Have any of you been watching the Sprawl game Adam Koebel is doing for Roll20?

Have any of you been watching the Sprawl game Adam Koebel is doing for Roll20?

Have any of you been watching the Sprawl game Adam Koebel is doing for Roll20? It started I believe just over a week ago and so far all sessions have been posted to the Roll20 YouTube channel.

It’s been a great watch so far. https://youtu.be/UU2H4PjPaKA

https://youtu.be/UU2H4PjPaKA

Attn: INTELSEC // Leaked report from kwhitaker81 re: Neo-Detroit // The Sprawl Play Report — Session 0 //

Attn: INTELSEC // Leaked report from kwhitaker81 re: Neo-Detroit // The Sprawl Play Report — Session 0 //

Attn: INTELSEC // Leaked report from kwhitaker81 re: Neo-Detroit // The Sprawl Play Report — Session 0 //

Originally shared by Scott Owen

The Gauntlet Houston began a new foray into the feverish future last Wednesday with our first session of The Sprawl. A dystopian cyber punk PBTA game by Hamish Cameron. Because I was finishing up a classic DW short, I will leave the words of Kevin Whitaker to give the game its due.

“The wind was blowing cold and hard off of Lake Eerie; locking the city down in a static of ice and smog. Through the haze, the glow of ancient neon splashed gaudy color across the backdrop of rust and decay that was Old Detroit.

I’ve been playing and running RPGs for a long time, and while I’m almost always excited about a new game, few games have piqued my interest lately as much as the Sprawl; a cyberpunk RPG created by Hamish Cameron. Being a huge fan of both cyberpunk and the Apocalypse Engine, I knew I was going to run a game of the Sprawl as soon as I could. Thankfully my lovely fiancee decided to grab me a copy for Christmas last year. So, I brought the rules to my local gaming group, and we were off to the (cyber) races.

As is often the case with PBtA (Powered By the Apocalypse) games, I couldn’t have been less prepared for, or more happy with, the outcome of our first session. Over the course of a couple of hours, we created a deeply flawed and interesting future Detroit, filled it with broken characters and power-hungry corporations, and set the stage for some seriously fun sci-fi roleplaying.

Being someone who works with technology every day, cyberpunk has always held a certain appeal for me. Themes of trans and post-humanism; class struggle; the limits of privacy versus appeal of convenience; and the rise of corporate entities as first-class citizens are all things which we are bearing witness to in the real world, and the opportunity to extrapolate and explore potential consequences of these things is what keeps me coming back to things like Neuromancer, the Matrix, and their ilk.

And let’s be honest, as of late, some of these themes have been sliding across the line from “fiction” to “fact” pretty quickly.

The Thing Itself

Red-brown carcasses of ancient train cars spiraled out from the central terminal of the Railyard, a once bustling center of corporate freight and commerce, now a gestalt bazaar serving a different type of clientele, with a different type of trade. Market sounds and smells made war with each other as hawkers and hucksters blasted as much AR advertising as they had the cred for, each angling for the next sucker to draw in.

If I’m being totally honest, I was a little worried at the outset that the Sprawl was going to be too rigid in it’s execution. You see, where most PBtA games are somewhat free-flowing in their setups, the Sprawl works off the concept of the characters being professional operatives who take missions on behalf of one group, working against another, for profit. This restricts some of the more sandbox-esque aspects of Apocalypse Engine games, which is a little weird if you’ve played games like Dungeon World or Apocalypse World.

Of course, the Sprawl isn’t the first PBtA game to do this, and after reading through the rules, and watching the first Roll20 episode, I don’t think it’s going to be a problem at all.

Here’s what a mission (session) in the Sprawl looks like:

Get the Job — a move that both sets up the mission and creates potential consequences.

Legwork — a phase where the characters describe how they are prepping for the mission, and by doing so accumulate resources to spend during the Action.

Action — the phase where the characters actually do the mission at hand.

Get Paid — another move where the characters try and get paid by their contact, who most likely tries to screw them over, especially if they did poorly when they got the job.

Retaliation — the last phase, where the corporation the characters acted against (maybe) comes looking for payback.

Each phase feeds into the other, often through the concept of “clocks;” a way to measure a countdown towards a particular outcome. For example, during Legwork, the characters try to accumulate gear and intel for the upcoming mission. Doing so risks moving the “Legwork Clock,” forward, which is bad; the closer the Legwork Clock is to “midnight,” the more prepared the target of the mission will be for the characters, and the less they will get paid at the end of the mission.

As a side note, I think “clocks” are a brilliant concept in terms of tracking outcomes, and I’ve started using them in all of my games. If you don’t believe me, go watch some of the Roll20 GM prep sessions Adam Koebel did for Apocalypse World. That shit will change the way you prep for games.

Building a Better World

The Raft looked a lot cleaner than it actually was. Nothing the corps did could totally shake off the grime of greed and corruption that clung to the mega-arcology standing sentinel in Lake Eerie. It loomed like some towering beast over the skyline of Neo Detroit, but the menace was only skin deep; inside it was all cancer, rotting from within.

Another way in which the Sprawl distinguishes itself from other PBtA games is the heavy emphasis it puts on world building. Step 0 of character creation isn’t “pick a concept,” or “assign stats;” it’s “create corporations.” Cyberpunk is all about the consequences of letting corporate greed and power run amok, and by putting that front-and-center, the Sprawl lets the players set the tone of the game they want to play.

So, after deciding to set the game in a balkanized and tribal future Detroit (yeah, I know; Motor City just can’t catch a break), our group went about creating the faceless mega-corps that were going to be pulling the strings.

Well, kind of.

You see, one of the first decisions we made as a group was that the corporations had actually left Detroit in the past; after they sucked it dry of any potential profit. In their wake, several crime syndicates had taken hold, and after a while, started trying to legitimize themselves by taking on the trappings of corporations. Once they started making money, the old corporations took notice again, and returned to try and muscle their way back in. I was really pleased with this setup, because it added an extra layer of antagonism between our corps; the old “real” corporations, and the nouveau riche upstarts trying to keep the old guard out.

The group also decided that they wanted an African influence, which added a new thematic spin on things. I know there’s a large Somali-American population in Minnesota, so it wasn’t too much of a stretch for us to imagine that those groups might have moved into Detroit at some point.

Rounding out the setting was the idea that unlike most urban cyberpunk settings, Neo Detroit wouldn’t be a megaplex, or grossly-large city, per se. It would still be huge (10+ million people), but nothing on the order of the BAMA from Neuromancer, or California in Snow Crash. Instead, Neo Detroit would be a large urban area between larger megaplexes; the equivalent of a future “flyover” state. This would help keep our stories more local, which worked well with the themes of tribalism and community the group had established.

With the setting built, we got down to making corporations and characters, which was as smooth as pretty much any PBtA game I’ve played.

Characters Big and Small

Four figures sat huddled around a table in the back of the dining-car turned cheap bar, alternating between taking sips of cheap booze and chatting in low whispers with each other. The music in the place was too loud and too wrong for the decor, but that didn’t stop someone from listening in…

There were four players at the table when we created characters, and we ended up adding two more for the next session. Those last two didn’t get the chance to create corporations, but I’m ok with that; five is good number to get the setting moving, and if we decide we need more in the future, the new players can take first crack at creating them.

Our cast of corporations includes Bud Light Optics, Fisher Price & Wesson, FailSafe Corporation, Kellog’s Artificial Nourishment, and The Madmen.

To conduct operations in their shadow wars with each other, these faceless entities would be calling on the services of our Fixer, Killer, Pusher, Hunter, Tech, and Hacker. The Tech and the Hacker are our late additions, and will be completing their character setup at our next session.

As I said above, character creation was fairly straightforward, even when dealing with the Sprawl’s addition to the standard PBtA flow: cyberware.

In keeping with the genre, every character is required to take at least one form of cybernetic enhancement; be it cybernetic eyes, a neuro-jack, synthetic nerves, or something else. Aside from making each character cool, it also builds the fiction; cyberware isn’t cheap, and to get it the characters have to take any number of complications along with their chrome. Maybe they’re owned by the corporation which paid for it; or perhaps they paid for it themselves, and it’s dangerous or substandard. There’s plenty of good hooks in the process for an enterprising MC to take advantage of these tags, and I constantly found myself saying to the group “I promise that won’t come back to haunt you…”

The Aftermath

If you want to know how well this game handles world building and setup, all I can say is that each one of my players and I had a huge grin on our faces when we left the table that night. All of us are excited to see what happens in this unique world we’ve created, and that, more than anything, is a testament to how good the Sprawl is at what it does. I’ll try to keep these play reports coming, so I can collect my thoughts and critiques on the game.

If you’re looking for more examples of what the Sprawl looks like in play, I would highly suggest you check out the Roll20 actual play. It’s seriously good stuff.

Coming next week; The Sprawl — Session 1 play report. Stay jacked-in, cowboy.”

Kevin’s play report can be found here: https://medium.com/@kwhitaker81/the-sprawl-play-report-session-0-8f02de1dfa7a#.6m9pofwsu . Kevin will be running The Sprawl for the next 7 weeks Wednesday nights for the Houston Gauntlet via our meetup, https://www.meetup.com/gauntlet-rpg/ .

Hey everyone

Hey everyone

Hey everyone,

I’m looking to find ways to get the tech and Hunter more involved. They’re help with legwork but not with action. they tend to let the infiltrator and killer handle the action phase. I’ve asked them of they’d like to be more involved but respond they’re don’t know what to do. I offer them to grab their guns and follow the killer they decline.

My question is how do I get them more involved so they become crucial. Ive been creating missions where the team needs a specific piece of gear and it’s fragile meaning the tech needs to be nearby to repair it but I’m still struggling with the hunter.

I ran my second session of The Sprawl.

I ran my second session of The Sprawl.

I ran my second session of The Sprawl. You can see my first session posted here back in November. (https://plus.google.com/114542622904709662559/posts/Ws6EJc78the)

The overall campaign sees my players jumping around the globe running various missions. This game went even smoother than the first.

Some of the events and characters in this AP tie back to the first session of course. I’ve included an abbreviated version of the characters here for quick reference.

Turner – corporate soldier from Japan with a military background.

Jinx – fixer from South Africa, is an illegitimate daughter to a big corporate CEO.

Tower – driver, and all around bad-ass.

As usual, I read a little prompt about the city. This time the game takes place in Osaka, Japan. Japan has turned into the world’s leader in robotics and automation, the population lives under a modest social safety-net, but youth unemployment is high and this has led to a lot of criminal street gangs. Instead of corporations, I asked the players to add criminal gangs to the mix.

Gangs:

Sukeban 2 aka SB2: An all-girl gang with an extreme feminist agenda

Kang Pei: A Korean rockabilly gang that’s tied into classic car culture.

Kenji Gang: A Yakuza-esque organization composed of ex-military guys. They are notable for never openly killing their-own, instead opting to have them “disappear”.

Nakatomi Robotics: Large robotics company trying to develop A.I.

We also get a couple of past runs set up to give us a bit of history and some clocks running. Jinx and Tower stole Kanji owned cars and delivered them to Kang Pei. Tower and Turner steal them back and re-sell them to Kanji. Both gangs aren’t really gunning for the group yet, but they know something fishy has gone on.

Legwork Phase:

The game starts in Tokyo, with Turner (who is originally from Japan) working on a car in his garage. An elderly man shows up in the rain at his doorstep and asks to come in. The guest gives Turner the mission, he wants Turner to commit a michi no owari (translated to mean “end of the road”) against Kenji gang: essentially he wants them to kill every gang member to end their existence completely. Turner adds some fiction to his background, revealing that he is a former Kenji gang member – and this goes against his values. He gets a pretty good roll on getting the mission, which lands him the promise of excellent pay, [intel], and the fact that this meeting is secret.

Then we get a great collection of scenes as the band gets back together. Jinx flies into Japan on her Orbital Airways charter plane, barking on the phone about her side hustles, one of which earns her some [intel], another which advances Kang Pei’s clock. She is met on the tarmac by Tower, the driver, with his fresh neon and chrome sports car. Rockabilly Kang Pei members sit on the hoods of their muscle cars eyeing the whole scene from an overpass.

Right out the gate the players decide to start a gang war. Jinx thinks it will be easiest to rope in the female-led SB2 gang into helping them. Jinx declares a contact, with her reputation as the illegitimate daughter and enemy of her corporate CEO dad, she has enough clout to land the group a meeting with an SB2 Lieutenant: Juba Azumi. The players follow Jinx into the SB2 lair, their turf firmly planted in the shopping malls and arcades of Osaka, the gang notorious for handing our pastel switchblades and baseball bats to little girls. Jinx tells SB2 that Kenji gang is trafficking women. That sentence alone is enough to get SB2 involved. They hand Jinx a fortune cookie filled with SB2 contact info and couple of dog leashes for the boys of the group.

Turner declares a contact. At a ramen shop he meets with his old friend Shino, a former Kenji gang member and current corporate cop for Nakatomi robotics. Shino owes Turner for helping him get out of the gang. Shino breaks down some hard and fast facts about Kenji gang. He says the organization is a 100+ strong, that they are all about to celebrate the birthday of their new head boss, and they have recently been buying up tons of booze, girls, and drugs for the upcoming party. Shino says he will give them the location of the party when he gets it; Turner needs to do him a favor however. Shino has an open murder case with no suspect. He wants Turner to bring in a Kenji gang member alive so he can pin the murder on him and get the brass off his back. Turner agrees. Shino also warns Turner that firepower will be heavy, and they should get a street samurai to bring in some heavy firepower.

The group decides to go out and hire an augmented professional killer for this mission. Tower declares a contact, a guy he heard about back in South Africa, he’s new on the scene and stays at an offshore oilrig. The group uses the orbital charter jet to head there.

They players land on an oilrig off the cape of Africa. It’s a mercenary playgroup, with child soldiers and military transports flying to and fro. They come across the man they were looking for, Fredrik Coben. Coben was the former security director from the Jo-burg job the players ran. [The reaction on the player’s faces was awesome] He walked away after the players threatened to kill his daughter on that job. He then tells the players that after his insubordination the company killed his daughter anyway, and her mother too. Now he wears an augmented exo-skeleton, runs missions for hire, and is a certified psycho – offering the players bootleg tv shows and pineapple cocktails, all being fetched by his child soldier minions. He says he will do the job for the players under the condition that they return the favor in the future by helping him destroy VanderMaark – the company that killed his family. Before the players leave the rig, they buy some body armor and weapons from the tall buxom Russian arms dealers who run shop there. Jinx decides to save some cash and calls SB2 for a weapon as a favor.

Upon landing in Osaka, a little girl walks up to the tarmac to tell Jinx that SB2 received her message and they will have a “gift” waiting for her when she needs it.

Turner meets back up with Shino at his regular ramen spot. Shino says that he has the location of the upcoming Kenji gang party. It will be at the Nakatomi Space Needle, a large observation tower with a restaurant up top. He says security will be pretty thick and that Nakatomi Police-bots will be on standby. [The group at this moment is conflicted, the mission would be much easier if they can kill everyone in one fail-swoop by bringing the building down, but Shino wants them to bring a single guy out alive.] Turner tries to talk his way out of having to save a gang member for Shino. Shino reveals that the murder he is trying to solve is that of his wife, and that he wants to bring one guy out alive – to make him pay for what they did. Shino asks the chef to get his friends a “special meal to-go”. The chef goes into the freezer and comes back with a large bag, the players get [gear].

Tower at this time comes with a plan to extract a single individual alive. He will get some weather-balloon backpacks and will conduct a fulton extraction with his drones. The players break into a school on the weekend, go online, and meet up with an US Air Force guy who is selling extraction balloons whole-sale for cheap. The players are suspicious, but found out the Air Force guy is just a harmless stoner providing a bit of comedic relief. He tells the players the US Air Force is bankrupt, and is laying him off soon anyway, so he sells all the surplus he can.

Action Phase:

The scene opens with the SB2 gang walking into the base of the tower, killing Kenji gang members willy-nilly with an assortment of pastel weaponry. The SB2 members work their way to the long elevator up to dining room.

The players meanwhile land their orbital charter jet on the helipad at the peak of the tower. At first no one really bats an eye, but the players come out guns-blazing, Coben the psycho-killer loping off heads with his katana. Tower tries to locate a living Kenji member to Fulton extract (as there are a lot of wait-staff and guests mixed into the group). In the chaos he finds himself staring down the barrel of a gun, in an effort to save his friend Turner mincemeats the baddies’ chest with his assault rifle, but not before the ganger fires a bullet into Tower’s chest. Luckily for Tower, his Vizio Smart-Armor deploys it’s fragmentation counter measures catching the bullet in a haze of deployed aluminum chaff. It knocks Tower on his ass, he’s alive, but his armor is pretty much toast.

Coben, the psycho-killer is cleaning up the threat on the helipad, happily tossing baddies off into the neon-streaked city so far below. The players start making their way into the main dining room. A some-what-out of place waitress delivers a cardboard cake to Jinx, compliments of SB2. Inside is a string of Vizio EMP grenades. Jinx tosses the first nade, it rolls up to a gentleman’s feet, but misfires. Everyone in the party is now notified that shit just got real. People start running and hiding, flipping over tables, and panic ensues. Turner spots a cowering Kenji member covered in gang tattoos.

The players hear gunfire from the elevator shaft, reassuring them that SB2 is chopping people up on their ascent to reach the players.

Tower and Turner land a couple of well-placed punches on the scared gang member. They strap a weather balloon to the guy’s back and watch it lift him into the air. [But the roll wasn’t the greatest and the situation complicates.] They look up into the skylight, and notice a Nakatomi security helicopter flying overhead with robotic security leaning out to take shots below. Jinx tries to shoot through the skylight to take out some of the bots, but her pistol can’t penetrate through the ballistic glass. Turner spends a [gear] and unveils a Linear Motor Rifle aka a big fuckin rail gun. He takes aim at the helicopter. When the trigger is pulled every window in the place blows out from the sonic boom. It takes out the skylight, the bots, and the chopper they’re sitting in. Emergency lighting kicks on, dust settles, and everyone’s ears are ringing.

The poor unconscious gang member is lifted into the air, and sky-hooked by Tower’s drone.

Bing! The elevator has reached the top. The players sigh in relief, remembering their SB2 backup if finally there to help. The doors open, but the inside of the elevator is a blended mix of pastel clothing, detached limbs, and bodily fluids. SB2 has been eviscerated, in the middle of them is a barely perceivable outline – an optical camo’d ninja. Jinx burns an [intel], recognizing this guy as Onimura, Kenji gang’s very own cybernetic hit man extraordinaire. She also knows that his opticam stealth suit and cyberware is vulnerable to EMP grenades. Jinx tosses one into the elevator, disabling the baddie’s systems and freezing the elevator doors as they were closied, leaving him trapped.

A giant group of Kenji members run to hide in the kitchen, cocaine streaming out of a ripped backpack as the last member makes his way behind the doubled doors. Turner assess for a good advantage. The players move to a DJ booth that overlooks the entire dining room, a prime vantage point. Behind the kitchen doors Kenji members begin chanting and hyping themselves up for one last stand. They begin pouring out to meet their fate.

[As an MC, I que up my favorite opera tune: Nessun Dorma.]

The elderly man who hired the players arrives on the helipad in his nicest suit. As the Kanji members flow into the dining, some armed, many not – the first members in to the room pause at the sight of the elderly man, who tosses a single white rose down upon the group bewildered gang members and leaves.

[I break tradition at this moment and have all the players roll a single d6, and multiple it by 10, and reveal it to the table. That’s the number each of them kill.] It’s a blood bath; I bring up little vignettes to see how merciless the players are. A man holding his wife, a shocked member sitting down resigning himself to one last drink, two women simply running to the gunmen pleading for help. All executed with brutal vengeance.

In the aftermath the elevator reopens, Onimura’s had rebooted back to normal. The assassin sends a ninja star flying into Turner’s leg where it wedges into the bone, it’s attached explosive device chirping menacingly. Jinx tosses another EMP grenade, temporarily resetting the ninjas systems yet again. Tower acts under pressure to remove the ninja star from Turner’s leg. It’s a not a good roll, he pulls the star out but the decision leaves Tower with a spurting arterial wound that paints the floor red. The ninja star slides across the floor and explodes, causing the emergency lighting and sprinklers to turn on. If Turner doesn’t get medical help very quickly – he will die.

“Where the fuck is Coban?!” shouts Tower.

At that moment Coban comes from the kitchen, his katana glowing orange from heat. He walks to Turner and cuts off his leg, cauterizing it in the process. Turner passes out. The bleeding has stopped, but he needs help very quickly.

[As an MC I purposefully left the my NPC in the background, waiting to see if anyone asks for his whereabouts. I wanted the players to feel like they are directing the heavy firepower and therefore are in the spotlight.]

Tower places a fulton balloon on Turner’s back, and extracts his limp body with the drone’s skyhook.

The ninja’s systems are rebooted and Jinx is out of grenades. Coban engages the assassin, two cybernetically augmented killers going at each other full force. The fight is messy, each exchanging vicious blows in unarmed combat, rolling across the floor and breaking shit along the way. The ninja gets on top of Coban and begins choking him pretty bad. Jinx tries to shoot the ninja in the head, it’s a bad roll. The ninja activates a magnetic device that rips Jinx’s pistol out of her hand and sticks it to his armor. Coban is slowly dying, the blood vessels in his eyes begin to rupture and his face turns colors as he is choked to death. Coban fiddles for something in his pocket. Tower shoots the ninja point blank in the head.

The assassin’s black armored body rolls off of Coban and begins twisting and seizing. They see sparks fly from the exit wound as the assassin’s systems start redirecting power and applying internal first aid. The realization hits that Onimura may be more machine than man.

Tower reaches into Coban’s pocket while he lies there struggling to catch his breath. Tower finds in his pocket a photo of his daughter wrapped around an Acti-Stim injector. Coban juices up, chemicals and nanobots pushing his body to get back into the fight. Coban jumps back into against the ninja, this time getting the upper hand, but its still a fight for the ages.

The wail of police sirens can be heard closing in from the distance. The players need to get out of there. Tower realized he has one more fulton extraction device left. He has to make a decision on which of them will get to use it. He forces it onto Jinx, as the balloon inflates – he holds her hand, their grasp slowly slipping in a nice show of emotion. He lets go, and she slowly lifts to safety.

[Jinx now gets a +1 link with Tower for such a heroic deed] Tower looks into his hand however, and sees the remote start for Jinx’s Orbital Air charter jet, she left him a way to escape! Tower runs to the helipad, Coban and the assassin still going toe-to-toe in the background. Tower wants Coban to bail with him, but Coban simply cracks a joke, grabs the rail gun in the wreckage, and goes back into the fray. Coban determined to see this fight through for better or worse.

Tower lifts into the sky as he sits on the loading ramp of the Orbital air jet, watching the chaos in the tower shrink in the distance. Coban is last seen clutching a photo of his daughter in one fist, while the other lands clutches onto Omnimura in combat.

Epilogue:

Turner wakes up in the hospital. His old friend and contact Shino assuring him he will be all right. Shino’s tie is stained with blood. He tells the doctors he wants only the best for his old friend. Nakatomi cybernetic nurses haul in a prosthetic leg. Turner fades under anesthesia, knowing Nakatomi never does anything for free.

Jinx goes to the elderly man to get paid for the mission. He meets her at a bench in the park. She doesn’t get the greatest roll. He tells her they won’t get fully paid, citing the mission was to kill everyone, and he knows about them extracting a living survivor. Jinx does get the chance to identify the employer. He admits to being Mizu Ryu, founder of Kenji gang, and he wanted to destroy the monster he created so he can provide a better future for his grandchildren. He says that family is everything, and he gives the gift of an antique chess set to Jinx, saying he knows about her story, and her ambitions to overtake her father. Mizu says he will be available to help in the future.

Tower gets a call from ##!N aka “The Source”, the anonymous hacker group. They warn him, saying that his identity is being sold to the highest bidder and he is now topping some of the world’s criminal watch lists. We close on Tower wandering the Japanese streets, seeing a picture of himself and his fellow compatriot Turner scroll past in the news feeds.

The game ends with Turner in rehab, learning how to walk on his new cybernetic leg. Nakatomi big wigs watch in the distance. The corporate suits disable his leg remotely, than reactivate it – showing Turner who really is in control.

//Monday Night Sprawl (Campaign Name In-Coming): Session 0//

//Monday Night Sprawl (Campaign Name In-Coming): Session 0//

//Monday Night Sprawl (Campaign Name In-Coming): Session 0//

Background: Most of the players (Antoinette, Ben, and Rachael) and myself were in a Monday Night game of D&D that has been put on “indefinite hold”. We all wanted to continue to play so I asked what they wanted to play, they said Shadowrun…So of course I had to introduce them to one of my favorite RPGs, The Sprawl. After they got their hands on the playbooks they all jumped on-board. The fourth player (Rebecca) was invited by the group because she wanted to play “my partner’s RPG waifu” and wanted to see why I love this game so much.

Worldbuilding: We spent a good hour talking about the world. None of the players had played Cyberpunk tabletop RPG games, but they were all very familiar with the genre. A good amount of Deus Ex and Ghost in the Shell was discussed and everyone agreed they wanted the game like this. Rachael was interested in looking at environmental issues (i.e. global warming gone rampant), space travel, and terraforming. Antoinette wanted virtual k-pop idols and legalized prostitution. Ben incorporated his love of Deus Ex and look into deeper thoughts of transhumanism. Rebecca followed up with looking at sentient AIs and the classic “what makes a human…human?”. While I proposed an idea about brand loyalty to corporations as a score (see Sesame Credit in China). Our game is set on a man-made island where almost all of the corporations have based their shipping/transport to the other Sprawls. Think of it as a major base for shipping around the world or going into space.

Corporations: Voyage Technologies (Space Travel and Terraforming), Typhoon-Shadow Manufacturing (Military/Civil Augmentations Manufacturing), Felix Oscar Xavier News Network [I’ll let you guys have fun with that one] (News/Propaganda/Entertainment), Googapple (Advertising/Information Brokers on the Matrix), Locksafe Inc. (Insurance/Personal Security).

Rachael selected the Reporter Playbook and ran a story against Voyage Technologies and how they were paying off news reporters in covering up stories on their questionable business practices. Only Antoinette joined. Her directives are Compassionate and Revealing Felix Oscar.

Antoinette selected the Fixer Playbook (to go against what all her friends expected her to do: Killer or Infiltrator) and lead a daring heist against Locksafe. Rebecca and Ben joined. Her directives are Deceptive and Protective of “her girls” (No wonder why she wanted to make prostitution legal).

Ben selected the Killer Playbook and followed through with creating a better version of Deus Ex’s Adam Jensen (His retractable blades do 6-harm, I will never put any enemies into melee range against him…). He assassinated an executive from Googapple. Rachael and Rebecca joined. His directives are Intimate with Antoinette’s character and Protective of Typhoon-Shadow. [MC’s Note: Ben’s character is +owned by Typhoon-Shadow, Antoinette’s character is +hunted by them…this should be fun smirks]

Rebecca selected the Tech Playbook (she’s a Breadboarder) and she’s planning to take the “Jack-In” move from The Hacker as her first advance. She ran an information heist against Felix Oscar. Everyone joined. Her directives are Deceptive and TBD (she couldn’t make her mind up so she’ll select later).

Character names will be decided throughout the week by the players along with their first contact. Everyone is excited about the game and they cannot wait until next Monday.

Corporate Clocks:

Voyage Technologies (Space Travel and Terraforming)- 1500

Typhoon-Shadow Manufacturing (Military/Civil Augmentations)- 1200

Felix Oscar Xavier News Network (News/Propaganda/Entertainment)- 2100

Googapple (Advertising/Information Brokers on the Matrix)- 1800

Locksafe Inc. (Insurance/Personal Security)- 1800

Now time to make all their gear with corporate branding and set them up with their first mission…

Hello everyone

Hello everyone

Hello everyone,

I feel like I’m constantly here with questions but I have another one.

My Game run weekly and we are going into our sixth session. I’m running into the issue of my players meta gaming to “avoid bad outcomes” (I’ll elaborate)

The first instance was players with +owned wanting to get cybernetics for free and without any negative tag because: “I work for them they should want to suit me up”

I responded to this saying that: being +owned isn’t a benefit it means that your a disposable asset. Why would they waste money on you when another (insert playbook) will pop up eventually”

This session the collateral damage from one player using a nanofilament whip (should have) killed another player. The two players who (are trying to farm exp using the violent directive) felt the whips area damage shouldn’t have full affect on the other player because: “she would have gotten me on her back swing and it wasn’t intentional so I shouldn’t take the full hit”

This moment ended up bringing our game to a bit of a halt. I decided I would leave the decision up to my players whether we would continue to use harm as stats dictates (armor, harm, and other tags) or by fiction (getting shot in the head is an instant kill being near an explosion is an instant kill)

the players votes they prefer that fiction determines harm and damage rather than stats. I as the DM feel this puts them in a situation to be untouchable. I can describe attacks NPC’S make and they typically ask to roll cool to avoid attacks. my NPC’S have no way of avoiding their mix it up which is some time things like “I want to run down stairs and kill the guards so we can move forward.” on a successful mix it up the players will describe how they easily tear apart these hardened professionals with ease.

TL;TR: My players are attempting to meta game to avoid negative outcomes. They are all really attached to their characters and of course don’t want them to die. They use cool to avoid attacks from NPC’S then use mix it up to quickly conclude a charge situation “I want to kill the guards defending this room” “i want to gun down the security detail following us”

My players love action and combat but are making combat one sided for themselves please help.

Adam Koebel has started streaming a game of The Sprawl.

Adam Koebel has started streaming a game of The Sprawl.

Adam Koebel has started streaming a game of The Sprawl. The game runs every Friday (I think the regular start time is 11am PT) at https://www.twitch.tv/roll20app.

Friday’s session was just posted to youtube. Here’s the first part (of three?). This session is pretty much a perfect example of how I imagine an intro/game creation setting going: discussion of setting that highlights the group’s interests leading into a group discussion of corps then characters.

https://www.youtube.com/watch?v=UU2H4PjPaKA

Not much time to elaborate, but my con one shot of the Spawn was the one I was the most nervous about, and it went…

Not much time to elaborate, but my con one shot of the Spawn was the one I was the most nervous about, and it went…

Not much time to elaborate, but my con one shot of the Spawn was the one I was the most nervous about, and it went awesome. Game went well and enjoying everyone seemed really pleased with the system.

Hey Everyone

Hey Everyone

Hey Everyone,

I have another question for you. This time it is in regards to player negotiating specific prices from NPC’s.

I had a player who wanted to fast talk his employees into paying each mission participant six cred (as if they had all ante three cred)

The player rolled successful and we roleplayed the employees agreeing to “pay well”

I was hoping someone could share how they deal with these types of situations.

Thank you in advance