The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to…

The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to…

The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to use that main stat in other, highly-used moves for that playbook. To give an example: the brainer is going to have weird +2. Of their 6 moves, 1 is a weird bonus, 3 roll +weird, and 2 substitute +weird for other stats (one for hot, and one for sharp). In other words, this character is (a) fucking weird, and (b) highly competent. All the playbooks have a similar effect, though not all are 6/6 like the brainer. According to Vincent, the main reason for this is to ensure that every character is reasonably good at acting under fire (or, in the sprawl, acting under pressure), since they’re all going to be doing that a lot.

By comparison, looking at the Sprawl book, I see the hacker in particular is quite diversified. The hacker seems to require +synth, +mind, +edge, and +cool to run the Matrix moves, and has no playbook moves to transfer their competence at +mind (or whatever else) over into other moves.

I was wondering what the intention here is? I see that for some things you can replace normal rolls with +synth if you have the appropriate cyber-parts, so I can see a general sort of push to incentivize people to chrome up. The flip side is, as far as I can see, even if the decker wanted to chrome up, it wouldn’t affect most of their moves, so that doesn’t seem like the underlying design decision. And, generally, they’re likely to reasonably suck at acting under fire.

Can anyone clarify for me what they feel the effect on gameplay is of this change in stats emphasis, and de-powering of deckers is? The other playbooks don’t seem so diversified, so it seems like an intentional decision.

I’ve been meaning to post this for a while.

I’ve been meaning to post this for a while.

I’ve been meaning to post this for a while. Here’s the preliminary beta of Touched. I haven’t gotten to work on this a ton outside of the beta and a playtest. I’m currently about to finally wrap production on No Country For Old Kobolds and this is the next major project so it should start moving fairly soon.

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 found this post about using The Sprawl for Shadowrun, putting magic back into it.

I found this post about using The Sprawl for Shadowrun, putting magic back into it.

I found this post about using The Sprawl for Shadowrun, putting magic back into it.

Has anyone tried this? I just started a campaign with Running In New Orleans, and it seems like The Sprawl is a lot more polished.

I think I’m going to end up adding a playbook and tweaking the core stats a bit to add in the magic aspect.

https://forum.rpg.net/showthread.php?736090-The-Sprawl-Cyber-Punk-Apocalypse-World&p=18269715

Heya!

Heya!

Heya! I’m wondering about the mechnical difference of the Fixer’s “Deal of a lifetime” and “Hard to find” moves. Both allow you to choose one option less if you get a 7-9 on the “Hit the Street” move.

However, in “Deal of a lifetime” this is restricted to selling stuff, whereas “Hard to Find” is generic.

Am I missing a limit on the latter or could it just be used for selling stuff as well?

Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

Hey everybody, just wanted to ask a few quick questions about the fixer and their gang.

1. I’m interpreting the protection job as what you run when you want to have your associates available for you that session, correct?

2. If a fixer tells his gang to go “deal with a problem”, like assaulting another gang, but does not go himself, would there be a move involved? Or would you just compare the size and harm of the gangs?

I have a fixer who does not have a high meat score and avoids mixing it up personally and enjoys playing someone with henchmen he can send out, and I want to keep the game engaging and dramatic for him.

Thanks!

Hey guys two quick rules related questions.

Hey guys two quick rules related questions.

Hey guys two quick rules related questions.

1. The Driver move Daredevil Reads: When you drive straight into danger without hedging your bets, you get +1 armour. If you take one or more harm, mark experience.

I wanted to know two things. First does that Armour count as an additional armor or is it a baseline 1? Like If my character is already wearing an armored leather Jacket would he be at 2 Armour when taking this move and not hedging his bets. I think he would be but wanted to confirm. Secondly, can this move trigger more than once a session/mission? If my character takes damage let’s say from pistol fire in the beginning and later takes shrapnel near the end would he mark both?

2. With things that your character takes as gear such as Trauma Derms/Grenades does your character have unlimited access to them? Like the game is primarily focused around the fiction so unless your guy just loves grenades it might be odd that he brings 15 plus grenades on every mission but who knows. Maybe it would make sense for him to bring 3 but always has access to more grenades back at his house/homebase? Also I have to imagine the Trauma Derms are meant to be a multiple use item as it would be a not so great option compared to the armor and what not if it was one time use. Some clarification would be great.