Thanks for the feedback, Mikael!
We were using the playbooks that some kind person on the Apocalypse forums created...
Yes, updated playbooks are definitely a priority for the next revision.
* Character creation took longer than expected, more than 3 hours all told, I think. This was a big chunk of the available playing time, which led us to conclude that this is not really a one-shot game.
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* Jobs against the corps were entertaining and quick, with the limiting factor being more my typing speed than the players' imagination.
Interesting that it took so long. I run it as a one shot regularly and it usually takes me an hour. Of course, I know the procedures pretty well! But from the comment about typing, were you playing online or something?
The next version will have an extended chargen example and I'm thinking of recording a character generation session that might provide some additional guidance.
* One player would have liked to play a stereotypical Face, i.e. the suave and social Stylish and Cool mouthpiece of the team, but could not find a suitable Playbook. This we felt is a gap worth filling.
Depending on the angle the player wants, the Fixer or the Pusher should fill this role. What did the player want to do that couldn't be handled by those playbooks?
Jobs seemed to very quickly fill the Corporate clock, especially as GPS got two missions against it. The text is a bit open for interpretation here, but I ruled that being taken as the target does NOT advance the clock, only the other characters joining in on the raid. If I would have made the other interpretation, the two missions would have easily maxed the GPS clock, which did not seem right in terms of pacing.
The first character to define a mission against a certain corporation starts the clock, but doesn't advance it. If a second character defines a mission against the same corporation, that advances the clock. This will be clearer with a play example, I'm sure.
But, yes, if two players choose to make a run against the same corporation and everyone piles on, then the clock will max out. That gives the players the option of setting up the game with a corporation out to get them from the get go. I'll add a note for the GM to make that clear in the Links phase.
One player especially commented that the gear packages felt like an artificial "hard choice" on top of all the other hard choices already made, and that the approach did not really fit the stated vibe of "characters are professionals, and have the necessary gear". Maybe "pick 5 out of the following long list + colorful paraphernalia" could work better, not sure.
Yes, those are going to change to be a bit more flexible on that front. I'd be willing to be that the "hard choice" comment was from the Infiltrator? Their choice is pretty hard.
Personal directives, while clear in intent, were not easy for most of the players, probably because they did not know their characters' personalities well enough yet. Also, it was a bit of a mixture between picking from the list and rolling their own, and when rolling their own there was uncertainty on what exactly is appropriate and how to word things. Note that this is a group with not that much direct experience of the Keys from... I forget the name of that game.
They're currently a bit unwieldy, I agree. They'll be better integrated in the next version.
We wondered whether the goal for the players is to not get the corps annoyed with them - many successful missions with the characters being the professionals they are - or whether the basic assumption is that things will go wrong, corp clocks will quickly fill up, and the point is playing a story where the first mission already is a bust and the focus of the play is more on the aftermath than on the missions.
* Actual game was very much the team working as a team to reach the common goal. There was virtually no real interplay between the characters. This may and probably will change in longer play, with varying pressures from the corps and directives, but it still felt too mission-focused to match our expectations of the cyberpunk genre, where the discussions, varying backgrounds and real goals of the characters seen a big part of the stories. We were thinking that maybe there should be some mechanic that would specifically make it so that the players or characters would need something from each other, in order to be effective. I say "players or characters" deliberately, because we did not even iron out whether this something would be some kind of a meta currency or more in-fiction things, or both.
The goal for the players is to play to find out in a certain kind of cyberpunk setting. To paraphrase the "Why Play the Sprawl" section in Chapter 1, the goal is to create a story about badass professionals living outside the law and struggling against the corporate status quo in an environment coloured by treachery and double-crosses.
The Sprawl is intentionally mission focused, so there's a natural focus on the team. Friction between the characters lies in the directives and in the GM's moves. Corps should make demands on characters they own that make those characters make hard choices. Corps that are hunting characters should show up at the worst time and threaten to blow the current mission. Corps should offer money, cyberware and survival to get their hooks into characters and make them dance to their tune. All of those things add friction that threatens the team dynamic.
Thanks again for this feedback, Mikael, I can see lots of places where I will need good examples to clarify things and where I will need good procedures to help the game run smoothly.