Some cyberpunk inspiration at https://newretrowave.com/
Some cyberpunk inspiration at https://newretrowave.com/ . Sometimes, to see into the future, one need only to reinterpret the past — in this case, the time period in which the cyberpunk genre began.
I hosted a one-shot of The Veil today. We had an Architect, a Catabolist and an Executive.
The Executive drove play because their session start move provided two mandatory missions.
1. Protect a visiting dignitary so the corporation could get permits to operate in that region.
2. Track down the cult leader of a socialist commune of anarcho-luddites who’s message was hurting the Brand.
Right away the executive parcelled out the work so he could get both missions done. He protected the dignitary while the Architect and Catabolist went after the cult-leader.
The dignitary wanted to be entertained, and he demanded some illegal memory recordings.. much like in Strange Days. The mission then became acquiring those goods from the seedy part of town.
Our Catabolist was an academic lecturer advocating transhumanism. He had been involved in the expulsion of another academic who followed the works of that luddite cult leader. To locate the cult, he had to reach out to the very man he got fired.
The Architect was an artist who beautified everything she came across. But she regretted a lost love, which manifested and continued to haunt her. This caused problems when she encountered figments of her past during the mission to track down the cult-leader.
Bugs:
The character sheet on Roll20 didn’t add the stat modifier unless the additional modifer field also had a value (It had to be 0 instead of blank because “2d6+2+” fails, but “2d6+2+0” works). We didn’t notice this until a few rolls in. (I’ve since modified the character sheet to put in a default 0 value in that field, but it’s still something to be aware of.)
In the playbook reference, the Executive Giri questions don’t seem right. They’re the same as the Architect.
Other Things to be aware of when running a game:
The architect needs to be rolling dice. That’s how their subconscious figments come into play. At the start of the game, I wasn’t making them roll for manipulating the environment, thinking I’d make them roll when the stakes were higher. But without rolling, their regrets never manifest themselves.
The PCs didn’t all buy-in to the Executive’s mission, so the Executive had to use Giri or Cred to get everyone involved. This is working as intended, but it feels strange when you’re used to “we all meet in a tavern” or “Here’s your mission, Go!”. Be ready to ask people to spend their Giri.
Humanity harm was a bit confusing. If there’s no Empath, when do you roll it, exactly? We let players volunteer when it comes into effect for their characters, which worked ok.
The game feels intended for longer campaigns. We had some challenges weaving the characters together and giving them common purpose in a one-shot. We started in media res, but the “Call to Action” felt forced. The question: “In this high-stakes situation, why wouldn’t the characters just scatter and go back to their normal lives?”, was never settled. It turned out the Executive’s Giri was a better call to action than the GM’s in media res scene.
All in all: The game was really good. I really like the far-forward setting with trans-humanism, persistent Augmented Reality, and all the other tropes.
Just got my softcover in the mail today. Can’t wait to really dig in and start getting to grips with the rules, and eventually finding a game. The book is gorgeous, such a nice addition to the shelf.
Always great to have one more RPG kickstarter to mark as complete and get to enjoying.