So my players, in session 2, discovered they could Assess to get +1 forward on Get the Job and Get Paid.

So my players, in session 2, discovered they could Assess to get +1 forward on Get the Job and Get Paid.

So my players, in session 2, discovered they could Assess to get +1 forward on Get the Job and Get Paid. It’s legit — after all, those scenes are tense scenes harboring a lot of secrets. And a 6- on Assess would certainly steer the scene in bad ways even if they roll 10+ to Get the Job / Get Paid. Keep in mind, they already have one of the PCs with the best Edge do the talking and make the Get the Job roll to start with.

But how do you all feel about that?

Pros:

Assess is appropriate given the secrets hiding in these scenes.

Assess can fail, leading to consequences as bad as or worse than failing the Get roll.

Cons:

If you have someone who’s really good at Assess, it’s commonly going to land a +1 on these scenes — they always move slow enough to give a character time to Assess, after all.

The flavor of the failed or 7-9 Get roll is so good! It’s sad to see it made vanishingly unlikely.

RAW: You could argue that Assess gives the acting character +1 forward, and Get Paid is a group roll, or even a meta roll, not a character’s action, like Get the Job is. So you COULD deny the Assess bonus on Get Paid. Should I?

Another thing from my campaign prep.

Another thing from my campaign prep.

Another thing from my campaign prep. I built 24 sample ICE programs. I was inspired by the four sample ones in the book. They’re included here as well as 20 more. I gave these programs a few tags, too, which might help in play.

https://drive.google.com/open?id=1sI-P417WUhWIf9xSE0rYGNNYgYpDq6iD

https://drive.google.com/open?id=1sI-P417WUhWIf9xSE0rYGNNYgYpDq6iD

Hi folks!

Hi folks!

Hi folks! In doing some prep for my campaign, I built a handful of generic Matrix systems in draw.io so I can grab them with the snipping tool and drop them in Roll20. I also put some sample names for them, to make it easier to improvise hacking on the fly. I bashed them together in half an hour, so they’re not super polished, but good enough for GM notes or dropping into Roll20.

Feel free to use them yourself. Also, if you have any suggestions to improve them, let me know so I can make them better for everyone.

https://drive.google.com/open?id=1YVlxn9jQKNI3GVKQyCOMTgqzRax_ln6K

https://drive.google.com/open?id=1YVlxn9jQKNI3GVKQyCOMTgqzRax_ln6K

Assuming the fiction allows, can a character get the benefit of Help or Interfere more than once (e.g.

Assuming the fiction allows, can a character get the benefit of Help or Interfere more than once (e.g.

Assuming the fiction allows, can a character get the benefit of Help or Interfere more than once (e.g. from more than one Helper) on a single roll?

Can everyone Help with Get the Job, for instance? Can everyone Help the Killer Mix it Up for massive bonuses?

I’ve played some Apocalypse World and Uncharted Worlds, and run and played even more of Dungeon World. In DW, the move explicitly states you can only get the Aid bonus once. I couldn’t find anywhere in The Sprawl that said you could only get the Aid bonus once.

I want to rule that you get the bonus just once, because I want to minimize extraneous die rolls. But I’d rather point to RAW, cite a a page, and say “yeah, it says so here on page XX” (problem is, it doesn’t seem to say that)

A friend of mine is starting an Uncharted Worlds game, and I noticed that there are +1 to a stat moves that come…

A friend of mine is starting an Uncharted Worlds game, and I noticed that there are +1 to a stat moves that come…

A friend of mine is starting an Uncharted Worlds game, and I noticed that there are +1 to a stat moves that come with Origins, but after character creation, you can’t get an Origin move. However, the other 3 choices for Origin moves are career moves, so you CAN go learn those moves.

So you only have one opportunity to take a +1 to a stat move ever, take it or leave it. And the other 3 are moves you can take later if you want them. Hmm.

The big incentive here is to take the +1 to a stat move from your Origin. For instance, if I make a jovial rogue, I can take Affable from my Crowded world, then get Contacts later by advancing in Personality. But I can’t do it the other way around. It’s a perverse incentive, because you don’t realize it at first, and could feel put out by it, and if you do realize it at character creation, there’s a strong incentive to take the +1 stat move instead of one of the others, since you can’t get it later.

Seems like the game should let people take advancements from their (and only their) Origin to fix this situation.

If Sean Gomes is on here, maybe he can explain why it was designed this way. Or maybe consider changing it for Uncharted Worlds second edition 😉

So I have a rough draft for adapting AW2.0 to play a Ghost in the Shell game.

So I have a rough draft for adapting AW2.0 to play a Ghost in the Shell game.

So I have a rough draft for adapting AW2.0 to play a Ghost in the Shell game. (I haven’t seen the live action film – heard it wasn’t good. This is inspired by the anime, manga, and animated films.)

It’s not a full hack. It requires you to own AW2.0.

Please take a look, comment, and help me improve it.

https://docs.google.com/document/d/1m4Ly8X1c6S97xSP2EhVy0_YpzKwCxhad9hHaNsOoj-k/edit?usp=sharing

The biggest hurdle I ran into was how much of AW depends on small, intimate populations vs. how much of cyberpunk (GitS included) trades on alienation. I adapted two new moves to help bring the PCs together and give them some intimate connections.

(Yes, I am aware of The Sprawl. It’s awesome, but I didn’t want all the “go on missions” focus.)

Anyway, I’m open to ways to improve it. Feel free to use it / play it / etc if you want, too.