Hi folks.

Hi folks.

Hi folks. I’m starting up a new game of The Sprawl with friends. The PCs are: a murdery cyberninja Infiltrator, a murdery repoman Hunter, a cars-and-cyberware Tech, and a gang-and-crews Fixer.

The Infiltrator, Hunter, and Tech are easy to make missions for. However, I’m struggling to fit the Fixer into the scheme. She’s specc’d her character out to be a bit more “hands off” from the direct action, making her character more like a broker (Her hustles are Brokering Deals and Debt Collection, and she took Backup +loyal +mobile).

Does anyone have any suggestions/ideas how I can make sure her character doesn’t feel like just the “Quest Giver” ? Specifically, what kind of things can I throw at the Fixer during the Action Phase that would make her a bit more involved, even if she may not physically be at the mission site with the rest of the team?

Thanks everyone!

The landing page for session summaries of my campaign is up.

The landing page for session summaries of my campaign is up.

The landing page for session summaries of my campaign is up. We’re already something like 6 months in, so summaries will be coming out more regularly than we actually play, at least for a while.

The landing page has the setting, character bios, and corps. Stay tuned. Next post should be one of their First Mission summaries.

https://www.runagame.net/p/the-sprawl-chinatown.html

https://www.runagame.net/p/the-sprawl-chinatown.html

I asked about this on reddit a while ago, but didn’t get any answers.

I asked about this on reddit a while ago, but didn’t get any answers.

I asked about this on reddit a while ago, but didn’t get any answers. This community looks a bit more active so I’ll ask again here.

In a game that’s just ended, I’ve been playing a Pusher with a fun (if not very serious) concept, but I never really figured out how to engage with most of my playbook moves. My character was the frontman of a rock band, and the other PCs were the other band members (this lead to some interesting RP opportunities). I started with Rabble Rouser, which I used exactly once in three missions, though that one time it worked to great effect as I persuaded a crowd of protesters to riot. I never used Vision Thing in any significant way. They playbook may simply not have been a good match for my gaming style (and that’s OK, I wanted to try it out even though I knew it might not be a good fit).

Anyway, my real question today is mostly about a specific mechanic, not about the playbook in general. With my first advance I took Believers to create a Huge gang (our band’s Fan Club), and it was not at all clear how it was supposed to work in play. The rules for how to define the gang were easy to follow, but what I could do with them afterwards was not at all obvious.

My MC made a completely reasonable ruling that I could ask my Believers for stuff related to their tags (i.e. I could get equipment or [gear] from them since they had resources, and they could show up anywhere in the city since they were spread out), and I would always get what I asked for without a roll, as long as I was willing to help them out with some kind of complication, like the option from a 7-9 result on hit the streets.

While that seemed to work for our game (for the one mission we ran after the gang appeared), I’m not sure if that’s how it’s supposed to go. In the only other game I’ve played in that had a Pusher, the gang was smaller so the PC was the gang’s leader. That was a lot more straight forward (if perhaps borderline OP, when it came to violence).

So how are a Pusher’s Believers supposed to work? How is the gang you create different than a gang that any character could get as a contact simply by using Declare a Contact? Is the only benefit that you get to choose their tags? I’m especially interested in the larger sizes of gangs, where the PC isn’t the gang leader.

I have a question about the mission structure and between-mission stuff: Within a mission, I love the two main…

I have a question about the mission structure and between-mission stuff: Within a mission, I love the two main…

I have a question about the mission structure and between-mission stuff: Within a mission, I love the two main clocks acting as a looming threat/ impetus to move forwards, but so many of the mechanics are intertwined with these clocks that I’m not sure how to really run between-mission stuff.

For example, my players have had their mobile home base captured by a corp task force, they have some NPCs that are getting annoyed with them, and one of the factions that they’re closely associated is undergoing some internal turmoil. Do I just kinda start the next mission and have them deal with these things as part of the legwork, or is it OK to have a session or two outside of the rigid mission structure?

If I can run stuff outside of the mission structure, how do I properly GM this game without having an action/legwork clock going? Should I treat it like apocalypse world and just kinda have threat clocks for everything? (I thought they were supposed to track much broader-scale threats)

Howdy! I was wondering if there’s an errata for The Sprawl anywhere. That’s it. Thanks. 😁

Howdy! I was wondering if there’s an errata for The Sprawl anywhere. That’s it. Thanks. 😁

Howdy! I was wondering if there’s an errata for The Sprawl anywhere. That’s it. Thanks. 😁

Here is a procedure I’m trying out to make it less gm fiat when the mission clock ticks;

Here is a procedure I’m trying out to make it less gm fiat when the mission clock ticks;

Here is a procedure I’m trying out to make it less gm fiat when the mission clock ticks;

Each mission has several tasks/obstacles that need doing/overcoming/bypassing. You get xp when you do that. When the last one is done the mission is complete. 

Across the whole life of the mission all 6- rolls tick the mission clock and trigger a hard move.

When dealing with an obstacle any 7-9 result ticks the mission clock once for that whole scene (even if multiple 7-9s are rolled, the clock is only ticked once).

So PCs know when the mission clock will tick.

I’ll let you know how it goes.

Lots of cool playlists about now thanks to 2077. This one is a more modern cyberpunk. My preferred style

Lots of cool playlists about now thanks to 2077. This one is a more modern cyberpunk. My preferred style

Lots of cool playlists about now thanks to 2077. This one is a more modern cyberpunk. My preferred style

https://open.spotify.com/user/g07wbu6xp9vwnmqrl1p0sr4hb/playlist/1q7RyYoHMURFmPeaFiExST?si=F6DaQaE_RdyGepQh6fjlsw

https://open.spotify.com/user/g07wbu6xp9vwnmqrl1p0sr4hb/playlist/1q7RyYoHMURFmPeaFiExST?si=F6DaQaE_RdyGepQh6fjlsw

Hope I’m not spamming this group. I just can’t believe I just wrote this sentence in my prep…

Hope I’m not spamming this group. I just can’t believe I just wrote this sentence in my prep…

Hope I’m not spamming this group. I just can’t believe I just wrote this sentence in my prep…

(“They” refers to their exfiltration target.)

Edit: The 2300 clock tick is “Temasek calls their moms. They want to surrender.”

Last week, we had probably our highest exposure run.

Last week, we had probably our highest exposure run.

Last week, we had probably our highest exposure run. The mission was to extract a piece of military hardware that is being demoed at definitely-not-Blizzcon. The PCs had the option to do it quietly (and considered it for all of 2 minutes!), but opted for a dramatic (employer offered a bonus for something suitably flashy).

Lots of stuff going on behind the scenes. The players have caught on to the idea that it might have been the demo organizers who hired them in the first place, but they can’t be sure… and definitely don’t know why. Also only lampshaded here, but the team almost TPK’ed in an ambush by Boeing attack copters right at the end!

https://www.worldanvil.com/w/sg2048-andante/a/episode-5-v8-sugar-safe-after-attack-at-festival-article