Hey everyone I have some questions about night moves.

Hey everyone I have some questions about night moves.

Hey everyone I have some questions about night moves. I had a test session last night and I want to make sure i’m tracking things right.

Here is how I understand it. When a plane is damaged by enemy fire/wayfind they can still attempt their attack run but when they get back to base they must also roll wheels down. Later on if they select plane damaged again during wheels down the plane is a fiery wreck.

So two questions…

1.) If a plane is damaged a second time outside of the wheels down move do they immediately go down? Likely leading to a behind enemy lines scenario?

2.) In the Enemy fire move, if the player selects ‘another plane in your section goes down’ is this different from being damaged? I’m reading it to mean that the plane skips being damaged and has to immediately try to land.

Okay Firebrands isn’t PbtA really, but I couldn’t find a more apt community.

Okay Firebrands isn’t PbtA really, but I couldn’t find a more apt community.

Okay Firebrands isn’t PbtA really, but I couldn’t find a more apt community. If someone has an idea where to get more response for Firebrand questions please let me know.

So I did the a test run of Firebrands for an upcoming con one-shot. Very fun stuff, very flirty. I have a question about the game of solitaire. Is there a reason for the hidden information? By that I mean is there a reason why you play solitaire quietly with yourself?

I have two theories:

1.) It’s a time saver so as to move the game along.

2.) It generates some hidden information that gives players something to seek out in the upcoming games? For a game so focused on call and response this might be the ingredient that keeps the game in the “Play to find out” orbit?

I’m asking because I see solitaire as a great moment to show the table what a character is like when they are away from the drama of the game. There’s a part of me that wants to run it out loud to help facilitation and increase buy-in for the characters. But i’m wary I’m messing with something I don’t really understand.

Well the first arc of my Sprawl wrapped up last night.

Well the first arc of my Sprawl wrapped up last night.

Well the first arc of my Sprawl wrapped up last night. I asked if they wanted to stick with the system and the players to my surprised wanted to move on. They are from a more traditional tabletop background so maybe its not too surprising. Anyways I wanted to drop the custom moves I made for my game. I hope you find them interesting.

Right side of the Story

When you attempt to extort someone with the threat of a scandalous story and intend to follow through roll Edge.

10+: NPCs do what you want. PCs choose: do what you want, or suffer the established consequences.

7-9: PCs choose: do what you want, or suffer the established consequences. They take a +1 forward to acting against you in the future.

For NPCs, the MC chooses 1:

@ They do it, but they want payback. Add them as a threat.

@ They do it, but tell someone about it. Advance the appropriate Clock.

@ Unable to live underneath the pressure of the story anymore, they opt for the only route out they see: suicide.

6-: They call your bluff and force your hand. The story is out and can no longer be used as leverage.

Just Another Narrative

When you have staggering evidence and decide to broadcast. Name your audience and explain how your evidence gets under their skin. Then roll Style.

10+: Pick 2

@ Advocate for open violence against a target.

@ Organize a protest at a location.

@ Ask for an anonymous tip [Take Intel].

@ Plead for charity on a victim’s behalf.

7-9: Pick 1 and expect collateral damage

Psychic Onslaught

When resisting the mental intrusions of a psychic the GM will ask 3 questions, then the player will roll + MIND

10+: Your thoughts are you own. Which question do you answer with a lie?

7-9: Pick one question to answer honestly

6-: Answer all questions honestly

The Streets are a Battleground

When you rush through a neighborhood, paying no attention to the faction war around you roll +COOL

10+: You make it to your destination with no incident. Instead you stumble upon a battle long finished. [Take Gear/Intel]

7-9: Choose 1

@You are caught in the crossfire of both factions

@You find yourself in a dead end with a patrol clearing the area closing in on you.

@An agent spots you out in the opening and is approaching for a conversation.

6-: GM chooses 1

Hold onto the Conch

When you hold the Hi-TuneX23* Transmitter and try to impose your will upon the bio-weapon roll +EDGE

10+: Choose 3

7-9: Choose 1

@ It does as you commanded

@ It does not draw attention to itself

@ You do not have to feed it a living human.

6-: The bio-weapon tries to escape.

*There was a project in the works to upgrade the transmitter which would of allowed players to choose 2 on a 7-9.

Alright need some help parsing the text. Our Tech got a cyberdeck and is now a wannabe hacker.

Alright need some help parsing the text. Our Tech got a cyberdeck and is now a wannabe hacker.

Alright need some help parsing the text. Our Tech got a cyberdeck and is now a wannabe hacker.

Basically I’m trying to get a handle on alerts, alarms, and mission clocks. Here are some of the questions i’m wrestling with now:

1.) Now when shut down happens at 2100 the hacker can reverse this from the security node. But this does not necesarily move the mission clock back, right?

2.) When an IC triggers an alarm in an area it advances the mission clock and lets the system know where the hacker is. So when the hacker turns off an alarm does this reduce the mission clock? I’m seeing the possibility for a tug of war on the mission clock and its so radically different from the rest of my sprawl play, that I’m doubting whether i’m reading the rules right.

3.) Are physical alarms the same thing? If someone gets a 7-9 on a fast talk and lets the runners past but radios up to HQ… Can the hacker use a hold to reduce physical alarms and say that HQ doesn’t do anything and no clocks are advanced? I think part of my worry here is the npc guards are becoming increasingly like video game characters in that they’ll forget substantial evidence because the move says so. Or atleast i’m not seeing how the fiction works here.

4.) How would you ‘show approaching danger’ with a native User heading to the ROOT module to defend the matrix space? The hacker was in the Security module and I felt I didn’t know how to demonstrate the User going to ROOT, so instead the User went to the Security module to try to undo the damage. The User was ambushed and thrashed, which was fine but if I wanted a smarter User who went to the ROOT module how would the hacker be aware and fight against it? Is it just about moving fast to ROOT to stop the tampering? Or is it that the User can’t know where the hacker is without alarms?

I know these things might be handled differently at every table but I’m interested in how anyone else has handled these things.

Ran my first session the other day, and it was great.

Ran my first session the other day, and it was great.

Ran my first session the other day, and it was great. As usual though I ran into some questions that I didn’t have the answer for right away.

We have a Tech who took drone expertise and has some really cute drone companions made up. One of these drones got into a battle with another drone and I was sure what to roll. I ended up going with Mix it up (synth) since that made the most sense at the time. If anyone wants to chime in with their thoughts on how to handle drones that would be great.

The other question I ran into was what exactly was the consequences of “the request takes time” from Hit the Street. It seemed like it depends on a case to case basis. If its information, maybe its not a bad consequence to take. With gear it begs the question of how they get it later. If it’s all about just delaying the start of the mission, the consequence of that would seem to be the legwork clock advances, but that seems similar to attracts attention. Though I do see the difference. The attracts attention also invoked a gang to hassle an operator last session as well.

Overall loving the game.

Could use a little help brainstorming.

Could use a little help brainstorming.

Could use a little help brainstorming. Interesting obstacles for cyber comms? Is the main purpose to keep in contact among team members? Or is it for surveillance on people around you. How wide of range do you offer something like this?

What I got so far is mostly monitoring enemy comms. Maybe a significant broadcast for them to breach? My team has no hackers, so everything is going to have a more hardware over software feel I think.

What happens when a faction hits +4?

What happens when a faction hits +4?

What happens when a faction hits +4? Or for that matter, if it hits -4? I’ve seen posts in this community about the +4 getting xp and the -4 getting corruption. But I can’t find that supported in the game text. Anyone know if that’s still the rule, or do we just leave +4’s as +4’s?