So, I’m gearing up for a one shot, and I hope to return to the setting in future for other games.

So, I’m gearing up for a one shot, and I hope to return to the setting in future for other games.

So, I’m gearing up for a one shot, and I hope to return to the setting in future for other games.

I’m looking to run the Sprawl as an intrasolar space game. Think The Expanse, Elysium, Cowboy Bebop, Ghost in the Shell all mashed together.

I want a solar system on the brink of war and/or revolution.

So, after listening to Friends at the Table’s podcast which involved some similar ideas, I figure I need to recast the Driver as a Pilot with some sort of ship.

I’m wondering if there any custom moves I need to consider, or tags for gear, etc. (something for weapons safe to use in a space vessel, etc.).

Has anyone else used the Sprawl for space-based cyberpunk? Any issues people can think of?

The Gauntlet discusses a play experience of The Sprawl from around 14:00 to 18:00 in episode 73.

The Gauntlet discusses a play experience of The Sprawl from around 14:00 to 18:00 in episode 73.

The Gauntlet discusses a play experience of The Sprawl from around 14:00 to 18:00 in episode 73.

Lowell Francis found a disconnect between his idea of the Legwork Phase after reading and his experience of play. I talk a bit about telescoping the Legwork Phase in the comments.

Originally shared by Jason Cordova

Here’s a link to Episode 73 of The Gauntlet Podcast. This one features a nice deep-dive on Uncharted Worlds, some OSR talk, and reflections on games like The Sprawl.

Thanks to my co-hosts Richard Rogers Andrea G and Lowell Francis. And thanks to Steve Mains for this week’s edit.

Cc: James Iles Kevin Crawford Hamish Cameron Symbaroum Team Sean Gomes James Mullen

Enjoy!

http://www.gauntlet-rpg.com/the-gauntlet-podcast/episode-73-godbound-symbaroum-the-final-voyage-of-the-selene

I have a few questions about this game, and PbtA in general.

I have a few questions about this game, and PbtA in general.

I have a few questions about this game, and PbtA in general. I feel that Dungeon World is an exception to the PbtA rules as they intentionally made that game more as the type of thing to pull in traditional tabletop rpg gamers. I understand that following the fiction is the key to just about everything in the game, but I guess my questions are a bit more about where you draw certain lines.

1. The Sprawl uses a mission structure of sorts, and I feel like that takes away a sort of organic flow from the role-playing. My players love role-playing, and it seems like in PbtA games, role-playing is less in-character, and more described. At least this is how so many of the games I’ve watched on YouTube wind up. I guess my question here is, how to I transition from phase to phase? Transitioning from get the job to legwork is fairly seamless, but aside from saying something like, “We’ve got 3 days to plan for this job, but then it’s going down.”, how would you transition from legwork to action?

2. I have a group who is very much used to Dungeon World, so they should be fairly easy to adapt to the combat, but I want to introduce this game to my old Shadowrun/current Pathfinder group. Both SR and PF have much more detailed combat. Even for my Dungeon World online players, I think they’ll want more detailed combat. Most of the time I have seen combat in The Sprawl and Apocalypse World has been done in a single move or two if someone failed. It’s also usually brought on by a Killer or Battlebabe type class. The question here is, how can I make combat more intimate? I assume that most people are going to answer with something along the lines of requiring smaller objectives and using the act under fire move more, but I was wondering if anyone had any other ideas here. I don’t want to minimize the area tag’s effect by armoring everyone, but I also know that my players would be extremely disappointed if combat scenes were to end with a single meat roll. As much as the Killer is meant to be a combat beast, I know my players are going to feel robbed if the Killer renders their ability to participate by firing off a few pock shots of their own.

3. I’m concerned about my ability to come up with clock triggers on the fly beyond a few things. This goes for mission clocks, threat clocks, and leg clocks, and action clocks. In my experience, things like corp clocks seem to be easier to handle as I can create their conditions after the the first session. I guess what I’m looking for is a layout for how clocks should go.

I’d love to see some comments from players of this game as well as general PbtA insights to these talking points. Hamish Cameron, I am also interested in seeing your ideas on the whole thing. I’d love to see how games you’ve run go. Do you have any actual play videos or podcasts of playtesting the game or just playing with your friends?

Just a minor question / errata thing.

Just a minor question / errata thing.

Just a minor question / errata thing. The Infiltrator can start out with a Neural Interface, a cyberdeck, and the move Jack In. The Tech can start out with Neural Interface, a cyberdeck, and ‘can take Jack In as an Advance.’ Was that intentional? I’d probably just say that if someone spent gear/expertise/cyberwear at character creation in that way, they can Jack In. Hackers have Console Cowboy to make them unique-er.

I’m curious about the narrative of staking cred when taking a mission.

I’m curious about the narrative of staking cred when taking a mission.

I’m curious about the narrative of staking cred when taking a mission. I get that cred is money and reputation. How does that factor into taking the mission?

If the mission is completely secret outside of the client and your team how do you lose cred if you hid your identity? Sometimes the cred stake could be the middleman’s cut, but not always.

How does staking different amounts of cred work in the story? How does staking 3 cred cause the narrative effects of the clock advancement?

Trying out The Sprawl today pretty quick here.

Trying out The Sprawl today pretty quick here.

Trying out The Sprawl today pretty quick here. I grabbed the Killer playbook and my handle is Sweet Tooth. My custom weapon is a badass sword that can do s-harm (ala Kenshin), and I’ve got a shotgun and a heavy revolver. This is pretty much his look because I love this artwork (linked below) Excited to see what we get up to.

(https://www.artstation.com/artwork/GzDOd)

Has anyone ever ran a session with a mission clock already set ahead and the main objective for players being escape.

Has anyone ever ran a session with a mission clock already set ahead and the main objective for players being escape.

Has anyone ever ran a session with a mission clock already set ahead and the main objective for players being escape. I’ve seen this suggested as a fun way to run a one shot and I’m curious if anyone else has done it.