Realized I posted this to my own feed, and not here as well.

Realized I posted this to my own feed, and not here as well.

Realized I posted this to my own feed, and not here as well.

Wrote this as part of my Necropolis text yesterday.

The MC’s Modified Agenda

For the most part the MC’s agenda for Necropolis is the same as any game of The Sprawl.  The focus is still on mission-based action featuring competent professionals.  However, to bring home the gothic style the MC has a couple of tweaks to his agenda to focus on.

Make Necropolis dirty, high-tech, excessive… and claustrophobic.

The new part of this agenda is the element of claustrophobia.  Everything in Necropolis is narrow and winding.  Streets and hallways seem to close in.  Mist and clouds limit visibility.  Most doors are locked.  Nightclubs are packed.  And there doesn’t appear to be anything outside the city itself.

But the physical world is only one dimension of space.  Consider more abstract spaces, such as the emotional state of the characters, and make those claustrophobic as well.  Have NPCs be inappropriately intimate with the character’s feelings and and willing to casually manipulate their fears and desires to the NPC’s own end.  The world of Necropolis is a mirror waiting to show the characters the darkest reflections of themselves.

  

Fill the character’s lives with action, intrigue, complication… and horror.

The goal of the MC is not to scare the players or their characters.  The world is too awful and the characters too hardened for that (although see the new Keep It Together move for an ounce of frailty).  Instead, the MC is working toward moments of horror.

Horror is the momentary sense of disorientation one experiences when they can not properly reconcile what just happened with their standing expectations of how things ought to be.  In keeping with the MC’s agenda to play to find out what happens these should not be specific planned events (although they may be lurking in the MC’s mission prep) but instead the MC should be opportunistically looking for openings in the fiction to up-end the character’s understanding of their situation, particularly as the basis for a hard move.

I haven’t had a chance to listen to these yet, but here’s another AP recording.

I haven’t had a chance to listen to these yet, but here’s another AP recording.

I haven’t had a chance to listen to these yet, but here’s another AP recording. This one’s a two-parter: here’s part one, there’s a link to part two on that page.

https://insertquesthere.wordpress.com/2016/04/11/the-sprawl-the-ctf-job-part-1/

As I am prepping the first mission I’d like to know how much detail you put into your NPCs?

As I am prepping the first mission I’d like to know how much detail you put into your NPCs?

As I am prepping the first mission I’d like to know how much detail you put into your NPCs? Especially about fixers who hire the PCs for the job but it applies to other important NPCs as well since PbtA doesn’t rely on game statistics for NPCs like more traditional RPGs.

Has anyone had the idea to create a character that is not chromed?

Has anyone had the idea to create a character that is not chromed?

Has anyone had the idea to create a character that is not chromed?  I have been considering the creation of a character archetype that has no cyberwear and have wondered if anyone else has come up with any such thoughts.  Perhaps substituting the cyberwear element of one or more of the playbooks with equipment or additional skill(s)/abilities?

Yes, I know that might seem peculiar for a cyberpunk type game, but, I have a character in one of my games we are considering porting over to The Sprawl and that character has no cyberwear for reasons of their own.

Thoughts?

I was looking over Necropolis (my cybergothic setting for The Sprawl) and realized I probably should add a new kind…

I was looking over Necropolis (my cybergothic setting for The Sprawl) and realized I probably should add a new kind…

I was looking over Necropolis (my cybergothic setting for The Sprawl) and realized I probably should add a new kind of threat.  It helps spell out how I use supernatural beings within the setting.

New Threat: Monster

Monster Moves

Attack directly and savagely, without mercy.

Claim a lair by force or intrigue.

Reveal the frailty of human emotion.

Offer favor in exchange for sacrifice.

Display supernatural power beyond the reach of mortals.

Reveal the monster within humanity.

Attack the bonds between people.

Defile the sanctity of someone’s body.

Defile the sanctity of someone’s mind.

Change form, revealing something unexpected.

Gather servants to do your bidding.

Seduce someone.

Monster Goals: to corrupt, to breed, to feed, to kill, to control, to be worshiped

For those who also like Reddit, I decided to create a subreddit.

For those who also like Reddit, I decided to create a subreddit.

For those who also like Reddit, I decided to create a subreddit. /r/thesprawl. Reddit and G+ usually attracts different crowds but I really like Dungeon World’s community on both so I hope we can develop the community.

One thing I don’t understand is the whole “conduct an operation” move.

One thing I don’t understand is the whole “conduct an operation” move.

One thing I don’t understand is the whole “conduct an operation” move. Is that like a singular move to fast-track an entire mission? Or is it more to give guidance to missions the PC’s go on? So far we haven’t used that move at all. 

Edit: 

Okay reading over the example for “conduct an operation” has led me to believe that it’s kind of like a “mini-mission” that they do in the legwork phase to prepare for a mission. Seems kind of cool. It could provide them intel or gear. Or could draw attention, advance clocks, and create threats. I’d still like input and feedback on how you guys use this move. 

I’m really hung up on combat and weapon harm.

I’m really hung up on combat and weapon harm.

I’m really hung up on combat and weapon harm. My gaming history is all D20 stuff, so I’m trying to let go of the metered combat I’m used to, but whats really got me confused is why weapons have a harm rating. If on a 10+ a killer with 2 SMGs is just as effective at killing a room full of guards as a hacker with his bare hands then why even give weapons a harm rating. Just to clarify, this is not a critique, i am genuinely confused.