What better way to spend a Wednesday afternoon than thinking about basic moves in #TheSprawl!
What better way to spend a Wednesday afternoon than thinking about basic moves in #TheSprawl!
What better way to spend a Wednesday afternoon than thinking about basic moves in #TheSprawl!
On the play hardball how is “they refuse and respond with violence” a success for the player rolling the move? And how is “they refuse and suffer the consequences” different than the 10+ result where they choose to refuse and suffer the consequences?
I really like the other 2 7-9 choices.
On Manuver why not go with a hold mechanic? It opens it up a bit more fictionally and basically accomplishes the same thing.
Colin J: Hmm… yeah, oops. I’m less concerned about a 7-9 duplicating a 10+ result, but the first one is a problem. Do you have any suggestions?
Steve Wallace: Manoeuvre is a hold mechanic… I think I’m missing your point?
Colin J: Drop the first one and change the second to “they do it, but respond with physical violence when the immediate threat is removed”?
Oh! Ignore me, I somehow missed the hold part and read it as… I dunno what I read it as actually 🙂
Though have you considered just making it a hold to spend on any roll without having to choose from the list?
As +1 forwards or hold on any move that uses hold? I’m trying to avoid +1 forwards as they’re a little boring (although having said that, my latest cyberware revisions bring a few back into the game). I hadn’t considered the latter, but it would probably end up with weird situations since there are so many moves (both basic and playbook) that use hold.
Isn’t they try violence once the danger is gone the same as adding them as a threat?
I guess the issue here is do you want this move to be difficult, dangerous, complicated or all of these for the players to do?
The 2 other options you have are great at making future complications. They say do this move and you get what you want but at a cost. Offering the option of immediate violence says it is dangerous to do these moves.
In AW Go Aggro says do this move and people give you what you want, get out of your way so you can get what you want or you kill them and then go get what you want. It is actually a little difficult to just get what you want from the move without a 10+
Also here is a thought – who in this faceless corp world says “No. Go ahead and shoot me Mr. Badass with a gun”? Maybe think about removing the 10+ they suck it up condition and move that down to the 7-9 option so pulling the trigger is now a complication. Then go a head and add the “they try immediate violence or some action to remove you as a threat but not before your inflict harm as established” or something if you want to add the danger element.
Yeah I was thinking basically you give the player a token or two depending on their roll and they can spend them 1 for 1 on any subsequent roll as a +1
Though thinking about it you could also make the tokens count as boost special them can move a roll up a step so 6 or less becomes 7-9 and 7-9 becomes a 10. Sort of gives you some system based advantages that allow for a wide range of fictional advantage
Colin J: Ah, yes, perfect. This move is a great chance to say something about what violence means in The Sprawl and in cyberpunk generally.
I was thinking threat = future badness, violence = current badness, but clearly that needed clarification.
Oh and I like the new Fast Talk a lot. And I have complicated thoughts on Maneuver
One thing I have to consider with Play Hardball, is its use on PCs as well as NPCs.
Yeah I like fast talk a lot but I would say I think I would rather have a 7-9 where I could just pay a dude off instead of getting a tick on a clock.
I don’t follow the logic of the new Fast Talk. As I read it, on a 10+ they do it and advance a countdown clock. On a 7-9 they do it but require something concrete first… and no countdown advancement. To me, it’s backwards that paying something now to avoid being screwed later is a partial success, compared to complete success requiring later screwery.
How about… On a 10+, pick one, on a 7-9 pick two:
* Someone finds out, advance a countdown clock
* They require something up front
* They want in on the action in a major way
Ah, that’s an editing typo, Rob. On a 10+, NPCs do it.
They want in on the action is a good suggestion, but I’d save that for a miss 😀
Woah, major editing typos. Don’t know what happened there.