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This is an entire mini campaign, 3 adventures deep, and more in the works! The morality is plain enough for any group of players. I think going evil is the more interesting choice for Crews. In a campaign it could be the dog house, where Crews who have failed and need credits quickly go. In future additions I would start putting more choices in the missions, things the Crew can conceal from Jig, more direct moral dilemmas, less clearly polarized ambivalences, to enable Crew to cling to a treacherous line that eventually crumbles to compromising dust.