Ok.

Ok.

Ok. So this is a lot of experience-based opinions. BUT, someone I gamed with who is awesome (you know who you are, but I won’t put your name, in case this post is received negatively šŸ˜›) said this could be useful to people and that I should post here:

“These are things Iā€™ve learned mostly through play, and through positive and negative player feedback. Do what is right for you and your group, but here is a halfway decent jumping-off point.

IMHO : Doā€™s and Dontā€™s for The Sprawl.

Donā€™t:

Make a complicated mission map, or a Mission with a series of required ā€œSteps.ā€ Rather, have a series of potential complications in mind before the session, and build them up and sub in pertinent NPCā€™s fictionally during play.

Worry about statting run of the mill security. In fact, only the toughest of enemies should have protective tags and harm clocks. The way the move ā€œMix it upā€ works has less to do with ENEMY harm clocks than you might imagine.

Feel super obligated to stick to the 1 mission per session format. (It is often best that way, BUT it can be freeing to not force the mission to an abrupt, fictionally unsatisfying close if you feel there is not enough time in the session to tie up all loose ends.)

Necessarily wait for failed moves to move the mission clock up. Just follow the fiction. If the action is stale, amp it up, and pull out the stops anyway.

Forget about the ā€œConduct an Operation moveā€ It is super versatile as a ā€œLove Letterā€ template, and as a potential part of the legwork phase.

Necessarily make the legwork phase actionless. Stuff can go sideways and people can pick up tails when trying to gather intel.

Ever NOT pay your players post mission. Cred is so hard to come by, and the punishment is frustrating in a non-fun way.

Obsess over corporate clocks/politics unless that is your particular storyline. It is easier on prep, and more fun, to create and deal with threats, typically.

Skimp on scene details, ESPECIALLY when it comes to location and positioning. Do not move forward in the scene if the characters are not sure where they are.

Do:

Create some space for downtime, especially in campaign play. Ask loaded questions and let the characters establish organic bonds. If you donā€™t care about the characters, it doesnā€™t matter how awesome the action is. (I mean, look at every boring ā€œAction Movieā€ ever made!)

This is controversial: Dissuade your players from picking ā€œThe employer is identifiableā€ in the ā€œGet the jobā€ move. I donā€™t know why they give the option to take away my MC secrets, which I have specifically put in place to make this more fun for the players!

Use ā€œAct Under Pressureā€ when you arenā€™t 100% sure of which move is triggered. This is because it is easiest as the GM to make a fictionally appropriate consequence than for a move with more specific results. (such as mix it up, fast talk, or play hardball)

Also use ā€œAct Under Pressureā€ for incredibly crucial, singular, risky, actions, including violent ones. Examples: Firing a Sniper Shot into the head of a moving far away target, Hacking a door lock while soldiers are approaching from the hall, knocking out a guard while staying quiet enough so that others donā€™t hear you.

Feel free to breadcrumb information as a ā€œsoft moveā€ to keep the fiction moving. Itā€™s the other thing moving the game forward aside from the various dangers.

Have a problem or two that cannot be solved by rolling dice. This is general advice from Robert Nolan, but I find it especially valuable in the Sprawl, which calls for a tone which typically vacillates between stylish awesomeness and desperation. The emotional impact of the mission going perfectly, BUT something out of your control going awry can be emotionally difficult in a good way.

Keep track of NPCā€™s alliances on the surface, and underneath the surface as well. It is so easy to lose track of the intrigue. Write that stuff down!

The best way to “run” the missions, imho, is to decide where the biggest points of action are in the mission phase, give substantial details, and frame the scenes appropriately.

Feel free to come up with your own rules on how to acquire cyberwear. The way it is in the book, it just takes too long, costs too much cred, and is too risky. I realize this is by design, but we want to have cyberpunky fun, right?

Give your characters exactly what they want, and more, during the legwork phase. Whatever the PC is trying to get, they want it to complete the mission. But more importantly, it is the way in which the player has decided to make their character useful in a way that makes sense to them…. Donā€™t snuff out their awesome ideas! Still make them pay for it and roll for it, However. Anti material rifles are not cheapā€¦.. But, yes,even on a 6-, give it to them, but make your hard move along with it.ļ»æ”

So, I wrote this Love Letter for a character who, in my campaign, had his mother go missing.

So, I wrote this Love Letter for a character who, in my campaign, had his mother go missing.

So, I wrote this Love Letter for a character who, in my campaign, had his mother go missing. If you have issues with that particular subject, please don’t read this.

Consider the above warning the “X” card.

But, if you’d like to see how you can inject some drama into a campaign using your characters’ life stories and background, take a peek!

https://docs.google.com/document/d/10dXTt03iZVnlPPpP-ZXJaFNjUeQBQUCMPYGyzG8jXVI/edit?usp=sharing

These are what my mission maps look like, in case anyone was curious in the least about how to set up a mission…

These are what my mission maps look like, in case anyone was curious in the least about how to set up a mission…

These are what my mission maps look like, in case anyone was curious in the least about how to set up a mission phase. They are a mess to look at, but work pretty well for this game I think.

I know nothing of cyberpunk.

I know nothing of cyberpunk.

I know nothing of cyberpunk. I mean, I’ve seen Bladerunner, and some futuristic anime. That’s it. But, man I love running this game.

As far as “The Sprawl” versus other PBTA games, there’s something so palpable about all the “fronts” being Corporations who are disgustingly wealthy AND powerful AND borderline insurmountable AND also part of your everyday life whether you like it or not.

If this game is run right, (and I’m not saying I’m doing it. I’m working on it.) I think the excitement/tension can be so high. You can run a perfect mission and still screw up the world around you. You can betray trusted characters or blow missions for personal gain.

As much as you can MC this game as a one-shot or two-shot, if you have the time and willing players, definitely run a slightly longer campaign. It is very satisfying to plan the missions and see how players react, corporations move assets, threats arise, and PC’s develop.

So, I just got this, and tore through the whole book in one setting. What a solid purchase. Thanks Hamish.

So, I just got this, and tore through the whole book in one setting. What a solid purchase. Thanks Hamish.

So, I just got this, and tore through the whole book in one setting. What a solid purchase. Thanks Hamish.

Iwant to play so very much! I, however, do not actually have a consistent local or online gaming group (Yet!) If you’re interested in getting an online game going, on mornings on weekdays or flexible times on weekends, let me know!