I have one question:
In The Sprawl can we give missions like protect or escort someone or something ?
If yes we can, how could work the legwork clock and the mission clock in this case ?
I have one question:
I have one question:
In The Sprawl can we give missions like protect or escort someone or something ?
If yes we can, how could work the legwork clock and the mission clock in this case ?
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Well, if the team is protecting or escorting a target, that means someone else is looking to eliminate or steal that target. The Mission Clock would then be how close those other people are to achieving that goal. If the Mission Clock gets all the way to 1200, the team failed to protect or escort their target.
The Legwork Clock would represent the work the team does to find the best way to defend or get the target out.
Well, legwork is essentially research and other preparation, so presumably that phase involves learning everything you can about the target and possible threats. If the mission is to escort him between locations, you’re also going to be checking those locations and checking the route, etc. Basically, the same as any other mission…
Ok if I understand, the players have to act directly against attackers. They cannot stay passively, build defense and wait for a coming attack.
But how determine when the mission is finish ? If legwork represente the sound that the players do, the mission clock the opponents advancement, we need a third clock for the time passed or the distance, if players must drive and protect a truck from the point A to B.
If it is an escort mission, then the mission would be over when the team gets the target to its destination. The mission is get the target from point A to point B.
A protection mission is more difficult, as the attackers might continue to try and destroy the target.
But remember, the team is being hired to do a specific mission. Whoever hires them has to state the mission paramerers. “Protect me forever” is not a reasonable mission. “Protect me while I am visiting the city”, or “protect this building while we install a new security system” is a reasonable mission. They have a set time frame.
Also remember that the MC still has to write the Mission Directives for a protect or escort mission.
Certainly using a clock to denote distance travelled is possible. How to determine when the clock advances will be the question? Will the MC advance the clock each time an attack occurs? Will other external circumstances advance the travel clock? Those are questions you’d have to answer in your game with input from the players.
I think about protect idol star before the concert event. So an independant clock may represent time between now and the event.
Michael Notaro That’s a classic scenario that I’m a big fan of. I’m actually in the middle of running a mission for my players where they’ve been hired to fake the murder of a pop star during the half time show of a major sporting event. It has to be in front of everyone, mid-song, and they have to get her out of the arena (safely), and deliver her to their employer. Kind of the other side of what you’re describing without being a straight up wetwork mission.
Reading this thread, I think I’m going to have to fit in an escort mission here soon.
Michael Notaro
The players could absolutely build defenses and wait for a coming attack.
In thinking about what directives to add to a guard/courier mission, take a look at the tasks and considerations listed in the Mission Packages section of the rule book. You can mix and match those to fit whatever end condition you choose to signal the end of the mission.
A protection mission might end because…
• The hostile party mounted an attack and was taken out or apprehended by authorities. They are no longer a threat.
• Your security consulting services have ended and a permanent security detail is now in place.
• A deadline is met. You only have to protect the star until their tour is over, or maybe protect someone corporate until a product is released or a vote occurs. Once that happens, the threat goes away because the thing the opposition wanted to stop has already happened.
thanks for all your answers I see how I can manage this type of parti.
When I m the MC on the sprawl, I don t give mission to player. It’s the players that take the mission that they want and the last time players would to protect someone and… I had a blank…
Do you still write up the Mission Directives though?
Yes when my players say : “we want a infiltration mission to catch documents” I ask if they want “attack” a chosen corporation (I define the five bigger corporations in my world before, as a default setting ), when I build the mission with my parameters and my directives .
I think it’s a good idea to ask your player what kind of mission the team would look for.
If you transpose the concept in the real life, professionals looking for job they want.