, and sometimes give some hints on what to do.