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31
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hacks / The Sprawl / Re: The Sprawl: Alpha Version
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on: September 04, 2012, 05:01:00 AM
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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!
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32
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hacks / The Sprawl / Re: The Sprawl: Alpha Version
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on: September 03, 2012, 06:50:03 PM
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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!
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33
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hacks / The Sprawl / Re: The Sprawl: Alpha Version
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on: September 02, 2012, 01:51:52 AM
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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?
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35
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hacks / The Sprawl / Re: The Sprawl: Alpha Version
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on: September 01, 2012, 03:51:56 PM
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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.
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37
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hacks / The Sprawl / The Sprawl: Alpha Version
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on: August 31, 2012, 06:11:55 AM
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After much ado, the first version of my cyberpunk mission-based action hack is ready for public consumption: Take a look and let me know what you think!
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38
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hacks / Dungeon World / Re: DW for 7 players
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on: August 26, 2012, 05:09:24 PM
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Some madman started a 7 player game at thirty minutes to midnight at GenCon. As I understand from my friend who played in it, it started to slow down at 3am or so, but more from the hour than the number of players.
I've run a very successful 6 player game and the only issue I found was screen time. So keep the action moving (as JBMannon noted) and be aware of switching your attention among all the players.
At this size, I'd consider using some sort of card system to keep track of who's been in the spotlight. I've seen the <i>Marvel</i> system applied to DW in this way: everyone has a card face-up in front of them, when they get a "turn" (which may be multiple moves) in the spotlight, they turn their card face-down. When all the cards are face-down, flip them all.
I essentially do something like this in my usual 4 player games, but I keep track of it all in my head. At 7 players that gets trickier.
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39
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hacks / Dungeon World / Re: Living Dungeon World
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on: August 26, 2012, 05:01:56 PM
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Our Living Dungeon World events have been quite organic so we initially hadn't considered that, but there seems to be a lot of demand, so we're thinking about it now.
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41
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hacks / The Regiment / Re: Alpha 2.0?
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on: August 26, 2012, 05:34:55 AM
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I played it off-schedule at GenCon and it was great. I'm looking forward to taking a closer look at all the playbooks and move sheets.
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42
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hacks / hacks / Re: Published Hacks
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on: August 26, 2012, 05:32:18 AM
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I think that's it so far, but I'm subscribing to this thread in case I miss any!
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43
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hacks / hacks / Re: Spy/Operative Hack already exist?
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on: August 26, 2012, 05:30:09 AM
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I'm designing The Sprawl to have an explicit mission focus (and Wilderness of Mirrors is an influence), so there could be some overlap there, but it doesn't have any sort of betrayal mechanics.
Maybe you could sign up to play it at Big Bad Con ;)
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