The Sprawl on IPR

After a sell-out debut at Gen Con, The Sprawl is back in stock at Indie Press Revolution. IPR stocks the NOON softcover version of the game in a Print+PDF bundle or you can just buy the PDFs on their own. This is the same set of three PDFs you would get on DTRPG: MIDNIGHT, NOON, and B&W. If you are a retailer, or you want your FLGS to stock The Sprawl, this is by far the best way for retailers to get hold of the game.

I’ll also be participating in the Bits and Mortar program, so if you buy the book from your participating FLGS, they can hook up with the PDF as well.

AAR: Operation Angel Basin Missions

Between May 27 and May 29, a team of four MCs ran a series of linked missions set in a collaboratively generated Sprawl.
This was Operation Angel Basin.

You can read the initial public pitch here and the discussion of the setup session here.

After the setup session on Friday night, the four members of the MC team spent about 30 minutes discussing the setting that had been created and spitballing ideas for how it could link to the clone ideas we had come up with in advance. The setup session gave us some corporations to insert into certain roles: which corp was leading the field in clone research, which corps knew about that research and wanted a piece of it, that kind of thing. We also had some specific colour and technological information that we could link in (those picites would play a major role in what was to come). Also importantly, we had some major clock states, including Ares Manufacturing at 0000 and GeneSense at 2200.

Session 1: The APL Infiltration

Saturday morning was a slow start. The morning slots are never as well attended at Strategicon, especially among the BarCon crowd that make up a decent proportion of the story game community there. Late night room parties will do that to a crew. Rob and I had discussed our mission options over breakfast and we both had ideas ready to go. As it turned out, we only had one table, so I ran a mission I called The APL Infiltration.

We wanted the first session missions to establish the setting. Because of the way the clocks turned out (Ares at 0000), this mission was also a great chance to establish Ares as a major villain of the series. The team were offered the opportunity to clear their name with Ares by recovering the data stolen in the last links mission, the mission that had moved the Ares clock to 0000. The data turned out to be in an underwater research lab run by a secret division of GeneSense that the (happily) +owned Genesense Tech had not heard of (hooray for shadowy organisations!) Right off the bat, I was using the two highest clocks established in the setup session.

The great thing about having a corp at 0000 in a starting mission is that when the characters miss a roll, there’s a really good source of hard moves right there just waiting to complicate things before you have to push up the Mission Clocks. Sure enough, they missed a research roll pretty early and were soon in a firefight with an Ares kill team. That put the team on the run and they were happy to be infiltrating an ultra-secure facility out of Ares’ reach. They recovered the data and ended up selling it to the Pixie Killers.

This mission was pretty traditional, but it set up a lot of recurring plot activity. All four of the characters in this mission made an appearance in the final missions: two as NPCs, two as essentially the main protagonists (Liam Ride [Driver] and Amity [Hacker]).

Two of the corp cards and a player-doodled map!

Session 2: The Murder Line

The Saturday afternoon session was also only one table (I played). This time the game ended up pushing a lot of buttons and establishing a clear moral compass for certain characters.

The goal for the second session was to establish cloning as a technology. The mission was to infiltrate a hospital and eliminate some plague victims who were going to be released into the sprawl, but once the characters got in they discovered that it was actually a batch of force-grown clone babies. They were in a situation where the characters were being paid to kill the babies (which weren’t prepared to do), the characters didn’t have the means to rescue them right then, and the players didn’t have time to leave, make a new plan, and return to rescue them. They walked away, which wasn’t a satisfying end. (My character didn’t walk away, and became an NPC instead.)

There was a lot of discussion of the game afterwards which can be boiled down to three ways to make this kind of bait and switch work:

  • Give lots of information in the Legwork Phase: have the characters find out what was really going on through research, assess and hit the street.
  • Get through the Legwork Phase quicker: give the players time to realise the shitty reality, retreat, regroup, and come back to be Big Damn Heroes.
  • Build in a way out: think of how the characters might use things in the fiction to adapt to the situation and build them into your Legwork answers from the start. If there’s a big thing that might need to be removed, add a loading dock; the characters can call in a favour from a contact on a fly. If there’s a remote, nefarious plan afoot, build in a matrix kill switch. Remember that you’re going for an action, intrigue and complication, not hyperrealism and the horror or powerlessness in the face of inhumanity. Well, there’s a certain amount of that implicit in the corporate vibe of cyberpunk, but your agenda says action, intrigue and complication.

That aside, this session established a powerful emotional motive for Liam Ride, and established Memory Solstice as a major player in the clone game.

Session 3: The Two Where Hamish Was Absent

This session had two tables playing. I didn’t participate here, and instead played a game in the next room, interspersed with occasional visits. Our goal for this session was to reveal more of the corporate machinations behind the clone activities so that the characters would have a good idea of what was going on in time for the final session.

Session 4: The Skyline Switchback

The final session also had two tables playing, most of whom had played in at least one previous session and included Amity at one table and Liam Ride at the other, both of whom had played in two prior sessions and had thus established a lot of history with the world, the NPCs, the corporations, and the other characters.

This is the session where these multi-session con games play off. You have some players who have seen a lot, some who have seen a little, and some who are new and the interaction between the players and characters is great to see. As MCs, we didn’t have to do much explaining, just the occasional, “X works for Y” and all of a sudden the wheels are spinning and the web of intrigue is unfurling before you in the words of the player explaining it. Magical.

We had set up these two missions to potentially connect, hoping for a scene where the two teams meet, discuss the nasty BS the corps are having them do, and make a combined plan to turn the tables. I was also hoping for some movement between tables. That didn’t really happen.

We sent both teams up a space elevator to do things at the top: steal a thing and implant a virus. The two goals weren’t in direct competition. We didn’t want to moderate an 8-way PvP arena fight. However, PCs being the wonderfully imaginative creatures that they are, my table decided to avoid security on the space elevator by going up a competitor’s elevator and flying over (Liam Ride was an ex-”Rock Jock”, an asteroid-dragging space pilot). Liam’s team found out that the virus that Amity’s team was implanting was going to bring down the space elevator, but Amity’s team thought Liam’s Team were trying to stop them completing their mission! Amity’s team continued and spent the second half of the session sabotaging and then trying to repair the space elevator while Liam’s team made a whole new plan to burn Ares and spent the rest of the session enacting it.

Another way we made use of the previously established story was by bringing previous NPCs and PCs into the story and killing them. Picite plagues are a bad scene, my friends. That led to some frantic cross-table messages and phone calls, as well as some ominous “they don’t pick up” moments.

Final conclusions.

Having run three events like this now (the previous two were Living Dungeon World games), there is definitely a tendency for players to want to sign up for the big conclusion without playing through the build up. I definitely get that, but it does mean that you will end up with more players at the end than at the start. It can be harder for players who try the series at the start to get a place in the final game if they decide they like it.

This was the first time I had dedicated an entire slot to the setup. We definitely had enough players that we got a great setting and had a lot of fun. All of those players came back for at least one game (except for one emergency situation). We also had several drop in players who didn’t come to the setup session. We were prepared with three tables in our room and four MCs; we certainly used all the space and staff in the setup session, but we only ever had two games going at once, so we had extra capacity if necessary.

Deploy Physical Assets // Print on Demand is here!

The second round of proofs came in this week and I made them available on Friday. The quality on these latest proofs is the same as the first set (which you might have already seen on Google+ or Facebook), but there are a couple more options. Here’s a rundown of the four versions available.

There are two layout options, MIDNIGHT and NOON, each of which is available in softcover or hardcover. All are colour.

MIDNIGHT is white text on black background. The hardcover is premium paper and the softcover is standard heavyweight, so the blacks and colours are deeper and richer in the hardcover.

MIDNIGHT hardcover (p.119):
MIDNIGHT hardcover (p.119)

MIDNIGHT softcover (p.119):
MIDNIGHT softcover (p.119)

The part of these that I really like is that if you slightly fan the page edge, you can see the chapter divisions really well. You can see this on the right side of the two MIDNIGHT photos above. This was a cool surprise — to me! Aaron planned it because he’s a pro.

NOON is black text on white background. The blacks and colours are deeper and richer in the hardcover on this version as well, although because the base is white the difference might not be as noticeable.

NOON hardcover (p.119):
NOON hardcover (p.119)

NOON softcover (p.119):
NOON softcover (p.119)

One oddity I’ve noticed so far is the cover finish. When I ordered the first proofs, the hardcover had a matte finish, the second proof had a gloss finish. As far as I can see, this isn’t a toggle that I can control. I’ve sent an email to DTRPG technical support asking about this. My preference is for a matte finish, so if you want a gloss finish, I suggest you get in quickly in case they get back to me and change it. Ideally this would be something that you could choose when you order a PoD from DTRPG, but it doesn’t seem to be.

Questions or comments are welcome here or on social media.

AAR: Operation Angel Basin Setup

Between May 27 and May 29, a team of four MCs ran a series of linked missions set in a collaboratively generated Sprawl.
This was Operation Angel Basin.

Here’s the initial public pitch. I had a couple of goals for this project. The first was to play a series of linked games, something which my schedule hasn’t allowed recently. The second was to generate a Sprawl collaboratively with a larger-than-normal group. In these posts, I’ll be giving my report in regular text and my analysis, suggestions and thoughts in italics.

Before the convention, the MC team (4 of us–Thanks to Rob, Colin and David!) had brainstormed an overall theme, some implications, and potential mission ideas. The theme was “Cloning”. We had a general idea of how we wanted the plot to progress and what we wanted to be revealed in each of the four slots.

We began on Friday night with a setup session. This was scheduled from 8-12, but we gave stragglers time to arrive and ended early, so it was more like a leisurely 3-3.5 hours. This was the plan:

Welcome and Introduction

(Explain cyberpunk? Explain The Sprawl.)

We had allowed space for 16 players at the setup session. As it was, we had half that, in no small part because of the way I had structured the event. One of my unanswered questions when I developed this concept was “how many players would skip a full gaming session of a 2.5 day convention to participate in a setup session. It was great to see enough interest in the concept that three groups worth of players (including MCs) did so. All the players were familiar with cyberpunk (never a given at a convention or even just a regular gaming table) and all but one had played The Sprawl before.

Bathe it in Neon

Explain overall location for our Sprawl: Los Angeles 2050

  • Have each player give our Sprawl one piece of cyberpunk colour.
  • Centrally locate these so the players and GMs can refer throughout.
  • Ask questions about the colour and its implications for this cyberpunk future.

The colour that characterised our Los Angeles was:

Continuous rain
Low-grade flooding
Flying cars
Skyscrapers to the stratosphere
Holograms in the mist
Ads on the clouds
Blues and greys and chrome
No AIs… yet
Governments are irrelevant
Sub-molecular robotics (Picites, by analogy from Nanites)

So, a mix of typical cyberpunk (especially Blade Runner) with some unique characteristics. The last item in particular ended up having a major effect on the game.

Rob had a set of portable dry-erase sheets which stuck to the walls (mostly!) with static electricity. We wrote all the cyberpunk colour, Corps, and area descriptions on those so everyone could see them and refer to them throughout.

Make Everything Corporate

  • Each person writes the name and major focus of a Corp on an index card.
  • Explain it to the group.
  • Writes it on a commonly visible surface.
  • Max of 2 minutes each.

The Corporations that ruled our Sprawl (and their main area of operation) were:

Virtua-Combine Electronics (virtual mining)
Sands-Olson Network (media)
Memory Solstice (VR, media)
L.O.B. Co (consumer goods)
Fullerton Universal Kinetic Unified (heavy industry)
Ares Manufacturing (heavy industry, especially asteroid mining)
Google ID (financial)
Verizon-Blackwater.Gov (police and municipal services)
Athenatech (cyber & bio-tech)
Isis and Osiris Inc (rejuvenation technology)
GeneSense (pico-bio-engineering)

That gave us a good range of corporate specialisations.
The time limit was a precaution, but it wasn’t necessary in this case.

Make The Sprawl Dirty, High-Tech, and Excessive

We divided the room into three groups to create three different sections of the Sprawl.

  • Build part of Los Angeles at each table
  • Where is it? What makes it different to today? What makes it cyberpunk? What makes it special? What is its reputation?

Each group had one MC, while I acted as the interface between the three groups. Listening in to their ideas and communicating relevant bits to different groups (for example, the two weather control elements, and the extension of the 10 Freeway to Catalina.

The three parts of Los Angeles that the players created were South Bay-Long Beach, Orange County and the Channel Islands-Cataline Marine Sprawl.

Make Everything Personal

  • Pick playbooks and make characters.
  • MCs ask questions: What makes the characters distinct from other characters with the same playbook? Where are they based?
  • MCs ask the cyberware questions. Who are they +hunted and +owned by?
  • MC’s record answers and make notes on the characters.

As players finished creating their characters we transitioned into a 5 minute break. I began to circulate the sign-up sheets for each of the four game slots.

Entangle the Characters in The Sprawl

We then moved into the modified Links Phase.

  • Each player writes down on an index card a kind of mission their character participated in, the target corporation, and one playbook that their mission requires.
  • MCs collect the cards and arrange them into an order.

This was the part that had the most potential for problems. We had to rearrange the players into two groups of 4, run a brief links mission, then repeat the process three times so that every player got to play out the links mission they wrote down. As it turned out, we didn’t have any trouble.
Our considerations when arranging the missions were:

  • Aligning the required playbooks. So if there was one Hacker and one mission required a Hacker, that mission couldn’t run at the same time as the Hacker’s own mission.

We started by looking at the requirements. If there were multiple missions that required a certain playbook, we started with those to reduce the chance that we would be stuck later.

  • Shuffling the characters to create a thick network of links.
  • Balancing the corporations that were targeted to create drama.

We had two or three runs against Ares and GeneSense, so we started with missions against those two, and ended with missions against those two. Establish the clocks early. Give opportunity to finish with dice rolls with real consequences.

  • Run the links missions.
    1. Go to table, quick intros
    2. Do the scene/mission
    3. Lead player makes the Links Mission Move (a custom move for this Operation)
    4. Characters gain Links as usual.
    5. Repeat until everyone has been the lead character on a mission.

The Links Mission Move
When the corp investigates who messed with their shit, the MC determines which stat best reflects the progress of the mission. The lead character rolls that stat.
10+: The corp doesn’t find much. Describe what they find and increase that Corp Clock by 1.
7-9: Choose one:

  • Someone was running a scheme and you fucked it up. Who was it? The MC will create a Threat and increase that Threat Clock by 1.
  • Whose DNA was left at the scene? Increase the Corp Clock by 1.
  • Who did the Corp catch up with later? The MC will make a move with serious future implications.
  • You were home free until ______ sold that paydata. Take +2 Cred and Increase the Corp Clock by 2.

6-: They’re on you like rice on a California roll. The Corp Clock increases by 3.

As we wound down, I circulated the mission sign-up sheets again.

Think Offscreen

Thanks to a lot of 6- rolls, the clocks escalated quickly! Notably, Ares and GeneSense were 0000 and 2200 respectively. That decided which corporations would start at the center of our story.

Based on the created characters and the post-Links clock states, we whittled down the list of corporations that we needed to think about. The Corps that were central to the series were:

Memory Solstice (VR, media)
Ares Manufacturing (heavy industry, especially asteroid mining)
Isis and Osiris Inc (rejuvenation technology)
GeneSense (pico-bio-engineering)

Corps that played a small roll were:

Sands-Olson Network (media)
Google ID (financial)
Verizon-Blackwater.Gov (police and municipal services)
Athenatech (cyber & bio-tech)

Corps that were only used for colour were:

Fullerton Universal Kinetic Unified (heavy industry)
L.O.B. Co (consumer goods)
Virtua-Combine Electronics (virtual mining)

Several Threats were also generated by character creation, most notably the Pixie KIllers, a gang/resistance organisation dedicated to keeping humanity free of picites.

Read about the Missions here.

Operation Angel Basin

Reports are emerging from Los Angeles of advance planning for a series of ops at the end of May, code name: Operation Angel Basin. Initial reports were sparse:

Operation Angel Basin is a series of linked missions set in a neon and chrome cyberpunk Sprawl. In this setup session we will collaboratively create the Sprawl that will serve as the core setting. We’ll create the important sections of the Sprawl, the global megacorporations that control it, and the badass professional operatives who move in their shadows.

Here’s what we’ve been able to piece together.

This will all go down at Gamex in Los Angeles. Missions will take place in several sessions over the course of the weekend and the operatives undertaking those missions can recur in multiple missions, building up a coherent shared story. (This makes it similar to the Living Dungeon World series from a few years ago. There are a few important differences though, which operatives who remember that series should note.)

Most of the sessions are Mission Sessions, but the first session (Friday, 8pm) will be a special Setup Session.

In the Setup Session, everyone who wants to participate will collaboratively create a world and characters.

  • Players will each create a Corporation (or similarly dominant organisation) using the usual rules for The Sprawl.
  • Players will divide into groups and create characters and detail part of the overall Sprawl that will serve as the game’s setting.
  • Players will create relationships between their characters by playing a few very short missions. (This will be a slightly more involved version of the usual Links phase of character creation. In this version, some parts of these missions will be fully played out using a custom variant of Conduct a Mission.)

After the players have created their characters and the setting, players will be able to register for Mission Sessions to be run throughout the convention.

The Mission Sessions operate much like a normal one-shot of The Sprawl. Players will use the characters and setting they made in the Setup Session, so each game will get to the Mission quickly. We will use the additional time to chrome everything and bathe the setting and characters in neon to a greater degree than is usually possible in a convention slot. We will also fully explore the post-mission complications and discuss the ramifications of the mission to the entire sprawl.

NOTE: There will be no pre-registration for Mission Sessions. Attendees at the Setup Session will register for Mission Sessions after character generation. If there are spaces in any given mission, players can register at the RPG table in the usual way after the Setup Session (from Saturday morning on). We will prepare a number of partially generated characters for drop-in players.

The number of games in each Mission Session slot will be somewhat flexible, depending on interest of the pre-registered players in the Setup Session. So if only 4 players want to play in the Sunday morning game, then that slot might be full and no drop-in players will be able to register.

Stay tuned to this feed for further information as this breaking story develops.

CyberKittens: Project Bakeneko

INCOMING INTEL // Project Bakeneko // Run report..

Their first mistake was to think they could tame the soul of a cat.

Their second mistake was to imagine they could improve it.

Their third mistake was to believe what they were experimenting on were still cats.

Their last mistake was not quite closing the cage door.

CyberKittens: Project Bakeneko releases the Once-Cat, a hybrid fusion of feline and machine, into The Sprawl. Playing a Once-Cat puts an emphasis on transhumanism (transfelineism?) and the dark-bleeding consequences of medical and technological development. As the Once-Cat is implemented as an overlay for existing playbooks, a player can explore these themes whilst also being an active and useful component of any group. Depending on the tone at your table, the Once-Cat can be gritty and hard, a source of over-the-top badass comedy, or anywhere in between.

CyberKittens: Project Bakeneko is the brainchild of Dana Kubilus and the first of two CyberKittens setting mods which will be included in the stretch goal/setting collection which I’ll be collating over the northern hemisphere summer. In the meantime, we thought it be a fun April release. It’s available on DriveThruRPG as a Pay What You Want download and for April we’re donating all the proceeds to spay/neuter shelters in Cincinnati and Seattle.

Those of you who follow @thesprawl_rpg on twitter or The Sprawl RPG on facebook might have noticed that we played a game of this on Saturday night. Here’s a storify of The Pangu Exposure.

End OP report..

Operations.. Wave Front // Fire Breath


The main white-on-black PDF was released in the last week of February

In progress right now are more PDF versions:

  • a full colour version of the game rules with black text on a white background (still intended to be read on a screen, but for those who don’t want to read white text on a black background)
  • a black and white print-friendly pdf version of the game rules for home printing

And the final playbooks:

  • Interface data (early draft status) here..
  • Operative data (late draft status – expect imminent update) here..

Once those are set, we will finalise the Print on Demand versions. This will take a little longer as I will order proofs to check that the files print correctly before I make them available. Yesterday I had a chance to check out a book that DriveThru printed last month and the quality is very good, so I’m hoping there won’t be any issues. As soon as I receive physical proofs, I’ll post pictures here.

Finally, the last step will be completing and compiling the stretch goals. Several of the settings are finished, some are almost finished, and the rest will be finished in May and June when I will put those together. My preliminary plan is to release the settings and missions as stand-alone pdfs to backers through Kickstarter updates and dropbox, then to compile the whole collection into a single pdf and PoD which I will fulfill through DTRPG.




Cyber-fantasy fans will be pleased to hear that testing on Touched is progressing nicely. There are a few details on G+ and I tweeted an outline of the game at @TheSprawl_RPG (storified here). The setting is based on the sudden appearance of magical rifts, their exploitation by corporations and their effect on humanity. As it stands there will be:

  • Three setting phases or sub-settings: an otherworldly horror phase of first contact with magic, a phase where humanity has adapted to the new magical situation, and a more advanced transhumanist integration of magic into humanity.
  • The Shaman who has made a deal with an otherworldly horror, can gaze beyond reality and see glimpses of the future.
  • The Mage who has studied magic (usually in a corporate-controlled Magical Order) and learned to summon magical energies, shape them and control them.
  • A new basic move (akin to Apocalypse World’s Open Your Brain)
  • A set of metahuman templates (Dwarf-kin, Elf-kin, Wild-kin, Human-kin)

I have preliminary ideas for at least four more playbooks which blur the line between magic and technology.

Steve is revising the rules as a result of the playtest and finishing some intro material, but backers should expect an update with playtest documents in early March.


Operation Indianapolis: The Sprawl at Gen Con

I offered The Sprawl and Dungeon World in the Games on Demand room at Gen Con. Players chose The Sprawl in seven of those sessions and I ran a private game for a backer. That added up to 31 seats (30 unique players—uncluding some of you!) over eight runs of my 2-hour con scenario, The Downtown Datatheft.

I adapted The Sprawl in a few ways to run in a two hour slot:

  1. pre-generated Corporations (the five example corps from the book: Solar Investments, HelixTec, Existence Entertainment, Ecuadine Petrochem, and Shanghai Securities).
  2. six background Mission Briefs (much like love letters in Apocalypse World) which included a prewritten a corporate background (answering the second cyberware question: hunted/owned/independant) and legwork and mission complications.
  3. abbreviating the Links step down to two questions on each Mission Brief.
  4. describing the job rather than playing out a scene with their employer.
  5. abbreviating the Legwork phase to one roll with 7-9 options customised to the Mission Brief.
  6. putting a stopwatch on the players while they made their plan.
  7. pregenerated individualised complications during the mission.

When I described the job, I asked the players which sprawl the game took place in. The eight games spanned the globe:

  • Marakesh, gateway between Europe and the Ecuadine space elevator in Mauritania.
  • ChiNdy, the Chicago-Indianapolis Sprawl.
  • Dubai, bubbled jewel of the United States Arab Emirates.
  • Manilla-Luzon, where underwater arcologies look down on bioengineered coral reefs.
  • London, hypertube-connected tenements sprawling from Bristol to Dover.
  • Bangkok, the Venice of South-East Asia, flood-waters rising, monsoons falling.
  • Detroit, the city of Robocop.
  • The Upper Midwest Megalopolis, draining the resources of the western US and sending back pacification forces.

Some numbers!

The 31 characters were quite diverse in Mission Brief and Playbook selection. The Mission Briefs were quite evenly selected: all were chosen five times except for Owned by Ecuadine (4 players) and Independant Operative (7 players). The most popular Playbook was the Infiltrator (6 players), which matches with last time I looked at playtest numbers. Next most popular were the Hunter and the Hacker (4 players each), although it wasn’t until the fourth game that someone chose a Hacker. Next was Reporter, Pusher, Tech and Soldier (3 each) then Killer and Fixer (2 each). Only one person chose a Driver, and while their plan and the mission setup allowed for some badass driving, they didn’t really do any as it turned out.

My biggest takeaway from these games was to put players on a timer more often. We weren’t really tracking experience, but I did make a set of Mission Directives, the second of which was “If you complete your plan within five minutes, mark experience”. I didn’t realise how much this would throw down a guantlet to the players until the first session. Planning a mission is 2m15.87s seemed very quick, but it turned out to be right in the middle of the recorded times. In the end, the quickest plan was 00m58.28s (the only group with three players) and the quickest time for a four player group was 1m22.64s. Congratulations to the Bangkok and Detroit crews respectively!

The remarkable thing about these times for me was that both the Detroit group (1m22.64s) and the Upper Midwest Group (1m25.44s) both went through at least two revisions of the plan in those times. All eight plans were perfectly workable and all succeeded (the highest the Action Clock ever got was 2200), although characters died in two games (a Hacker in London fried by Black ICE and a Fixer in Bangkok whose base jump went wrong). The Sprawl gives you plenty of help to keep going with the mission once the plan goes wrong, so there’s absolutely no reason to waste time second guessing your cool plan.

Three Tight Jams

As I noted in a (backer only) Kickstarter update, I was at Origins last month. I ran three games of The Sprawl in Games on Demand for players including external playtesters, backers, and interested people who missed the kickstarter.

I ran the same mission three times, The Bogatyrev Jam, a hostile extraction of a mobile target passing through the team’s sprawl, each time with fun and different results. When I run The Sprawl, I usually have the players write the corporations we create on index cards, but at Gamex back in May, I forgot to pack them, so I picked up a noteboard (as frequently used by Fate GMs for recording aspects in play). Here are the Sprawls we created over the three Origins games:

The Amazonian Landfall Sprawl

This was actually two linked Sprawls: The Amazonian Landfall Sprawl in the once-forested upper Amazon basin connected by a corporate controlled space elevator to the Amazonian Canopy Sprawl, a geosynchronous conglomeration of orbital platforms. This mission ended with a bloody, high-speed extraction from a passenger shuttle in the space elevator itself. Bogatyrev did not survive.

The Paris Sprawl

One of the players introduced experimental man-portable laser systems into the fiction… so of course he was sliced in half by laser fire in the final showdown in a narrow Parisian street. I can’t remember whether I advanced the Action Clock to 0000 or not. Either way, the mission ended… poorly. I think Bogatyrev survived though.

The SeaTacPorCouver Sprawl

This one was a tangled tale in which every corp was implicated. It ended with a passenger jet hijacking, an air to surface missile, a spot of intra-team sniping, and Bogatyrev’s corpse dangling from a parachutist. Good times!

Coming Attractions

My next convention appearance will be Gen Con in a few weeks. I’ll be running The Sprawl in Games on Demand, hopefully with a new two-hour quickstart game. I’m running a backer reward game and I’ll try to find time in my schedule for a backer meet and greet; stay tuned! Twitter will probably be the best way to get in touch over the weekend.

Move Cull: Obligations

There are a lot of moves in The Sprawl. I’m in the process of revising and streamlining them. Currently in my sights is Obligations/Hit The Street. This is tricky because there are a lot of flow on effects, especially for the Hunter and Fixer.

Obligations basically has two effects: (1) signposting the potential for Contacts as a source of general complications and (2) specifically complicating Hit the Street.

Contacts as a form of complication (1) is already covered by the MC Agenda (Fill the character’s lives with action, intrigue and complication; Be mindful of the characters personal directives and put your bloody fingers all over them) and thus by the moves and principles, and by the explicit text in the Contact section.

Contacts as a player-facing complication in Hit the Street (2) can be handled by tweaking that move to include a player-selected source of complication. Conveniently enough, that’s a better implementation of contacts as a source of complication anyway.

This is what I’m thinking at the moment:

Hit the Street (Style)
When you go to a Contact for help, roll+Style, on a 10+, choose 3, on at 7-9 choose 2:

  • They have what you want, immediately.
  • You get a little something extra… (choose either +intel or +gear)
  • It doesn’t attract unexpected attention, complications or consequences.
  • The price is fair.
  • They don’t have a pressing problem they need your help with. If they don’t choose this option, take -1 ongoing to Hit the Street until you help them.

Basically now the choice for immediate success on on a 7-9 is between unwanted attention, contact trouble, and extortionate prices. Pick one to avoid.

For reference, this was the Obligation move:

At the start of each mission, roll+Obligations. On a hit, one of your Obligations has a pressing problem that they need your help with. The MC will pick the Contact and introduce the problem during the mission. On a 7-9, you can either help your Contact or avoid them and their problem. As long as you avoid them you take -1 ongoing to hit the street with your other contacts. On a 10+, you can’t avoid them or their problem.