One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long.

One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long.

One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long. I tend to agree with this, especially when the hacking is done during the legwork phase. How do handle situations where the Hacker wants to break into a corporate system to retrieve confidential information? It’s not Research, since there is clear opposition and the information is not readily available. (Or is it?)

I’ve been running the full “MCing the Matrix” experience for each mini-run, and it takes no more than 10 to 15 minutes each. But yet, because it only involves the Hacker, it feels it takes up a large portion of the table time. Moreover, there are a lot of rolls and holds from this once ICE gets involved. I think in our last session, around half the rolls were our Hacker doing Matrix stuff during Legwork.

Is this how it usually goes at other tables? This is my first time running the Hacker and Matrix “as written”. Are there suggestions for simplifying the “legwork runs” that don’t reduce the impact of Hacker moves?

Advancement question: When you add a move from another playbook, can you select a playbooks “base” moves?

Advancement question: When you add a move from another playbook, can you select a playbooks “base” moves?

Advancement question: When you add a move from another playbook, can you select a playbooks “base” moves? Like picking up Hustling as a non-Fixer, for example. Or for that matter, can you pick base options that you did not select? For example, can an Infiltrator (or a non-Infiltrator) end up with both Cat Burglar and Face?

One of my players brought up something strange after the game last night.

One of my players brought up something strange after the game last night.

One of my players brought up something strange after the game last night. Is there a reason why there is no way to purchase Intel and Gear directly with Cred (without “fishing” for an appropriate 10+ roll)?

I’ve been hacking the playbooks a bit to customize them for my Living Sprawl game.

I’ve been hacking the playbooks a bit to customize them for my Living Sprawl game.

I’ve been hacking the playbooks a bit to customize them for my Living Sprawl game. I decided to replace the playbook pictures with corporate logos set against an appropriate part of the city we’ll be playing in. I thought these were amusing enough to share.

Hi everyone, I’ve ran The Sprawl a few times as one-shots and am thinking about running a West Marches / Open Table…

Hi everyone, I’ve ran The Sprawl a few times as one-shots and am thinking about running a West Marches / Open Table…

Hi everyone, I’ve ran The Sprawl a few times as one-shots and am thinking about running a West Marches / Open Table campaign with it. Has anyone tried to do something similar? I would love to hear about other people’s experience.

My situation is that I don’t have a fixed roster of players, and the scheduling is semi-regular. But I want to run a persistent setting with a rotating cast of players. I think thematically The Sprawl is well suited for the job, but I will need to hack some of the systems… Links (due to high # of players) and Heat Clocks (probably individual ones rather than a group clock) come to mind. I will probably borrow heavily from DW Fronts that evolve as PCs affect the setting too. Jobs will be put together by me, rather than player initiated, by default.

Anyways, any thoughts and advice would be greatly appreciated!

Happy 2018 everyone!

Happy 2018 everyone!

Happy 2018 everyone! Just before the Christmas holidays, we completed our Uncharted Worlds campaign, and I wanted to share our adventures with everyone. We went for a “semi-hard scifi”, heavily inspired by The Expanse, Firefly, Battlestar Galatica and Adam Koebel’s Swang Song, with a dash of Game of Thrones. The crew were a bunch of possibly criminal misfits up to no good, and ultimately caught up in a political coup staged by the tyrannical Terran government. Many hijinks ensued. I’ve linked our campaign wiki below, which have some fantastic logs written by our players! I’ve also included some of the houserules we introduced to the game which some might find useful (including rules for negotiating jobs and spending downtime).

We had 5 players though one bowed out shortly before the end. We held 21 sessions (3 to 4 hours each), which does not include Session 0, but includes 2 sessions of The Sprawl and 2 one-shots using separate characters. The remaining 16 sessions seemed to have “maxed out” our PCs fairly well to the point they were really picking through the two books for the next skill to take. There wasn’t any interest in using the expanded uses of XP. We never had any starship battles, which was unfortunate since I wanted to try those rules out. We did have quite a few fights break out, and I tended to make the players Face Adversity several times before allowing a Launch Assault or Open Fire. That seemed to work okay until we had some power armor troopers, at which point I realized the effectiveness of the power armor was very much at GM fiat. I also wish we had rules support for “minibosses” — tougher than the average soldier, but not quite FBH Villain level.

https://reignofterra.obsidianportal.com/

Hi everyone, I ran a game using the Horror mechanics in FBH last night and wanted to share my thoughts and…

Hi everyone, I ran a game using the Horror mechanics in FBH last night and wanted to share my thoughts and…

Hi everyone, I ran a game using the Horror mechanics in FBH last night and wanted to share my thoughts and experience. I also want to hear other peoples’ experience with it, and see if we can start a discussion about how best to use it.

Due to part of the group being away for vacation, I decided to run a one-shot, set in the same setting and contemporaneous as the main game, but with a different cast. It would be a chance to explore the locale a bit more, and foreshadow / forearm the players with knowledge for the next session.

The game takes place at a remote science facility on a volcanic world. Terrraforming has introduced novel fauna and flora, which is taking hold at an accelerated pace. The PCs are flying in from supply run when they lose contact with the station. They arrive to find the station empty, powered down, and their colleagues nowhere to be found. One of the PC, genre savvy that she was doing the wrong thing, shouted their names only to hear her voice echo back from the dark, empty corridors. That was the first tick on the horror clock

At this point, I hadn’t introduced the actual horror mechanic yet. They were familiar with clocks, which I have used in previous sessions, so they knew ticks = bad. But they wanted to find out what happened, so they venture deeper into the station. They find the place eerily deserted, and in a hurry. There were half eaten meals, spilled mugs, and opened doors, but little else was amiss. Since one of the characters is the “janitor”, they went to the security terminal to see what they could glean from it. A large airship had landed to unload some cargo — unusual, but nothing alarming. But they also glimpsed several blurry shapes sneaking into the station. The internal motion sensors were also activating periodically. Something was here with them. Precious time spent at the terminal. Clock advanced.

The crew wanted to find survivors. They had 6 colleagues here. Surely they would have holed up somewhere. They decide to sneak to the armory. Stealth checks always trip me up in PbtA games. I call for a Mettle roll. 10+. I decide to show my hand and up the ante. They hear a creature moving just around the corner. It’s unaware of their presence. They decide to turn off their light and get the jump for it. They roll well, and end up shooting a VELOCIRAPTOR in its side, sending it scurrying off. They pursue it to the cafeteria before letting it get away in favor of keeping the party together. Clock advanced.

It’s worthwhile noting at this point, the clock is at 4 and they haven’t rolled under it yet. I’m not sure if I should have let the raptor out of the bag so early, but the players already suspected. I felt it was a good pacing call. Because the horror was not yet unleashed, the raptor’s priority was to flee.

Besides, raptors don’t hunt alone. 🙂

The cafeteria held a minor easter egg. It was a mess to be sure, ransacked for food and water. But they notice one of the faucet of a portable juice container was turned to allow a slow drip. Underneath it was a purposely placed bucket to collect the juice. Much to my delight, one of the players freaked out at this.

The party continue to the armory and regroup with a few more survivors. This is where the mechanic didn’t hold up as well. My planning involved a list of locations that they may want to explore. Whenever they traveled or did things at a location, that was when danger could present itself. Normally, I would play up the suspense, and only call for a roll when danger could reasonably manifest. But since the horror clock advances and triggers on rolls, I felt I needed to draw more rolls out of the players — This resulted in quite a few consecutive Mettle rolls, which mechanically felt dry (since the group was moving together, and it narratively made sense to have the best character to make the roll each time). In hindsight, maybe each / most travel segments should simply advance the clock without the roll. But an ambush in the corridor would have been suitably dramatic too.

The horror clock ended up triggering in the medbay, just as they are leaving. Cue what I call the Reverse Jurassic Park where the PC on point comes face to face with a raptor, on the other side of a glass wall, who thinks it can hide by standing perfectly still. It gets shotgunned. Creatures skitter around, just out of vision. The PCs try to hold out in the medbay, which is a reasonable defensive position. We get a raptor who drops in through the ceiling to disarm them of that notion. A chase scene ensues to the hangar. Our “janitor” is Critically Wounded, but manages to keep ahead of claws and teeth. They managed to barricade the raptors out of the hangar as they get ready to make their escape. But sadly, our “janitor” rolled a 6- while opening the hangar doors and gets killed by an ambushing raptor, but allowing the rest of the party to take off in the ornithopter.

==== Feedback ====

I like the horror track as a concept, especially given the inherent unpredictability for both the players and the GM. I like that it integrates smoothly into the usual rolling mechanics, and the Jenga push-your-luck suspense that it builds. However, I think the track is too long, and puts the onus on the GM to draw a sufficient number of rolls from the players to make it work. Depending on the situation, these rolls may feel forced. I love PbtA’s departure from the perception check spam that comes from D&D style games, and the horror mechanics feel like a step back from that. Moreover, given the length of the track, I don’t see how we would have the time to reveal the horror a second time later in the session once it’s been beat back.

==== Math Ahead ====

We ended up triggering the track at 8, which is slightly above average. That required 7 advances on the clock. On average, if the PCs are rolling with +0, we expect this to take ~8.4 rolls to get to. In practice, PCs are often rolling with a +1, giving us ~9.7 rolls. If they are rolling at +2 (which is often if they are sensibly sticking together, and we haven’t had a chance to snowball off a 6- result), it takes ~12 rolls!

I think the next time I use this system, I may advance the clock whenever the PCs do anything that takes time. In the corridor scenario, if they are “safely” (i.e. stealthily) moving through corridors, I would advance the clock but not ask for a roll (no chance at reveal). If they’re moving in a higher risk manner (or in a higher risk location), I may ask for a roll instead (which gives the chance that they will avoid a clock tick). I also think the clock will not reset to 1 if the threat is avoided.

Edit: Fixed math.

Edit2: It may make sense to start the clock at 2 as well, since that is the lowest number on 2d6.

In FBH, the “Harder” skill allows you to resist damage as a Vehicle, noting that damage with Penetrating and…

In FBH, the “Harder” skill allows you to resist damage as a Vehicle, noting that damage with Penetrating and…

In FBH, the “Harder” skill allows you to resist damage as a Vehicle, noting that damage with Penetrating and Breaching as exceptions. Should this not be Breaching and Destructive? My understanding was that Penetrating was intended as ignoring body armor rather than vehicle armor.

What do your groups buy with their Cargo?

What do your groups buy with their Cargo?

What do your groups buy with their Cargo? We’re running with a group that doesn’t have much focus on combat, so even during character creation, we were struggling to find enough Assets for them to buy. And now they’ve started Bartering up their Cargo (including a pen of Class-4 thoroughbred race horses), they’re looking for things to spend them on. What sorts of items have your crews acquired through Barter? What are your “hot” (or interesting) commodities? What have GMs used for the “unique item / service” on a 13+ roll? Do you tend to make them up on the spot, or do you have one in the back pocket ready to go?

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went…

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went…

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went splendidly. I envisioned the first part of the campaign a bit more “do the job” based, so I drafted up a few moves for it. I thought I’d share them here in case people would find them helpful. I’d welcome any feedback on them too!

== CONTRACT NEGOTIATION ==

When you negotiate a shady contract, roll +Influence.

On a 10+, pick one:

• You know identifying details of the employer. If the employer is familiar to you, you learn of the motivations behind the job.

• You know intimate details of the target.

• Pick 3 from the list below.

On a 7-9, pick one:

• You gain a Data Point about the employer.

• You gain a Data Point about the target.

• You secure a guarantee of payment (partially in advance, something to hold on to, or something for your troubles, GM’s choice).

• The meeting does not attract unwanted attention.

On a 6-, times are desperate and you’re flying on fumes. In addition to any consequences from the fiction, if you turn down this job, the GM makes a move.

== FIND A JOB ==

When you spend some time on terra firma (or terra ferrum), looking for enterprising opportunities, tell us how you’re interacting with the locals and roll +Influence.

On a 10+, you get the lay of the land and make good with the locals. While planetside, hold 1 and spend it 1-1 to:

• Give the authorities the slip

• Find someone with particular skills or sympathies (pick one)

• Find a golden opportunity and take +1 on Contract Negotiation

On a 7-9, you get to know some interesting people, and they get to know you. The GM will tell you some interesting rumors. In return, what truth about yourself gets spread in local gossip?

Regardless of the result, you find a job. On a 6-, you find some trouble too.