Question about The Soldier playbook, specifically the move, “I love it when a plan comes together”?

Question about The Soldier playbook, specifically the move, “I love it when a plan comes together”?

Question about The Soldier playbook, specifically the move, “I love it when a plan comes together”?

How do you use that? I have only played 3 pbta sessions so far so still figuring the narrative control out a bit. Can anyone help with some ideas or examples of its usage?

“You have that piece of gear that you need, right now”

Is this implying that you can spend [hold] to produce equipment? And if so is it more lenient then converting [gear] as far as how you obtained it fictionally?

You appear in a scene where you are needed, right now

Does this mean you can interject yourself in a scene you normally wouldn’t be in? What about areas that would be secure or off limits to you? This is where I would really like some ideas/examples so I can understand it better.

Thanks

So making another character (RIP my tech) I noticed the Hunter has “barfly” in bold in the “Hunters in The Sprawl”…

So making another character (RIP my tech) I noticed the Hunter has “barfly” in bold in the “Hunters in The Sprawl”…

So making another character (RIP my tech) I noticed the Hunter has “barfly” in bold in the “Hunters in The Sprawl” section, which is normally reserved for moves the playbook can make. Is this word just bolded when it shouldn’t be or is there a missing “barfly” move? Perhaps it refers to Ear to the Ground?

Hi Hamish, et al. , Is it possible to get/purchase the Downtown Dataheist Template?

Hi Hamish, et al. , Is it possible to get/purchase the Downtown Dataheist Template?

Hi Hamish, et al. , Is it possible to get/purchase the Downtown Dataheist Template?

For the creation of similar scenarios with the same cool format?

I think I could use some advice on when to advance Countdown Clocks.

I think I could use some advice on when to advance Countdown Clocks.

I think I could use some advice on when to advance Countdown Clocks. I played through a mission (The Downtown Dataheist), and we didn’t get much movement on the legwork clock. There were not a lot of missed rolls, and when the players rolled 7-9, they didn’t choose options like “It attracts attention,” so I didn’t feel like there was much for me to do on the legwork clock. We had more fails in the action phase, and with alarms being triggered as a fight broke out, I felt more justified in bumping up the action clock. But it still feels a little like GM fiat. I’m fine with that, but I guess I’d like some guidelines or advice on what other people do on advancing clocks.

Under Fair Prices in the Gear chapter it says basic hacking software is 2 cred and cutting edge Russian stuff is 4…

Under Fair Prices in the Gear chapter it says basic hacking software is 2 cred and cutting edge Russian stuff is 4…

Under Fair Prices in the Gear chapter it says basic hacking software is 2 cred and cutting edge Russian stuff is 4 cred. I’ve been checking the book over, and please tell me if I missed it.. But what would be the bonus to the 4 cred one if there are not any rule mechanics anywhere? Is there a bonus? Thanks

So I finally played The Sprawl at a local anime convention’s gaming room (with Hamish!), on a playtest of Touched…

So I finally played The Sprawl at a local anime convention’s gaming room (with Hamish!), on a playtest of Touched…

So I finally played The Sprawl at a local anime convention’s gaming room (with Hamish!), on a playtest of Touched (yay!) and I think the game overall went really well. So much so, that I’m going to pitch it to the online group for our next Shadowrunesque game.

Anyway, the one thing that bugged me about the game is the concept of Cred as both a measure of money and reputation. It’s combining the two coupled with staking some at the beginning of a mission that I keep having issues with. Here’s something I wrote a while back:

Tuck has 5 Cred and gets a job. She stakes 2 Cred on the job, which means on the actual job, she has 3 Cred to spend to get stuff. She needs to get something from her fixer for this mission, a quite illegal narcoject gun and some KO darts. That’s 2 Cred. She now has 1 Cred left. The mission is successful, but the crew didn’t choose the “job pays well” option: Tuck staked 2 Cred, so she gets that back and then 2 Cred more, bringing her hidden Cayman Island bank account to… 5 Cred.

But what if she staked 3 Cred? Then when she got that narcoject gun and ammo with her last 2 Cred, she’s down to 0 Cred. Job is done: 0 + 3 + 3 again = 6 Cred. Stake 1 Cred? Tuck starts off at 4 Cred, spends 2, dropping her down to 2. Job is now done, so 2 + 1 + 1 again = 4 Cred.

Where is the profit in crime?

Playing the game, my thoughts led me back to that, so I wrote a thing that separates money and reputation. My thought it is would wind up getting characters to a point where they’d have enough to retire from the biz. (I have a difficult time thinking of how a character could save up the 20 Cred to pull off the Retire to Safety move.)

I’d love to hear your thoughts on this, even if it’s “Thomas, you totally misunderstand how easily it is to accumulate Cred.”

http://denaghdesign.com/separating-money-reputation-cred-sprawl/