I think Simon has asked another really interesting question that Hamish Cameron can answer, or anyone else can as…

I think Simon has asked another really interesting question that Hamish Cameron can answer, or anyone else can as…

I think Simon has asked another really interesting question that Hamish Cameron can answer, or anyone else can as too.

What does your Sprawl look like or how would you change the game if you wanted to focus more on what the characters are doing between missions?

Sprawl by design is very mission focused, characters are living paycheck to paycheck and they really don’t do much with their downtimes, and their is almost no focus on the downtime between missions.

So with more knowlege of the sort of matrix designs I developed one for one of my complicated matrix runs.

So with more knowlege of the sort of matrix designs I developed one for one of my complicated matrix runs.

So with more knowlege of the sort of matrix designs I developed one for one of my complicated matrix runs. They are going into an arcology to extract someone, and I want to make it as much work for the hacker as it is for everyone else.

https://drive.google.com/file/d/0B1F_tR039SoTd0tqWC1ta0dzbDg/view?usp=sharing

I had been thinking about this and in respose to one of the recent posts as well.

I had been thinking about this and in respose to one of the recent posts as well.

I had been thinking about this and in respose to one of the recent posts as well. I would love to see people draw out some examples of both simple and complicated matrix runs they have used and will use in their games.

I have been struggling a bit with it lately as it is a system of double abstractions: The abstractness of the matrix imbedded in the abstractness of a narrative system.

I continue to enjoy the things that come up when running. I am running a variant on this mission.

I continue to enjoy the things that come up when running. I am running a variant on this mission.

I continue to enjoy the things that come up when running. I am running a variant on this mission.

https://docs.google.com/document/d/1Cx4Z4Ybh2SFp_f884_IWlnfi-XgMxHp69CXCEN-A9vc/edit

And even though I mentioned to them that they had a way to talk to their contact to find out how she wants to get out…they totally ignored that and just plan on abducting her tossing her in a signal blocked fridge, and delivering her to the extraction point.

They know she has a plan, and an idea..and definitely know her idea…..but they just decided to fuck it and go their own way.

Play groups are always amusing……and now I need to redesign the mission directives. 🙂

Anybody thought about how you would design a move for hackers fighting with counter hackers.

Anybody thought about how you would design a move for hackers fighting with counter hackers.

Anybody thought about how you would design a move for hackers fighting with counter hackers. The book mentions to design custom moves if you want that to be a thing…the player who wants to play a hacker was thinking it operates similar to Mix It Up…but uses Cool instead of Meat.

I have completed my Shadowrun addon a Touch of Shadows.

I have completed my Shadowrun addon a Touch of Shadows.

I have completed my Shadowrun addon a Touch of Shadows.

I have made these additional classes as supplemental classes. In Shadowrun I always felt the casters mostly just operate as a way to fill the already archetypical cyberpunk roles..just they throw spells in, but you could easily if you wished expand out the abilities to make full playbooks out of them. At a point if you relpicate shadowrun too much though the mage and the shaman basically become the same playbook though which is part of what I was avoiding with that (allowing them to get each others basic power, but none of the increases in potency). You would probabaly if you did so want to make sure to mix up what stat their moves draw upon though so they arent able to rely entirely on Touch for all exchanges.

Additionally I kept the fairly simple move set for racial groups, but if you wanted a more diverse option consider looking into the Sixth World mod for Dungeon World. I dont like all of what it has but it has a great selection of additional optional racial moves.

I did not update the principles, or make new GM moves yet, but it is not hard to presume what youd need to update to make sure as a GM you include tastes of magic and the unnatural in your world as well as the normal cyberpunk themes.

I have opened the file up for comments if you see significant things that need corrected or have concerns about why I went certain directions or balance.

I have great love for Shadowrun, and I wanted to develop a variant that hewed very closely to the ideas present in…

I have great love for Shadowrun, and I wanted to develop a variant that hewed very closely to the ideas present in…

I have great love for Shadowrun, and I wanted to develop a variant that hewed very closely to the ideas present in that setting. 

I have not developed and filled in the playbooks yet, but feel free to keep an eye on it as I work and monitor the development.  When I am done with the immediate work I will open it up for comments. 

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the…

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the…

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the play length the current potential system seems to set up.

You gain potential every time you fail a roll, you gain potential every time you cant shift your labels,  you gain potential from a number of team related rolls.

It seems like characters will level out and complete their advancement arcs in 5-8 sessions, which makes for a fairly short campaign

Was their a reason for setting the potential arc at such a small number?  Is it just meant for even shorter games than other PbTA games, or am I missing something?

I don’t quite have the full grasp of what I am seeing here, but as I continue to look at The Sprawl…I feel like…

I don’t quite have the full grasp of what I am seeing here, but as I continue to look at The Sprawl…I feel like…

I don’t quite have the full grasp of what I am seeing here, but as I continue to look at The Sprawl…I feel like its only a few steps away from being developed into a Post Singularity Trans-humanistic World.  

The fact that the playbooks are conceptually disposable…and the idea that bodies could be equally disposable with Egos being resleevable….

Their is something to that…something that i don’t quite fully have a handle on but I can definitely feel stewing.

-Tech would need to be pushed a little farther.  

-Matrix moves would probably become available to everyone

-Players would have a collection of personal moves, and sleeve moves depending on the type of body they invested in.

As a more positive aside I do love your word choice some times. This made me giggle far more than it should have:

As a more positive aside I do love your word choice some times. This made me giggle far more than it should have:

As a more positive aside I do love your word choice some times. This made me giggle far more than it should have:

“If any player was captured by one of the corporations, don’t advance that

corporation’s clock, but if multiple corporations were involved the other

corporations’ clocks will still advance; instead of advancing the clock of the

corporation which captured a player, make a corporate move which gives that

corporation leverage over the character and – they hope – the team. What

kind of leverage you say? Take a look at the corporate moves now. They’re in

Chapter 9: Running The Sprawl.

You know what I’m talking about.

Cortex bombs. I’m talking about cortex bombs.

Well, sure, there are other options, too.

They’re not as much fun, though.”