Missions are the lifeblood of The Sprawl. Better lay down the plastic.

Missions are the lifeblood of The Sprawl. Better lay down the plastic.

Missions are the lifeblood of The Sprawl. Better lay down the plastic.

The Sprawl: Mission Files is a collection of ten new cyberpunk missions for The Sprawl. Infiltrations, extractions, heists, recovery ops, wetwork, investigations, hunts, pursuits, shakedowns, Mr Smith has them all… and more.

Ready to run. Each mission includes a brief summary of the fictional setup and details on the people and places involved, as well as all the clocks and directives you need.

Hack them into your own shape. Each mission also takes you behind the scenes with design notes on its structure and ideas for hacking the mission to make it uniquely yours.

Between the lines and beyond the missions. The Sprawl: Mission Files is also filled with MC advice and tips for how to handle tricky situations and how to tweak familiar features of the game to enrich your play experience.

http://www.drivethrurpg.com/product/248180/The-Sprawl-Mission-Files

21 thoughts on “Missions are the lifeblood of The Sprawl. Better lay down the plastic.”

  1. Pedro Pereira Yes! But we need to receive the physical proofs and check them first. If all goes well it should only be a couple weeks, but it could be longer if changes need to be made.

  2. Lex Permann Touched will be in three parts: the first of which (cthulhu-y magical weirdness) is written and about to go to a final copyedit then layout. The second (full on cyber-fantasy) is almost done with developmental editing (hopefully that will be in final copyediting in the next week or two). The last part (transhuman-y magic) will come out later.

    All that is to say that I am currently hoping for and August release of the first two parts in PDF, but it shouldn’t be later than September.

  3. It’s turned on in the back end. I’m not sure if it just takes a while to process or what. If it doesn’t show up by the time the DTRPG crew get back from Gen Con I’ll shoot them an email.

  4. I’m generally a big fan of slightly drawing back the curtain in those moments, sometimes a simple “you investigate for another hour or two but it quickly becomes apparent this is a dead end” gives them the nudge they need. This depends on the tone of your game and relationship you have with your players, but it often can be flexed to work in many situations.

Comments are closed.