I’m curious. Has anyone played in a game where the operators blow the mission? How often does this happen in your game? How did it go?
I’m curious.
I’m curious.
I’m curious.
I’m curious. Has anyone played in a game where the operators blow the mission? How often does this happen in your game? How did it go?
Comments are closed.
For me I have it happen once or twice a campaign (run 5 campaigns now) and it’s different each time, but the main thing is that clock really start moving
I’ve had them blow the mission after completing the main objective and trying to get out of the facility. It can send players for a loop when you ask them straight up… Do you die? Are you captured? Or do you get away and how?
It also depends on how hard you play when a corp clock is full. If you play it soft then maybe your operators won’t care that it jumps 2 ticks. But if you play it hard… Contacts being abducted, hideouts under seiged by Private military, then maybe someone will consider taking the fall.
There’s a part of me that wants the retirement option available from the get go. 5 advances is a lot and so is 20 cred. It would make the choice to escape more compelling, but i guess maybe too easy?
Thanks for the comments, fellas. I guess I’m wondering specifically, does blowing the mission usually lead to a downward spiral? In other words, is blowing the mission expected to be an event that is recoverable? If so, in practice is it?
That’s an interesting point about retiring an operator, Aaron Berger. I’ve noticed that a lot of PbtA games incorporate this into the advancement system, which I really like. When I look at it closer, though, it implies that you cannot do it otherwise. Am I imagining a scenario where a player is forced to play out the frustrating arc of their character long after they’ve asked for release? It’s hard to imagine that going down in any game I run. But maybe it’s more about setting expectations. Seeing that on the playbook does set expectations with the player about when you are expected to switch characters.
A full corp clock isn’t the end of the world. Lots of my groups start with one. It gives the whole group a feeling of being on the run.
What hurts is losing the staked cred. The money in Sprawl is tight. Tempting players with money might be as important as hitting personal directives. Though if they get paid well (get teh job option) and (paid in full) that’s a good amount of cred.
20 Cred after 5 advances lets you retire to safety. You can retire the character knowing that they got out of the shadows and can live what we would think of as a normal life. You can retire any character any time, just not to safety.