Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Anarchangel

Pages: [1] 2 3 ... 22
1
The Sprawl / Re: Occult Playbooks for The Sprawl
« on: May 09, 2017, 09:18:26 AM »
After your recent post on G+, I actually found an earlier duplicate of the post in the moderation queue, so that was probably the issue.

This is after I turned moderation way down after similar issues a few months ago!

2
The Sprawl / Re: Occult Playbooks for The Sprawl
« on: May 04, 2017, 10:16:26 AM »
I love the Monsterhearts vibe I get from these images.

3
The Sprawl / Re: Occult Playbooks for The Sprawl
« on: May 04, 2017, 10:14:39 AM »
Sweet!

FYI, if you want a more active forum to show off/discuss these, then the G+ community is a good spot: https://plus.google.com/u/0/communities/100639022106768583265 (there's also a reddit community if that's your bag.)


4
The Sprawl / No answer? Try the G+ Community!
« on: November 18, 2016, 08:16:19 AM »
Hi Sprawlers!

I do check this forum, but not as often as I used to. I've also noticed that notifications of new posts are patchy. If you want a quick reply, your best bet is to post on The Sprawl's G+ community: https://plus.google.com/u/0/communities/100639022106768583265

This is the most active discussion area for the game. Your question will probably be answered within hours if not minutes, and often before I see it!

You can also poke me on Twitter: @thesprawl_rpg or @ardensludere

Thanks!
Hamish

5
The Sprawl / Re: Show the Clock, Hide the Clock...
« on: November 18, 2016, 08:08:54 AM »
Hi michel3105!

Thanks for your question! Yeah, this could be clearer.

The players should always be able to see the number that the clock is at: 1200, 1500, 1800, 2100, etc.
The players should not be able to see what happens at each level: so if at 2100 on the Action Clock, the facility goes into lockdown, they shouldn't know that until it happens.

Does that clarify that?

6
The Sprawl / Re: Move Stat Question
« on: November 18, 2016, 08:06:33 AM »
Hi miedvied

Early iterations of the Hacker were more focused, but because the matrix moves are the main moves that apply while in the Matrix, having those moves focused meant that the Hacker was nearly always rolling at +2, sometimes at +1 and never at lower numbers. Rolling at +2 all the time is pretty boring.

The high competency of the Hacker comes from moves like console cowboy that give extra hold to avoid dangers, programs which give a host of specialised bonuses not available outside the matrix, and the 7-9 results on the Matrix not being as dangerous as those outside the matrix.

So my answer is that they're not de-powered, but the balance is different, and that's intentional. Have you found that they seem less competent in play, or is this an observation from reading? If from reading, I'd be interested to hear your thoughts after playing them, and if from play, I'd be interested to hear why the things I outlined above didn't help.

7
The Sprawl / The Sprawl now on DTRPG!
« on: February 24, 2016, 10:18:50 PM »
Glide through the most secure corporate computer networks. Crack the ICE that stands between you and that big score.

Drop your cyberlinked autoshotgun to the floor empty. Flick chrome blades from your fingers. Dive into the midst of that corporate response team to secure your team’s exit.

Turn up your synth-leather jacket against the rain. Watch the back-alley entrance of the club for your target. Tail the armoured limo through the neon-bathed streets.

Cut power to the alarms. Drop over the wall into the compound. Slip past the auto-sentries. Locate and secure the prototype. Escape under the eyes of the rotor-drones.

Whatever your story, you are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that those multinationals can’t do... or can’t be seen to do. You are deniable, professional and disposable.

The Sprawl is a game of mission-based action in a gritty neon-and-chrome Cyberpunk future for an MC and 2-4 players.
  • Create your own Sprawl at the nexus of bleeding-edge technology and fragile humanity
  • Play hardbitten professionals caught between ruthless corporate interests
  • Win sometimes, lose sometimes and be double-crossed a lot
There are a thousand stories in The Sprawl. What's yours?

8
The Sprawl / Re: Playing a new game
« on: April 02, 2015, 10:33:48 AM »
I just answered these questions on G+.

Great questions! Thanks again!

9
The Sprawl / Re: Clocks in general
« on: September 24, 2014, 10:28:40 AM »
Yeah, that's a good idea. It should keep the wording concise while still making it easy enough to max out the clock if the group wants to.

10
The Sprawl / Re: Clocks in general
« on: September 18, 2014, 11:50:37 PM »
Corporation/Threat Clocks and the Reporters' Noise and Story Clocks are the only clocks that have rules about how they are created. (Those are really special rules about the Links phase and the Reporter playbook rather than about the clocks, but I probably need to explain this better in the text.)

All other clocks exist prior to the first advance and are simply advanced.

Once a clock exists, it takes six advances to fill it:
1 (to 1500)
2 (to 1800)
3 (to 2100)
4 (to 2200)
5 (to 2300)
6 (to 0000)

Does that clarify it?

11
The Sprawl / Re: Kickstarter is Live!
« on: September 15, 2014, 10:20:13 AM »
Thanks Kuzco!

By the way, if anyone wants to hear more of my voice: http://www.idleredhands.com/?p=2644

12
The Sprawl / Re: Kickstarter is Live!
« on: September 07, 2014, 12:42:37 AM »
Thanks Kuzco!

I hope no one has had trouble with my accent so far. The only complaint I've received is that I didn't say "deck" at all... that one's a Kiwi specialty...

13
The Sprawl / Re: Kickstarter is Live!
« on: September 06, 2014, 02:01:38 AM »
TALlama: I don't have a system for tracking that and because I've made a lot of incremental changes it's difficult to track mentally, but I'll try to find time to skim the Beta version over the weekend and see what I notice.

Overall, I would say that most of the changes have involved tightening the basic and playbook moves, giving advice on how to use moves, and giving advice on how to MC the game.

AlHazred: I am aware of that trap and I'm determined not to fall into it! Having everything digital should help. I also plan to keep stretch goals out of the main book so that I can get the main book done and in your hands and harddrives then deal with additional material.

14
The Sprawl / Re: Kickstarter is Live!
« on: September 04, 2014, 12:02:54 AM »
What an amazing response! I'm excited that so many people are excited about the game and about cyberpunk in general!

15
The Sprawl / Re: Working on Version 0.3
« on: September 04, 2014, 12:02:04 AM »
I'm working on my own final editing pass now and incorporating some playtest feedback from Gateway over the weekend. v0.3 will be available to Kickstarter backers by the end of the week. If you can't back the kickstarter for whatever reason, I'm also happy to send a copy to anyone who has contributed playtest feedback.

Pages: [1] 2 3 ... 22