On Matrix runs:

On Matrix runs:

On Matrix runs:

Compromise Security: “Spend hold to activate the security measures on a node. This will almost always let you trigger or cancel an alert or activate or deactivate ICE, but nodes may have other options too.”

Melt ICE: “When you attempt to evade, destroy or disable an activated ICE construct, roll Edge.”

So, when is Melt ICE the appropriate move for deactivating ICE, and when is Manipulate Systems the appropriate move for deactivating ICE?

(Edit: I see now on pg 166 “ICE have routines, like other Matrix systems, but they cannot be compromised and must be disabled with melt ICE,” which would seem to conflict both with the “Activate/Deactivate ICE” option listed under all of the various nodes, as well as the Compromise text. Hamish Cameron weigh in on the intended reading?)

As an aside, thinking on the Login move, and the question of motivating hackers to come along on runs in meatspace, aside from air-gapped intranets, probably some corps. have unsecured logins internally. The move is prefaced with a really key phrase: that all the Matrix moves are for secured systems. If you’re thinking you’re going in against Black ICE, it might be worth coming in physically to locate an unsecured portal to avoid the risk of, for example, the MC throwing ICE at you and a minus 1 ongoing. Or, alternatively, part of the mission plan could be getting an infiltrator (or whomever) to an unsecure local port to set up a tight-beam wifi access point so you can get into their insecure system w/o accompanying the team in meatspace. That could be a cool bit of espionage with a clear mechanical incentive. Has anyone had their players pull something like that? Or preferably something more clever?

Obviously, I’m giving thought to the cybermoves today. I’m writing a draft of a corporation inspiration piece, and I think I want to include a sub-section on “notable security elements.” So I’m thinking of particular physical and cyber security configurations that may lend themselves to interesting player exploits.

Mystery vs. PbtA

Mystery vs. PbtA

Mystery vs. PbtA

In a lot of conversations, I’ve heard it ranging from implicit to explicit that part of PbtA’s narrative force has to do with not withholding narratively relevant information from players. On the contrary, players are given much more information and transparency than trad gaming, with the specific goal of enabling them to make hard/interesting choices.

Reading the City of Mist starter set made me wonder: how well does this jive with a game whose goal is to cultivate a feeling of mystery? My goal in asking this question isn’t to criticize CoM – PbTA isn’t the holy grail, and taking the mechanisms in a different direction isn’t blasphemy. The question, though, is “does PbtA work for mysteries? Does a mystery-centric build still support the pbta engine?”

CoM, in-text and in its g+ conversations, for instance, specifically calls out having players flag the direction of their interest in players’ mysteries but otherwise leaving it up to the GM (to enable the exploration of, well, mysteries). Its rules don’t really have anything with an equivalent heft of Discern Realities / Open Your Mind (though there are analogous, though it seems to me weaker, moves through Mythic intuition). The AW standard provides answers; the CoM version seeks to provide clues that prompt the exploration of more mysteries. Another example is when the player tries to push their powers – the GM explicitly hides the stakes from the player, and the player only gets to make a transparent choice on a 10+. A 7-9 is “you push, and you pay the price, w/o knowing what the price is.” A 10+ is “you get to know the price, and choose if you want to push.” It explicitly moves away from “players make narratively interesting choices” to “players go in blind.”

It seems to me that PbtA relies on a lot beyond the 2d6 tripartite outcome mechanic in order to work well, and the CoM starter pack seems to have stripped out a lot of PbtA except for that 2d6 mechanic. For instance, PbtA tends to focus a lot on “you can’t force the characters to do shit with moves, you can just carrot-and-stick them into certain decisions (e.g., no real mind control)”. CoM, otoh, has “Make a Hard Choice,” which on a fail, simply forbids you from undertaking the action you wanted to take – not failing to achieve a goal, but just outright forbidding an action. (“If you fail, your character is unable to muster the willpower to act against this aspect of herself and the MC makes a move as usual. “) Although it vaguely fits into the usual 3-part scheme of PBTA moves, it differs philosophically in that it’s not “failure to achieve a goal / suffer a complication,” because the goal you fail on is “choose to do this thing.” It forbids /the attempt/.

These decisions all seem thematically coherent to me, roughly speaking (except for the Make A Hard Move, to be honest – I get it’s the “acting against yourself” bit, but mechanically it seems off to forbid a narratively interesting action, rather than carrot-and-stick it): the goal of play in CoM doesn’t seem to be for only characters to explore mysteries, but for players to explore mysteries too. Therefore, they can indicate the sort of questions they’re interested in, but the answers aren’t going to be known to them. This seems to conflict with the sort of narrative authority that tends to define PbtA-style play, since it implies that the PCs are playing in the GM’s story, trad-style. It explicitly moves the story back into GM territory, taking player ignorance as a virtue.

Can the PbtA engine still hum in the absence of player knowledge and reduced decision-making about the story? The “players make interesting choices” mechanic would seem to be significantly mitigated here, leaving the players with a “make choices about your flags” mechanic instead. Can you construct stories in an interesting way if your input into the story has been restricted to the GM again?

Thoughts?

(Pre-emptive apologies if this reads like CoM bashing. I’m quite taken with the starter set and I’m currently a KS backer. If I wasn’t a presumptive fan, I wouldn’t be bothering to read the rules closely and trying to understand the game.)

As a follow-up to a post yesterday (https://plus.google.com/103698066825057793940/posts/VcKWecSmFbP), my first stab…

As a follow-up to a post yesterday (https://plus.google.com/103698066825057793940/posts/VcKWecSmFbP), my first stab…

As a follow-up to a post yesterday (https://plus.google.com/103698066825057793940/posts/VcKWecSmFbP), my first stab at a “drugs move” for The Sprawl. If folks are interested, I’ll be happy to provide it in doc or pdf format.

As an example of how to let the fictional results color mechanics, result 3 – “connectedness” – could play out like this:

 Take -1 Forward on your next Act Under Pressure, Fast Talk, Hit the Street, Declare Contact, or any other move that fictionally requires an interpersonal connection.

 Take +1 forward on Mix It Up or Play Hardball against someone you had thought was a friend. You won’t miss what you break.

I wouldn’t formalize the mechanics ahead of time, though. Just be true to the fiction.

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?

Where do we hunt down the limited edition playbooks mentioned in this very fine corebook I picked up off drivethru?

The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to…

The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to…

The moves in AW tend to use a playbook’s main stat for their function, and often include a move that allows them to use that main stat in other, highly-used moves for that playbook. To give an example: the brainer is going to have weird +2. Of their 6 moves, 1 is a weird bonus, 3 roll +weird, and 2 substitute +weird for other stats (one for hot, and one for sharp). In other words, this character is (a) fucking weird, and (b) highly competent. All the playbooks have a similar effect, though not all are 6/6 like the brainer. According to Vincent, the main reason for this is to ensure that every character is reasonably good at acting under fire (or, in the sprawl, acting under pressure), since they’re all going to be doing that a lot.

By comparison, looking at the Sprawl book, I see the hacker in particular is quite diversified. The hacker seems to require +synth, +mind, +edge, and +cool to run the Matrix moves, and has no playbook moves to transfer their competence at +mind (or whatever else) over into other moves.

I was wondering what the intention here is? I see that for some things you can replace normal rolls with +synth if you have the appropriate cyber-parts, so I can see a general sort of push to incentivize people to chrome up. The flip side is, as far as I can see, even if the decker wanted to chrome up, it wouldn’t affect most of their moves, so that doesn’t seem like the underlying design decision. And, generally, they’re likely to reasonably suck at acting under fire.

Can anyone clarify for me what they feel the effect on gameplay is of this change in stats emphasis, and de-powering of deckers is? The other playbooks don’t seem so diversified, so it seems like an intentional decision.

New to the game, looking at the rulebook and wondering:

New to the game, looking at the rulebook and wondering:

New to the game, looking at the rulebook and wondering:

If a normal run is a 2-3 cred wager, and restocking ammo or rebuilding a deck is expected to cost at least 2 cred, and you’re not guaranteed to win that wager, how is every run not just a cred death spiral?

Or do people choose to play loose with the costs of keeping your equipment up?