I finally get to take a break from GMing soon and my friend wants to run a sci-fi game which I would think using The Sprawl would obviously be pretty good for. Albeit, he does want to run it in space with a ship and stuff. Anybody have a lead on utilizing space ships and combat in AW?
I did check out Uncharted Worlds, but I think our group of friends prefer to have more defined roles in their games, rather than free form character creation.
Impulse Drive might be worth a look.
I’ll second the use of Impulse Drive. Had a great one-shot a couple of weeks back using that and we did a good bit of stuff in space.
Alternately..you could modify the driver template into a Pilot template…and use the vehicle template to make a ship instead, and let separate players control separate parts of the ship in scenarios based on skill set.
Riley Crowder Probably what I will end up doing. It took me a little while to wrap my head around abstraction in Apocalypse World, but I think there’s just enough crunch in the system that it will do what I want it to do just fine.
Sounds like you’re set, which is great. I was going to third Impulse Drive. I’ve run it and it is fab for misfits surviving in a spaceship. You may pick up some ideas to blend back in to what you are doing.
So just as an aside..can someone supply a link for Impulse Drive? id like to take a look at it.
Riley Crowder http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview
I could imagine using the Sprawl if they wanted to run something like Total Recall, Killjoys, or Dark Matter. They clearly follow the same heist/job structure. Killjoys for example has three playbooks right there; Dutch is a soldier with a mysterious past, D’avin is a killer, and Johnny is a tech in killjoys. Major Corporations are the RAC and the Company. If he looks at the principles of the game and wants to run a game with big corporate enemies, and wants to have you guys get into the seedier side of things, then I might really consider the Sprawl.
Take a look at the Counterweight campaign that the Friends at the Table podcast ran (starting around episode 10-ish??).
Basically the Driver playbook moves were made universal so that mech/spaceship piloting was made available to all players (And the player that was an actual Driver got extra advances to start as compensation).