The Vehicular Mayhem basic move is inspired by talk of zooming in and out of the various circles in the cyberpunk…

The Vehicular Mayhem basic move is inspired by talk of zooming in and out of the various circles in the cyberpunk…

The Vehicular Mayhem basic move is inspired by talk of zooming in and out of the various circles in the cyberpunk Venn diagram, a disappointment in other PtbA games ability to mimic the play style of media such as Dark Matter, Kill Joys, or The Expanse to the degree The Sprawl could, and a desire to treat diverse vehicles such as mechs and space-faring ships as more than just blunt objects while still providing more options for terrestrial combat vehicles, helicopters, submersibles, etc…

The new vehicle threat type is different from the other threats in that it is of immediate concern to the players; does not typically extend across multiple sessions. This is not meant for mere cannon fodder or speed bumps. Ways the vehicle threat clock can be used is as an exit from the charged situation, rather than say, just armor in a fight to the death (which is still a viable option if fictionally appropriate). So, for example, the clock represents a chase/race to an endpoint, a vehicle running out of ammo/fuel, fulfillment or failure of the vehicle threat’s goal, etc.

https://drive.google.com/file/d/0BzkvDZfGsnq3NS16NTBGSldfT0U/view

I’m in backerkit and see the condition, influence, and villainy decks but not the hero deck.

I’m in backerkit and see the condition, influence, and villainy decks but not the hero deck.

I’m in backerkit and see the condition, influence, and villainy decks but not the hero deck. Did I miss the announcement on it being delayed?

I’m trying to wrap my head around how gangs work in The Sprawl.

I’m trying to wrap my head around how gangs work in The Sprawl.

I’m trying to wrap my head around how gangs work in The Sprawl.

If the Fixer has small gang of hired thugs watching their back, are they treated as additional weapons/armor for the Fixer when mixing it up or are they treated as an NPC with their own harm clock?

If a player hires a gang of hackers in infiltrate a secure network does the player roll for matrix moves? If the player doesn’t have a neural interface/deck but the hacker gang logically does, how does that all work?

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve…

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve…

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve read to date. Can’t wait to try running a game with it.

However, having read several other AW hacks, it feels like there is lack of guidance on session/campaign structure in Uncharted Worlds. 

I noticed in some Shadowrun/Cyberpunk flavored AW hacks (The Sixth Word, The Sprawl) they have really embraced how interacting with corporations can really drive sessions forward; the kind of thing that seems suited to the factions in  Uncharted Worlds.

Has anyone developed any outline structures to flesh out Jump Points in a similar fashion to Dungeon World’s Fronts? What about building out planets/solar systems with starting details?