I have a question about the mission structure and between-mission stuff: Within a mission, I love the two main clocks acting as a looming threat/ impetus to move forwards, but so many of the mechanics are intertwined with these clocks that I’m not sure how to really run between-mission stuff.
For example, my players have had their mobile home base captured by a corp task force, they have some NPCs that are getting annoyed with them, and one of the factions that they’re closely associated is undergoing some internal turmoil. Do I just kinda start the next mission and have them deal with these things as part of the legwork, or is it OK to have a session or two outside of the rigid mission structure?
If I can run stuff outside of the mission structure, how do I properly GM this game without having an action/legwork clock going? Should I treat it like apocalypse world and just kinda have threat clocks for everything? (I thought they were supposed to track much broader-scale threats)
Sounds to me like you need to have corporation clocks for those factions, unless there’s immediate action taking place. That would be a mission then (like when the corp team took over their base).
The default play-style is like a movie where that stuff all comes up to complicate things as they are engaged in a job, but you have two other options.
1) play it out in downtime where corporate clocks and threat clocks are the only clocks in play
2) make a mission specifically about that stuff by tweaking who the employer is and what “getting paid” means. For example, maybe they are their own employer and “paid in full” means getting back the mobile home whole and undamaged.
Technically, you don’t need to have a Get the Job roll to start a mission or a Get Paid roll to end one.
Thanks everyone =) Yeah I think we’re all in a bit more sandboxy a mindset than the game is supposed to be played by default cause we’ve just transitioned to this from a stars without number game (in the same universe). I really like the idea of making it a “mission” and just kinda tweaking the beginning and ending moves to make it work