Hey everyone!

Hey everyone!

Hey everyone!

Looking for a player to join a Apocalypse World 2e game where we’re going to use the new Landfall Marine playbook!

The link for the campaign on roll20 can be found here:

https://app.roll20.net/lfg/listing/85862/apocalypse-world-the-reclamation

Already have a player interested in the Landfall Marine book but all the others are still available!

Cheers

https://app.roll20.net/lfg/listing/85862/apocalypse-world-the-reclamation

How would people handle Getting Paid twice?

How would people handle Getting Paid twice?

How would people handle Getting Paid twice?

So my players finished their first mission and I gave them an interesting dilemma concerning the handing over of the data they had to recover. Basically it was meant to go to a Corp but a hacktivist group offered to pay the group for it instead. It was essentially to give one of the players a chance to fire off one of his directives. However due to some established fiction there was no reason why they couldn’t just give them the data, get paid and then go to the original corp and get paid from them too.

Of course this could cause all sorts of trouble when the corp find out but for now how should I do it? For now they’ve rolled Get Paid once for the hacktivist group. Should I just do that again and they get effectively double cred? I’m not against letting my players have a bit of extra cash early on. I almost certainly won’t let them get XP for finishing the mission again though.

Just a quick post about understanding combat.

Just a quick post about understanding combat.

Just a quick post about understanding combat. I’ve not played a huge amount of PbtA games and all I have played is Dungeon World.

Combat still has a distinctly D&D feel there I guess just with quick moves from both players and GM. With the Sprawl (and I guess AW as I’m currently reading the 1st edition) it looks a little different.

Basically it’s the Mix it Up move and this idea of claiming an objective. Could this move be used to have traditional ‘combat’. Could there be sections where there are lots of mix it up rolls in quick succession as they hurt, but not quite kill the goons in front of them?

I guess the question I’m confused about is I don’t quite know how combat should feel. With DW it was straightforward. Player makes a hack and slash move and deals their damage. I make a move putting another player in a spot. They defy danger and miss and are harmed. Another player tries to shoot with volley…..etc etc. Can Sprawl combat be played in basically the same way? Any great actual play examples of long combat?

I find it weirdly satisfying every time the word “colour” pops up in The Sprawl with the u included.

I find it weirdly satisfying every time the word “colour” pops up in The Sprawl with the u included.

I find it weirdly satisfying every time the word “colour” pops up in The Sprawl with the u included.

It’s nice to read an rpg that uses “proper” English for once :p

To people who have made an Infiltrator and then taken the Neural Interface cyberware.

To people who have made an Infiltrator and then taken the Neural Interface cyberware.

To people who have made an Infiltrator and then taken the Neural Interface cyberware. It states that you then take the move Jack In. Are you assuming that uses up the Infiltrators “Choose one more move” option during character generation or is this a bonus move they get for picking that piece of cyberware?

I’m aware this could be played by ear and doesn’t matter too much but just wondering.

This is a very silly and stupid question but just trying to wrap my head around starting corporation clocks when…

This is a very silly and stupid question but just trying to wrap my head around starting corporation clocks when…

This is a very silly and stupid question but just trying to wrap my head around starting corporation clocks when doing the Links bit.

Basically just trying to confirm that the first mention of a corp is essentially a freebie? The book says that you “start a corporation clock” for the corp but I’m assuming that means you don’t fill any of it. So in the unlikely event I mention doing a job with Corp A and then no one else joins in that Corp begins with its clock at 1200 not 1500?

Hi all

Hi all

Hi all,

Just got a quick question on a possible typo in the current available pdf. In the Fixer playbook the Protection job you can gain with the Backup move has a disaster but no profit like all other jobs.

This is the case in both the main rulebook and the playbook pdf so not sure if this is intentional. If this job simply doesn’t have a profit then…..what’s its utility? Sure the move provides you with a gang which is nice but when you would want to perform a job that has no option of providing you with a benefit?

Cheers!