I've GMd EP for several years now. "Mind the WMD" started as the first mission I ever ran for my first gaming group and eventually evolved into a ritual I now do to introduce any new group I GM for to the setting. I've now run the scenario about half a dozen times between 1e, homebrew ports to 2e, and most recently with the official conversion!
For starters it feels like more than a simple conversion. All the stats and solutions from the 1e version made the hop over, true, but new content was added to better emphasize 2e game mechanics and flesh out the scenario further than the old 1e version:
1) This is small but the updated layout greatly eases finding specific sections, courses of action, and icons to denote type of information is a great help when skimming back and forth for info. There are also several maps included for all major locations where action is going to happen, in day/night and grid/gridless versions.
2) New NPCs are listed and provided to the GM to use as leads or antagonists (those who read the 2e core rulebook's opening fiction, "Infamy" might even recognize a few of them given the location of the mission). All the better for making the world feel alive and giving you possible reoccurring acquaintances or enemies.
3) More detail is provided about using rep and favors to gain information as this is a much bigger gameplay mechanic in 2e. Even after having played a fair amount of 2e, it is still helpful to be reminded of the things someone can do with a major favor we might not immediately think about.
4) A threat that was previously lacking in detail now has several possible origins so a GM can better tie this adventure into all manner of followup missions. This mission is most easily performed by people who are usually close to Mars, the scum, or are firewall/criminal agents but can still be used as the primer or inserted into the middle of basically any campaign that takes place in Sol with a little effort.
5) My favorite addition hands down has to be the table of random slice-of-life events that players can stumble across on the Scum ship and when they're down on Mars. There are 21 events on each table that really help flesh out the setting players find themselves in and can be great for introducing new players to some of the stranger occurrences of everyday life as a transhuman. It's a small touch and largely inconsequential to the mission at large, but my group and I deeply enjoyed spending a whole session throwing axes with scum novacrabs while getting drunk as they waited for a favor to provide mission critical intel.
Overall, "Mind the WMD" showcases not only the setting dichotomy of hedonist autonomist vs ruthless hypercapitalist transhuman polities in a easily digestible manner but also prepares players for dealing with them both during missions and even shows what going off the grid for a job might entail. I highly recommend it to anyone looking to start up a new game (or add to an existing one) with a blast!
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