Barf Forth Apocalyptica

powered by the apocalypse => The Sprawl => Topic started by: Anarchangel on August 31, 2012, 06:11:55 AM

Title: The Sprawl: Alpha Version
Post by: Anarchangel on August 31, 2012, 06:11:55 AM
After much ado, the first version of my cyberpunk mission-based action hack is ready for public consumption:
The Sprawl: Alpha Version (http://ardens.org/The_Sprawl_Alpha.pdf)

Take a look and let me know what you think!
Title: Re: The Sprawl: Alpha Version
Post by: Charles Perez on September 01, 2012, 12:29:55 PM
The moves Getting the Job and Getting Paid each has 5 options. However, you only get to choose 3 options on 10+, 1 option on a 7-9. I'm thinking that if choices were 3 and 2,there wouldn't be an excessive amount of fuck-you in the moves, especially for getting paid. I understand that we would be playing a disposable asset, but if we're too disposable, the best way to win is not to play at all. What did you find in play-testing regarding this?

Charles
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on September 01, 2012, 03:51:56 PM
Thanks, Charles!

In Get the Job, the first four options are all "here's a bonus", so if you roll a 7-9, you can choose "The meeting doesn't attract attention" and there's no real fuck-you. Of course, the player can choose to get a bonus at the expense of making things interesting.

You may be right about Getting Paid though. I may well switch that to 3 and 2. The mitigating factor here is that you may be rolling at +3 or +4 (the roll is +legwork segments unfilled), so the chances of getting a 10+ are quite high. This is definitely a case where I need more feedback from playtesters. Most of my playtesting thus far has been one-shots, so the ramifications of this move on campaign play need to be tested more as well.
Title: Re: The Sprawl: Alpha Version
Post by: Paulie on September 01, 2012, 11:01:26 PM
Hey I really enjoyed reading through the game last night.
I hope it goes well
Title: Re: The Sprawl: Alpha Version
Post by: Charles Perez on September 01, 2012, 11:12:11 PM
Point taken about all of the bonus options from Get A Job. In light of that, choosing "The meeting doesn't attract attention" is the harmless option. For getting paid, the 7-9 option shouldn't be quite harmless, and wouldn't be even with 3 and 2. So, 3 and 2 or 3 and 1? More play-testing!

I would probably rewrite the "It's not a set-up or ambush" to make it clear that the meeting is not necessarily about setting up or ambushing the PCs, that the badness could be arranged by anyone and not just by the contact or the mega-corp backing the contact.

Charles
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on September 02, 2012, 01:51:52 AM
Eventually, I will have expanded notes on most of the moves, especially the mission moves.

In this particular case, I tried to leave it quite open so there would be flexibility in the way you describe (in past playtests, attempting to get paid has resulted in three way gunfights between PCs, target Corp and random corp with a high Corp Clock). Do you not think it provides that as currently written? How would you say it?
Title: Re: The Sprawl: Alpha Version
Post by: Charles Perez on September 02, 2012, 12:05:20 PM
I would say "There will not be a set-up nor an ambush at the meeting" or some such, probably better written than that. The idea is that the meeting itself might not be a set-up, but that a set-up either will or will not happen as a result of attending the meeting.
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on September 02, 2012, 05:15:31 PM
question: I suppose the same framework can be used for more "street-level" running, with clients like gangs, powerful fixers and so? to have some sort of "beginning phase".

other then that your hack seems quite nice, I'm looking forward to run it!
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on September 03, 2012, 06:50:03 PM
I hadn't thought of that, Guns_n_Droids, but don't see any reason why it wouldn't work. It would take the game down to a more Apocalypse World level where attacking the threats head on is a legitimate option. It might change the type of mission that the team receive, but I could definitely see raids on illegal simsense factories, wetwork against rival pimps and dealers, and the like working well. The Fixer might take on a role more like an Operator in AW. If you try it, let us know how it goes!
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on September 03, 2012, 07:30:04 PM
Well, you know. I just like to advance things gradually. So that you get to the top with a fairly tangible _story_ behind you. Gettin' there right away is in my eyes somewhat... stealing this backstory from them.
I'll definitely try this - as soon as my current group finishes with their Martini Spy story
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on September 04, 2012, 05:01:00 AM
I dig that! Most of my campaign gaming consists of quite short arcs, so I don't get much chance to do the slow burn backstory. I look forward to seeing some AP!
Title: Re: The Sprawl: Alpha Version
Post by: elcapitan on October 03, 2012, 01:03:44 PM
This is a great set of rules, I've used them to DM a scenario from Cyberpunk 2020 Night City Stories (I've never gotten around to learning the Cyberpunk 2020 rules) and it went well. Although I have a copy of Apocalypse World, I've only played Dungeon World, so some bits of the system need getting used to. I'm next planning to run an old Traveller scenario from White Dwarf called 'Tower Trouble', using The Sprawl. Can't wait.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on October 04, 2012, 05:10:13 PM
Great, elcapitan! When you have a chance, I'd love you hear more about how the game went, any problems you encountered, and which aspects of the rules excited you! Any chance of an AP thread?
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on October 04, 2012, 05:11:08 PM
In particular, did the legwork and mission clocks work well when you used a pre-written scenario?
Title: Re: The Sprawl: Alpha Version
Post by: Dionysus on October 12, 2012, 11:00:31 PM
Holy crap this is a sweet set of rules!  I love how everything you do slowly causes the inevitable attention of the mega corps, and that it cost a lot of cred to postpone it...

Very nice.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on October 13, 2012, 05:22:50 AM
Thanks, Dionysus! I'd love to hear how it works for you in play, if you get a chance!
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on October 28, 2012, 02:30:37 PM
question: where's the Reporter playbook which is clearly mentioned both as "one of the basic playbooks" and as one of the archetypes?
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on October 28, 2012, 03:12:37 PM
Good question! That's an editing slip; I haven't written it yet. I have a few ideas, but I'm sitting next to a copy of the Max Headroom DVDs and waiting to get a copy of Transmetropolitan before I write it.
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on October 31, 2012, 08:10:14 AM
Another question as I work with my player to generate her a character.
You have a list of cyberware in the chapter 6, with words like "Cybereyes: When you have cybereyes installed, choose two of following tags: ..."
Also you have a list of cyberware(chosen for theme I suppose) in playbooks as an initial choice (with choosing either "cheapshit", "owned" or "hunted" to get the ball rolling)
What bugs me is that there's a difference between number of tags sometimes.
E.g. Fixer, Hunter, Infiltrator, Pusher, Soldier - all have "Choose one: ... cybereyes (3 tags)" in their section. Why 2 in cyberware section and 3 here? is it a bug or intentional?
same with "data storage and interface", but it's 1 tag everywhere in the playbooks and 2 in the cyberware section

Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on October 31, 2012, 08:54:41 AM
also: skillwires have two slots as base. how many chips character has on start, 0, 1 or 2? or more? For now I decided to give 2 if my player takes it, but I'd like to know what you think.

Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on November 01, 2012, 02:39:55 AM
I give my players 2 each as well. Full slots at the start.

Skillwires is something I need to think about generally, as well as come up with a big list of example chips.
Title: Re: The Sprawl: Alpha Version
Post by: BlazmoIntoWowee on December 23, 2012, 06:32:15 PM
This sounds really awesome, but unfortunately the link to the Alpha turns up dead.  Is there another place I could check out the PDF?
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on December 24, 2012, 07:46:48 PM
Yes, sorry about that! My website is undergoing some alterations at the moment; it will hopefully be resolved in the next week or two. In the meantime, here's a temporary link: https://www.dropbox.com/s/wm7ylpa7p3e9lxe/The_Sprawl_Alpha.pdf

Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on January 09, 2013, 03:31:24 AM
The original link should work again now. Still the same version.
Title: Re: The Sprawl: Alpha Version
Post by: woodsman on January 15, 2013, 07:06:44 PM
I saw in a post from a while back that Synth is on the chopping block? Any news on that? I think it's a great way to deal with cyberware but I'm eager to see how you'd do it differently. I'm actually gearing up to use The Sprawl as a basis for a Shadowrun hack, and I'm trying to figure out how Essence and Magic would be affected by cyberware and the Synth stat.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on January 15, 2013, 09:11:46 PM
That post (and thoughts of axing Synth) pre-dated the Alpha. I'm not currently working on anything along those lines.

I've split off the rest as a separate thread here: http://apocalypse-world.com/forums/index.php?topic=6056.0
Title: Re: The Sprawl: Alpha Version
Post by: Big White Mint on January 24, 2013, 03:19:50 PM
This looks amazing. Will be diving into it over the weekend.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on January 29, 2013, 12:27:59 AM
As I say at the end of the document, I'm interested to hear feedback, especially if you play.
Title: Re: The Sprawl: Alpha Version
Post by: trayburn on March 31, 2013, 03:45:42 AM
Looks like a great start .... Working on a few projects myself, but once they are done I will try and playtest this.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on April 02, 2013, 07:40:23 PM
That's great! I look forward to hearing what you have to say after playing.
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on May 06, 2013, 09:30:30 PM
sad to bring more bugs not more awesomeness (though I'll try to do something nice later):
- Tech's Gear is a sad place to be - it has nogthing, almost.
my current solution:
Flechette pistol (2-harm close flechette quick) and Armoured clothing (Armour 0, +discrete, subtract 1
when rolling the harm move), medium drone, Bag of tools. 3 uses. +1 forward each time
or:
Armoured coat (armour 1), Machine pistol (2-harm close autofire loud), small drone, chopper bike (no weapons)

I love bike option for a style
---------
Tech again, cyberware tags. Zero of them.
current solution:
Cyberware: Cybercoms(2 tags), Cyberarm with implant tools, Control Systems(2 tags), Data Storage and Interface(2 tags).

max for all of them since he's dedicated tech specialist, not "tech and something else" like infiltrator or fixer

------------
guns:
infiltrator has Silenced SMG (2-harm close autofire loud)
silenced and STILL loud?
same SMG in Firearms section: SMG (2-harm close/near autofire loud)
I suppose Silenced looses loud, but not sure it has to loose near as well. but ok.

same infiltrator:Sniper rifle (3-harm far)
in Firearms: Sniper rifle (3-harm far/ex reload loud)
I guess you meant "Silenced Sniper Rifle" - which is shorter range but silent and.. no reload?
I'd give player a choice to take either option, or have "silencer" separate for an additional payoff


silenced semi-auto pistol (2-harm close)
In Firearms: Semi-auto pistol (2-harm close loud quick)
loosing loud is OK. why loose quick?


monofilament whip (4-harm hand messy area dangerous)
in Hand Weapons: Monofilament whip (4 harm hand messy area)
why I get worse whip then in default armory?


Hacker:
Flechette pistol (2-harm close flechette)
in Firearms:
Flechette pistol (3-harm close flechette quick)


No idea which one I should use. I guess I'll use the latter minding that flechette shells are somewhat rare


all in all: please, make the weapons from firearms and in individual gear sections working the same way (I like how Infiltrator can get awesomer-then-usual versions and so on, but it should be more clear)
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on May 07, 2013, 04:02:51 PM
Yeah, the Tech is the least developed of the playbooks in the alpha.

You might have also noticed that the gear section itself is pretty sparse and poorly formatted. Filling out that section properly and standardising the weapon stats was one of the things at the top of my list when I finished off the playtest alpha, but it skipped my mind since.

My general principle is that weapons with the same name should have the same stats.

I'm going to block out some time this weekend to fix these issues, write the Reporter and think further about advancement and mission generation. There are a couple of playtest opportunities coming up for me, so thanks for bringing this to the top of my mind!
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on May 07, 2013, 04:05:02 PM
Have you played with the Tech, Guns_n_Droids?

I don't think it's been chosen in my games, so (a) I'm not sure if the moves feel right in play and (b) I need to work out how to sell it better!
Title: Re: The Sprawl: Alpha Version
Post by: Guns_n_Droids on May 07, 2013, 09:39:28 PM
Right now I have 1 game where we just started things with hunter and killer (killer is so totally Codename47 with his mirrored eyes, bald head and antique handgun).
In this case third player (who later decided not to go) fiddled a bit with concept of tech and among other things was disappointed with lack of gear. "He's kinda the guy who makes things explode, where's his explosives?!" as well as other.

Right now my other friend convinced me to soloMC her in Sprawl (after first unsuccessful run with Infiltrator) as a Tech.
one thing I did not mention is suprise from seing *winged* drone ? is it supposed to be cyber-bird?
Anyway, I keep trying to make this work, lately with usage of Technoir Transmissions to setup the world as well (if you are not familiar with Technoir, I'd recommend at least taking a look, Transmission is basically like Fiasco playset with random things arranged to generate fun and diverse setup).

Among other things I'd very much like play examples (like in Dungeon World) or mission generation examples. Examples are always great, as they show rules in work much more clearly.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on May 17, 2013, 03:03:03 AM
I like that description of the tech actually... that's definitely a cool aspect of the playbook that I can highlight. I think a few more Tech changes/elaborations will appear when I review my Max Headroom notes.

Would it be more intuitive if I changed the "winged" tag to "fixed-wing"? (as opposed to rotor craft)

I am familiar with Technoir. It's a cool system and those transmissions set things up nicely.
Title: Re: The Sprawl: Alpha Version
Post by: mcoorlim on July 07, 2013, 02:30:11 PM
A few questions:

The Fixer Move (Know a guy who knows a guy) does not seem any better than the standard "Declare an Obligation" special move available to all characters. Am I missing something?

Can skillwire chips give new Moves to players who take them?

And are all 'Messy' melee weapons 'Loud'? The club, the monowhip, the sword?
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on July 08, 2013, 05:24:31 PM
1) The first difference is that Declare an Obligation can only be used once per mission, as can Know a Guy..., but the Fixer can use both.

The second difference is that a contact created with Know a Guy... only becomes a contact/obligation on a 10+, otherwise they're an NPC you can use Hit the Street on right now, but without any real connection to the character. It's essentially someone whose phone number you have, but that's it.

2) Skillwire chips give fictional positioning rather than moves ("I have a climbing chip, so I can use this climbing gear to scale a skyscraper.") If you wanted, you could make special moves that can be used by characters with certain skillchips, but that's a customisation option.

3) Hmm... good point. I've revised the weapons since I put the alpha version online...

I revised the tag: "Messy: Fire effect is inconsistent throughout the area of effect, but it makes a mess of people and things that it hits. If a messy weapon is loud it cannot be silenced."
I also removed +messy from the club. I'm not sure about the sword...
Title: Re: The Sprawl: Alpha Version
Post by: GilboD on August 06, 2013, 06:49:33 PM
I really love all the work and cyberpunk flare that is The Sprawl. If this makes it to print, I would gladly pay for a hard copy.

For now though I'm working on printable Playbooks for The Sprawl because I want to run it for my regular Monster of the Week crew sometime. I'll post them here when I'm done. They're based off the Template for Custom Playbooks from Monster of the Week and are turning out pretty well. I don't know what font though you use for The Sprawl so I'm making approximations.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on August 07, 2013, 12:28:43 AM
Thanks! The main header font I'm using at the moment is AR Destine, but it's just a free font I found with a quick search so I'm open to better options.

I do intend for this to go to print, at which point I get some professional help with layout, design, and all that fun stuff.

For a while I was using a cool set of playbooks that CoveredInFish sent me, but enough of the moves have now changed that my playtests are back to basic printouts of the playbooks in the PDF.

Playbooks are something I'll look into when I've posted the latest iteration of the rules. Until then, anyone should feel free to post links to playbooks they've made here. It's usually the case that users make cooler character sheets than game designers anyway!
Title: Re: The Sprawl: Alpha Version
Post by: GilboD on August 08, 2013, 02:08:57 AM
I finished the basic template I'm going to be working off of.

https://docs.google.com/file/d/0B0d9TAoIzcKXejU2MFZaNFhWZU0/edit?usp=sharing

Feel free to review and make formatting suggestions or even show me up with your Word or OpenOffice skills.

Note: It might look wonky when opened in Word, but OpenOffice is free. PDF versions for each of the Playbooks are forthcoming soon.
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on August 08, 2013, 06:05:48 PM
Cool, thanks for posting it. Definitely based on the MotW playbook style! If you start a new thread when you post playbook pdfs, it might be easier to point people at them.

As far as I can tell, the only thing missing is a place to write Cred.

In the next version, advancement works like this: http://www.ardens.org/2013/06/advancement-directives-and-personal-directives/ So to future-proof the playbook you'll need to allow space for to write in two directives. I don't think there are any substantive changes to the kinds of info you'll need in the playbooks though. Everything else is just tweaked moves, equipment and text.

Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on August 11, 2013, 06:09:32 AM
Good news everyone!

There's a link chain to a beta rules set! (http://apocalypse-world.com/forums/index.php?topic=6489.0)
Title: Re: The Sprawl: Alpha Version
Post by: Anarchangel on August 11, 2013, 06:11:00 AM
I hope I managed to get this out before you got too far on playbooks, GilboD.

If not, sorry! If it's any consolation, that was a major impetus to getting this much awaited revision out there.