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.

Are there any police procedural hacks out there? Something for a tough as nails police officers or detectives?

Are there any police procedural hacks out there? Something for a tough as nails police officers or detectives?

Are there any police procedural hacks out there? Something for a tough as nails police officers or detectives?

So I’m going to MC my second session of the Sprawl.

So I’m going to MC my second session of the Sprawl.

So I’m going to MC my second session of the Sprawl. The game campaign will see us hopping all over the globe. Last time we were in South Africa, this next session will take place in Japan. All new city, all new corps – but one big question:

How should I keep the pressure up from the corps, especially from the last game? How can I tie it all together? Any suggestions?

So I MC’d my first game of the Sprawl.

So I MC’d my first game of the Sprawl.

So I MC’d my first game of the Sprawl. It was my first foray into the AW engine. Overall I think it worked, but I did have some hiccups, and a couple of questions regarding mission structure and clocks. Please critique me below, I’d like to run another session and get it running as smooth as possible for my players. So let me get into the AP.

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Characters:

Tower played by Caleb. He is a Driver from Pakistan. He’s a former military contractor who stole cyberwear from a big company and is now on the run. He is trying to save money to buy a data scrub, which can get some of these companies off his back.

Jinx played by Sarah. Jinx is a Fixer. She is the illegitimate daughter of a corporate figurehead. Her illegitimacy would never allow her to climb through the ranks, so now she hustles on the street, and has a grudge against her father’s big corporation.

Turner played by Mikey. Turner is a Soldier. He’s of mixed Japanese/European background. He was raised by his survivalist father, is a bit old-school, and now he works as a freelance merc for hire traveling the globe.

At this point I read a short prompt revealing that the game will take place in Johannesburg South Africa. I drop a couple of seeds to get the players thinking. I establish that Jo-burg is filled with companies that don’t produce much, but instead focus on banking/investing/financing. The city also is notable for its juxtaposition between technology and extreme poverty – with corp headquarters nestled right next to miles of shantytowns.

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Corporations:

VanderMaark Intl aka V-Mark: A small company struggling to survive after a split with it’s larger sister branch. They are patent trolls.

Vanderworks: The larger more successful sister branch of V-mark, they are real-estate tycoons building fancy enclosed communities for the rich.

SunTrust: An import/export brokerage firm.

Kumba Pharmaceuticals: A medical technology company who makes most of their profits on peddling street drugs. Their biggest drug is Zebra Stripe, an appetite suppressant. It’s also established that Jinx is the daughter of one of their executives.

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Getting the mission:

Jinx or fixer rolls to get the mission, she goes ahead and establishes a contact to do so. His name is Kanton, he’s a real-estate agent, and ends up being comic relief throughout. He says a guy named Mr. Johnson just moved to Jo Burg and is looking for free-lance workers to break into a V-Mark facility and steal something called HexaPro Ultra. Sarah’s roll lets her pick up some [intel]. Jinx finds out that HexaPro Ultra is a physical object of some sort, and that 10 years ago a hacker tried to go after it and was killed.

*As an MC, I kind of bumble around on how much of the mission I should outline at the start. I ended up creating a new contact for the group called ##!N aka The Source. It’s an online group modeled after Anonymous in many ways. They end up being my bailout card when I need to send info to the group and can’t think of a way to do so.

The mission outline is this:

Find out what HexaPro Ultra is

-Bypass V-Mark Security

-Steal the package

-Don’t Get Caught

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Legwork:

Jinx starts establishing some cool world building right out the gate. She says that Jo-Burg has very little O-Zone left, and lot of people live underground because its so hot. There is a lot of public transportation and subway tunnels and Jinx keeps a small safe house there. Jinx contacts Turner the soldier, they worked on a mission against Kumba Pharmaceuticals in the past where she undercut a sale and she knows she needs a soldier for this new mission. Turner contacts the driver; Tower. The two have history from running a mission together against SunTrust in the past – they deleted debt records stored on a server.

We have a collection of some cool visual scenes transpire. Turner gets the call as he is training mercs at a gun range. Tower meets up with the group on the tarmac of an airport as they roll out his vehicle from the back of a cargo plane, a Toyota Tiberius 4WD pick-up, an “illegal” truck since it runs on gas (which has now been outlawed). They all have drinks at a swanky bar called the Water Buffalo.

The soldier decides to declare a contact named M-Rap. He’s a programmer for VanderWorks, and would probably know where HexaPro Ultra is located, since both Vander-companies work in close relation. Its also established that Turner already owes this guy a favor.

Turner contacts M-Rap, its somewhat hard to get ahold of him because most corporate programmers are under high surveillance by their parent companies and are barely able to leave their corporate living facilities, it takes day almost but they set up a meet. They’ve only got about 5 minutes to talk at a local hospital. The soldier tries fast talking his contact, but doesn’t get the best roll. M-Rap will give him the info on HexaPro Ultra, but M-Rap wants out of his job. He also wants 3 cred to set up a new life. The soldier keeps trying to press him to lower the price, but I decide to make a move and have VanderWorks corporate security show up to pick up their lost-sheep of a programmer. I advance the legwork clock and the corp clock for Vanderworks, they now know something is fishy. Also M-Rap now wants 4 creds for the data – he got spooked by the whole ordeal.

The group decides they are going to get M-Rap out of his job by faking his death. Tower, the driver, rolls through the slums of Jo-Burg, scanning social media for a M-rap lookalike, and makes a good hit on his research roll. Turner and Tower find a guy that fits the bill standing at a bus stop dropping his kid off. I speed things up from here. They kidnap the man, take him to a landfill, shoot him, throw some of M-raps belongings on the body and light it on fire. The next scene has M-rap and his daughter getting taken to a Turner’s safe house. M-Rap gives them the info they need. HexaPro Ultra is kept at V-Mark’s Gold Site. It’s an outpost in the middle of nowhere away from the city.

The group drives out to the Gold Site to run some surveillance. They park outside the facility, and the driver deploys his drone to see their security looks like. He makes the appropriate move. The facility has a about 2 dozen guards, some storage containers that have heat signatures coming from them, and some drone detection counter measures. The counter measures catch his drone, and try to hijack it. It’s encrypted, which gives Tower enough time to fly it out of there and scramble away into the night. I advance the V-Mark corp clock, and the legwork clock. But they also get some [intel].

The group at this point is now debating. Turner thinks they should do more legwork, the others think they have done enough, and that the legwork is alerting their target too much, so its time for action. They hatch a quick plan: They will pose as V-Mark security inspectors on a surprise inspection; they will find HexaPro Ultra, and then steal it. Before they launch though, they’d like to get more info on security measures – especially when it comes to helping them pose as V-Mark employees.

I notice a bit of a problem emerging. Turner, the soldier, has a playbook that encourages him to be a leader. He actually can give people mechanical benefits if they follow his plans. However, the group starts trying to meta-game this. The other players have legit plans, many differing from the Soldier’s, but the nice +1 forward from acting under the Soldier’s planning move makes them fold under his influence many times. Likewise, they start debating over which plan to use, what’s the best way to go about this mission etc. Things begin bogging down. Sarah, playing our Fixer is also getting left out of a lot of the conversation. I explicitly have to tell them that their characters are working professionals and this game is about moving forward, being cool competent bad-asses, not hashing out too many details. I decide that I will limit the Soldier’s planning move to being used once during the legwork phase, and once during the action phase.

The group goes back to M-Rap, who is staying with his kid in Turner’s home. Jinx impresses him with her Reputation move, and fast talks him into looking into their security measures. Its not the greatest roll. He gives them half an answer: There are 3 types of employee verifications and doesn’t know which one they will be using on any given day. Jinx convinces him to hack into V-Mark to find out more info. Not a good roll. M-Rap hacks in, tells the group they are using security cards for the next 24 hours, but then he goes into a seizure after a Black ICE attack. A trace is ran, V-Mark corporate Tactical teams are on the way. The V-Mark, and Vanderworks Corp clocks and the legwork clocks advance.

The group runs out of the safe house right as a tactical team blows the door off the hinges, and tosses a flash bang in. The driver uses his neural connection to pull the truck around. As they get in the car and leave, they see V-Mark security teams grab M-Rap and his daughter. Turner tries to mix it up and shoot the daughter to get rid of a witness. He misses. They peel off as helicopters and corp trucks come after them. The player’s vehicle starts running out of gas. Jinx tries act under pressure to find a place for them to hide, not a great roll. She finds a garage, but it advances a couple of clocks.

At this moment I can move against the players. I’m thinking of having them run out of gas, but I feel that it may slow down the whole game. I simply bring it up to stress them out, but never act on it. One player, our fixer, seems to be getting tired. I decide to just advance a couple of clocks instead and move along.

Jinx decides to hit the street, she calls up Kanton her real-estate agent contact. She wants to know more about who hired them. Kanton says the guy’s name was Mr. Johnson, and he knows his location, since he sold him a new home.

The group pulls up to a brand new model neighborhood. They knock on the door to find Mr. Johnson, a young fuddy duddy business man who invites them in. Johnson goes to his bedroom to get dressed. His wife is a betty-homemaker looking woman that offers them lemonade, and she too goes to grab her husband in the bedroom. Jinx presses her ear against the door to listen to their conversation. They seem like a typical bickering couple arguing about uninvited guests. However the couple sneaks up behind the players and puts guns to their heads. The conversation in the bedroom was a distraction, neural comms being rerouted to bedroom speakers; it bought the couple enough time set up an ambush. Mr. Johnson and Jane are pissed, they are another group of free-lancers like the players, and the “Mr. Johnson scheme” is a cover identity. They call the group amateurs, say they probably have corps tailing them as they speak, and they need to get the package soon or it will be moved. They slide them a military crate that will “help in a jam”. They get some [gear], but also some clocks move up.

The players burn down the home. The sun is setting. They say its time to act.

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The Action Phase begins.

The group pulls up to the V-Mark Gold Site gates. They pose as security inspectors. They spend some [gear] to get the necessary ID cards, which in a flashback is revealed to have been given to them by the anonymous hacker-group ##!N. The security team leader, a gruff bald man with a heavy south African accent and tattoos under his eyes seems a bit suspicious but is convinced by the player’s con. He shows them HexaPro Ultra. It’s a baby elephant in a shipping container. The group hooks up the hitch to the truck, and drive out the gate with the trailer and elephant in tow. No one bats an eye.

At this point as an MC, I feel things seem to be going tooo smooth in the Action Phase. I decide to make a move to spice things up.

The players drive away from the Gold Site with the “package”. They look up into the night sky and notice a shadow flying over them, a low hum becoming more noticeable over time. Suddenly they see a door open up, it’s a black stealth helicopter following them. Inside is a team of soldiers. One solder launches a stun grenade at the player’s truck. It blinds Turner. Jinx, clad in power-suit and heels, decides to act under pressure and crawl to the back of the truck, she kicks open a crate, spends a [gear], and brings out a rocket launcher. She mixes it up, hits the chopper’s engineer with the rocket, but it makes a huge loud mess. The security members of Gold Site figure out they were duped, something is wrong, and they fire up a bunch of trucks and start barreling out to find the players.

Tower decides to stop the car. He wants to set up a quick ambush for the incoming goons. He detaches the trailer. Hides his truck in the brush. The other players hide as well. Tower burns some [gear] and reveals he has some land mines. He starts planting the landmines on the road. As he is acting under pressure, I get to make a move on him. He notices one of the approaching trucks has a sniper lining up a laser on Jinx’s chest and is about to take a shot. He has a choice, he can continue setting up the mines for a surprise ambush, or he can use his drone to save Jinx from getting capped by the sniper. He does the latter, loses the element of surprise – but saves Jinx’s life as his drone’s machine gun rips a bad guy in half. The rushing baddies flip on their spotlights and rush forward.

Tower finds himself standing in a field looking at a row of military trucks, all filled with baddies, gunning right at him. He mixes it up using his landmines, and it’s a perfect roll. Two trucks blow up, and flip right over him. A nice scene ripped from a great action movie.

Turner, the soldier, tries to use a missile launcher to take out another truck. He ends up getting shot, and takes 3 harm. The bullet enters in small, but the exit wound attempts to explode a couple of organs out of his body: bullets in the future suck, but he is alive – for now.

Jinx attempts to take out a driver, she does it, but not without allowing me to make a move. The bald V-Mark security director, starts taunting the players. He jumps out of his truck, walks to the trailer and leads out the little elephant. He puts a gun to the animal’s head, and threatens to shoot it, screaming and goading the players all along the way.

Jinx spends an [intel], she reveals she knows the man’s daughter Nala. That she has a man with a gun to her right now, and if he doesn’t fuck off – his daughter won’t make it to age 9. In shock, he drops his gun, and walks off into the night screaming how he never liked his job anyway.

Tower spends a [gear] for a first aid kit that he applies to Turner. After a mix mash of wound filling foam and painkillers – he’s stable. Jinx finds a guard trapped under a flipped truck. She puts a gun to his head and plays hardball. She wants to know why someone would want an elephant anyway. The guard says that this is the last African Elephant in existence, and his guess is that anyone with a stockpile of illegal ivory would want it dead – because it would make the ivory much more valuable if elephants are extinct. Jinx tries to do the same move again, and press him for more info about who specifically would do this, not a great roll. The guard reveals that he hit a silent-alarm to call for backup, and then bleeds out and dies.

The group makes off to the city with the elephant in tow. They don’t exactly know where to take it, but soon Mr. Johnson and Jane, decked out in military gear fly next to their truck in a chopper. They land on the middle of a city freeway, its about 3am in the morning. Jane jumps out, pulls a blood sample from the animal, and then shoots the elephant in the head with a shotgun. A handful of street hoodlum kids walk by and pet the dead elephant’s body – they’ve never seen an animal like that before. The crew rolls to get paid. They receive their money, but all the ruckus pushes a bunch of corporate clocks up. The players hear an array of different sirens flare up, each belonging to one of the private police entities who probably don’t like them much. Mr. Johnson says if they leave now – they can get a head start.

End.

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Notes/Questions:

-Did I run the game right?

-I’m still very confused on all the clocks. With the corporate clocks, I had some ideas about what would happen as they got closer to midnight, as I’d just really just up the ante with the baddies bearing down on them. But with the mission clock, what happens if legwork hits midnight? What about in the action phase? How often should clocks be hitting midnight in any given session or campaign?

-I had trouble chroming it up as much as I’d like. One player said she felt it lost the cyberpunk vibe a bit in the mid-portion of the session. Part of this was on purpose; I didn’t want to start with stuff being too high concept. But at the same time, I found myself struggling to keep the cyberpunk style up throughout the game. For instance, I had a hard time coming up with brands for everything. At first we had some luck: Toyota Tiberius a late-model gas vehicle, and one gun labeled the Colt Christian Commander, establishing that some American gun companies started marketing towards conservative religious groups. However towards the end, it seemed to be a smattering of generic masked swat teams, machine guns, helicopters, and rocket launchers. For real, like there were sooo many helicopters. How can I avoid this generic recycling of elements?

-What do I include in the mission parameters from the outset of the game? Can someone give me an example of his or her mission points? Do I give these parameters to the players right out the gate?

-This entire mission was made up on the fly, and sometimes it showed. As an MC, how much should I pre-plan beforehand? While a lot of it came together smoothly from improv (especially in the beginning), some of it was – a lil choppy to put together in late game. I never expected the players to search out for their employer and get info from them.

-I didn’t even involve directives. I told my players to circle a couple of directives, but not to get too detailed during character creation. I thought certain directives would emerge and could be detailed during play. But they just seemed to be forgotten.

-Experience. How are you guys doing it? During play? After/between sessions?

-How much legwork should the players go through? It seemed like they kept pushing legwork missions, but then the action phase just flying by so fast. I slowed it down by just throwing a complication at them. Was I right for doing that?

-When it comes to moves: How literal are you guys taking them? I understand the philosophy, and kind of understood conceptually what I should be doing at any given time. But as an MC, should I be pulling specific moves out from the list or going with my gut?

-I had to continuously remind my players that rolling low wasn’t an outright failure like in other games, that instead they can totally do what they want – but it just complicates stuff.

-I need to print-off and laminate a basic moves sheet for every player to reference.

I just came across this game and have been going through the the kickstarter and the Google+ group to get more…

I just came across this game and have been going through the the kickstarter and the Google+ group to get more…

I just came across this game and have been going through the the kickstarter and the Google+ group to get more information. I wanted to ask two things.

Firstly – how much of setting is built into the rulebook? Is there a way to play this as a hard sci fi for one campaign (no ftl, limited to our solar system?) and then subsequently ratchet it up to gonzo levels for a different campaign? 

Secondly, and I do apologize as I’m sure you hear this all the time – is there a tentative release date? End of this year or early 2016?