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spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I've just spotted Action Movie World; can anyone give me a rec (good or bad)?

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Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Looks very good from a read: the playbooks are very evocative, moves are solid and it fits the genre. I don't know how it'll work long-term but it's perfect for contained stuff. I'd love more script playbooks though since they're all really 80s, give me a heist, rampage or Fast and Furious style thing.

Megazver
Jan 13, 2006
Some Frenchmen are making a game based on Jack Vance's Tschai novels (or, rather, their comicbook adaptations?):

https://www.ulule.com/tschai/

It's already funded several times over, Jack Vance is awesome and the art is kinda dope, but it *is* based on Dungeon World, which I am rather tired of.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
So, in Legacy the Remnant has a move called Inhuman Elegance, that's a mirror of Hypnotic (the skinner move). However, the Skinner move generates hold on them that they have to do things to get rid of; you don't get to pick what they do, but they will want to do some useful things for you. Conversely Inhuman Elegance is something you spend to make them do something specific. I feel like that loses some of the flavour of the move and becomes way more powerful; is that intentional?

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!

Megazver posted:

Some Frenchmen are making a game based on Jack Vance's Tschai novels (or, rather, their comicbook adaptations?):

https://www.ulule.com/tschai/

It's already funded several times over, Jack Vance is awesome and the art is kinda dope, but it *is* based on Dungeon World, which I am rather tired of.
I love Tschai, but I'm not sure any version of PBTA is really the right system. Ironically, if you gotta use PBTA, a version that kinda allows sandbox D&D stuff is probably better than one focused on TV episodic character drama.

Flavivirus
Dec 14, 2011

The next stage of evolution.

spectralent posted:

So, in Legacy the Remnant has a move called Inhuman Elegance, that's a mirror of Hypnotic (the skinner move). However, the Skinner move generates hold on them that they have to do things to get rid of; you don't get to pick what they do, but they will want to do some useful things for you. Conversely Inhuman Elegance is something you spend to make them do something specific. I feel like that loses some of the flavour of the move and becomes way more powerful; is that intentional?

You know what? You're absolutely right. I can't remember if I intentionally set out to copy Hypnotic (though given the way it's almost identical, probably?), but the AW version has a lot more bite and drives more drama than the current Legacy version. I'll give it another look, and either give it the rest of Hypnotic's effects and spend structure or make it more like In-Brian Puppet Strings. Thanks for bringing it up!

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!

Halloween Jack posted:

I love Tschai, but I'm not sure any version of PBTA is really the right system. Ironically, if you gotta use PBTA, a version that kinda allows sandbox D&D stuff is probably better than one focused on TV episodic character drama.
Derp derp derp, the actual answer to this is that if you're going to do Tschai in a narrative system, the best is probably the new version of The Dying Earth system that began as Skulduggery and then appeared in The Dying Earth Revivification Folio and The Gaean Reach.

The themes of Tschai's Planet of Adventure series are very similar to The Dying Earth and The Demon Princes. All three are picaresques where the protagonist is a rogue and an outsider, where civilization has fractured into insular communities, and everyone, even the most prim and conservative, are likely to cheat you just because they can.

lessavini
Jun 22, 2017
Hey folks, just did this reskin of the Sprawl for Shadowrun. Any tips for improving the magic playbooks are welcome:

https://drive.google.com/file/d/0ByF9qkt14FlUeHBRTTFCZGxZTVE/view

By the way, I have a question for Sprawl players: am I right to interpret that Cred wager for calculating payoff as the investment the character does in the mission, like mobilizing contacts, maintaining gear, buying ammo, etc? Also, if I wager say, 3 creds for a mission, does this cover the cost of eventual guns or gear that I acquire during legwork?

lessavini fucked around with this message at 04:18 on Oct 18, 2017

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Credits can be traded without rolling; it's assumed that the GM can say your favors also cost credit, but sometimes they want. It's not a very articulated system.

lessavini
Jun 22, 2017
Could I let them stake more Cred in certain missions? Say a hi profile hi risk target like Aztechnology or something, could I let them stake 5 creds or so?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Remember that going to three credit advances the mission. A better way to do it is provide an excellent source of money that conflicts with the objectives; you can save the VIP or raid the vault but not both.

lessavini
Jun 22, 2017

Golden Bee posted:

Remember that going to three credit advances the mission. A better way to do it is provide an excellent source of money that conflicts with the objectives; you can save the VIP or raid the vault but not both.
Great idea.

What about this set of rules for a Downtime phase.. (inspired by Blades in the Dark)

Downtime phase rules:
- Each player may have 1 (one) downtime move for free. If he/she wishes to do more, it costs 1 Cred for each new move after the first.
- Besides the Downtime moves, the moves Hit the Street, Research and Lie Low and Hit Back on the Corp are also available in this phase.
- Harm suffered do not heals up automatically now. For recovering, you must take the "Stitch yourself Up" move during downtime.

Downtime Moves:
1) Find the job: when you hit the clubs to look for a job, roll +Style. On a hit, you find it. Tell the MC what kind of opportunity it is (extraction, wetwork, etc), the target (an existing corp/threat or something else), and pick an extra option on Get the Job. On 7-9 you attracted unwanted attention, the MC will advance a corp/threat clock.

2) Stitch yourself up: when you visit a street doc to get treatment, heal up all your harm if it's equal or under 1800. If it's over 1800, heal up to it.

3) Stick it to the Man: when the team attempts to sabotage a corp's operation to reduce the heat, describe it and roll the leader's Edge. On a hit, reduce 1 segment from it's clock. On 7-9 also pick one: everybody gets hurt in the process (1-harm AP), lose 1 Cred, or have some valuable item broken. On 6-, pick one and the MC will advance the corp' clock. (note: this move must be picked by the entire team)

Thoughts?

lessavini fucked around with this message at 19:44 on Oct 27, 2017

Banana Man
Oct 2, 2015

mm time 2 gargle piss and shit
Played urban shadows, it was fun.

Tevery Best
Oct 11, 2013

Hewlo Furriend
Sprawl story from last Sunday.

So we started off sometime last year, I think? It's been a while. Played a bunch of missions, it was rad, but some interpersonal breakdowns meant that the group had to be rerolled and someone replaced. But we decided to continue playing in the same universe, with unfinished threads from the original campaign still dangling loose and old characters having cameos every now and again.

We brought in a new guy, who did not have much RPG experience, but is a cool guy with a lot of potential. Unfortunately, the characters we made for the new session tended to suffer from meme overload, partly because the new guy was not housebroken yet and this had a ripple effect on the rest of the bunch. I tried rolling with it, couldn't, failed miserably. So after a few months of not playing I threw a bit of a tantrum and talked everyone into de-memeing their characters, and everyone decided that'd be for the best and actually the easiest way is to just kill them off. So we played a session where we did just that.

Except for ech0 the Hacker.

Ech0 was the most normal of the entire party, and his shtick was solely that he was a huge no-life and had a sweet bike. So when at the end of the mission where everything went wrong, the bike was taken in by Lucky Land Communications' hit squad and he spent all of his Cred on getting out of Japan and shipping himself to Berlin, where he spent whatever he had left on a new bike. He is now at 0 Cred.

And as we all know, that's a perfect excuse to mess with a player.

So right now he's living in an old capsule hotel for gastarbeiters with a bunch of angry Turks who can't get citizenship for five generations now. He keeps the lights on by troubleshooting at a tech bazaar on Prinzstrasse. Nobody respects him, nobody knows him, and for all his posturing the only "hacking" jobs he could get were through Mr. Wizard the Tech, back when he worked for the police (he's since been severed after getting shot at fried his comms implant and the force has been privatised anyway).

So Bill Lowrey the Infiltrator goes to get the job. And, as it turns out, his contact Klaus has a corporate extraction all lined up! You need to pull a woman out of the Bayer-GSK arcology on the west side of the Berlin Wall. Then clone a transponder chip she has implanted in her and stick it in a genetically-identical corpse to feign her death. Luckily, she has a twin sister, except nobody knows where she is. But I already lined up a crew for you, Bill!

Meet Blazej the Hunter, a cool, solid professional. He's a Pollack, but what can you do. He's on the team to find the missing girl.
Then there's Mr. Wizard the Tech. Ex-cop. He's gonna help you build an interface for the chip! (Klaus neglects to mention Mr. Wizard is not a cybernetics specialist.)
Obviously, you're also gonna need a Hacker, right? To write the software. I got you a Hacker! A great Hacker! Her name's Terzi Basha. The girl is amazing. Although a Turk. But you can rely on her!

Oh, and there's also this expendable errand boy. Goes by ech0. I pay him just enough to pay the rent, but it's okay, he's so transparently illegal if you think he's acting up just call immigration services and he's at Lampedusa before the weekend.

And this little setup worked perfectly. Ech0 has a huge chip on his shoulder and it's so drat transparent everyone else is actually scared he's gonna pull off something stupid. The first thing he does is go dig for dirt on Terzi. He keeps trying to pull everyone into his little harebrained schemes to undermine her, and everyone sees it. He also volunteers for jobs he has no business doing just to get anyone to respect him. Bill, who's supposed to be the chief of the crew, does not trust him at all.

Thus when, after three real-time hours of crying wolf, he actually finds a tracking bug in his motorcycle gas tank, everyone roundly tells him to go gently caress right off.

There's also the story of how Bill went to a luxury German brothel to see if the missing sister is there and moved the Legwork clock three segments in the process, but that's for another time.

lessavini
Jun 22, 2017
We had our first game of the Sprawl this weekend. Shadowrun hack. Infiltration-focused team. Impressions: - Intel/gear/arcana are more powerful than I had predicted, specially for infiltrating/non-fighting teams. Players pulled some crazy stuff with creative use of intel; - Legwork clock was really easy to manage. Every player acted once during this phase and the clock ended up empty (which made the "Get Paid" move trivial). Maybe we just had luck on the dice? - An Infiltrator player ("Case the joint"+"Face") with a Decker ("Datajack w/ Storage"+"Search Optimize") meant the team entered action phase swimming in Intel. Is these playbooks a really good combo for intel, or just a coincidence?

Also, it was interesting to see how the engine works on a more closed/scripted environment. Up to now I've only played Apoc World, Sagas and Monsterhearts, all pretty open and player-driven. But Sprawl was a new experience. Am I right to infer that a good way to regulate difficulty is to simply increase/decrease granularity during missions/the number of tests the team does, thus increasing the chance for 7-9 results? In this mission, to illustrate a corp instalation with top-notch physical security but a so-so matrix one, I amped the physical "checkpoints" while keeping those in the matrix to a minimum. It seemd to have worked, as the decker managed to be extremely useful manipulating cameras, issuing distracting calls, opening doors, etc (he triggered ICE only once), while the remaining team faced ugly choices every 2 steps.

The only weird part was that no directives were used. No player chose the more common ones during creation (eg: finance) so it was hard to improvise and throw dilemas and opportunities for them to tap on directives. Next time I will try to come up with better "carrots" for them.

lessavini fucked around with this message at 06:19 on Nov 20, 2017

Flavivirus
Dec 14, 2011

The next stage of evolution.
Yeah, generally the best way to increase difficulty in PbtA is to add extra steps, or conditions they have to meet before doing the thing they want. The Sprawl does seem pretty great at its zoomed in mission stuff, though I'd be interested in how well it handles non-legwork downtime.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
I think you generally just freeform it with an occasional persuade roll, it’s not really the focus of the thing so you shouldn’t get too deep.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Tevery Best posted:

tech bazaar on Prinzstrasse.

It's Pilzstrasse and it's a really dumb joke.

lessavini
Jun 22, 2017

Flavivirus posted:

Yeah, generally the best way to increase difficulty in PbtA is to add extra steps, or conditions they have to meet before doing the thing they want. The Sprawl does seem pretty great at its zoomed in mission stuff,
Yep. The action clock that represents alertness on instalation/target is really neat. We had it reaching up to 23 o'clock (1 segment to "midnight") and the group' tension with each step was paupable. I could feel the collective "sigh" of relief in the end when they stepped out of the instalation. It was a feeling I never had in all my life with Shadowrun/Cyberpunk2020.

quote:

...though I'd be interested in how well it handles non-legwork downtime.
It's pretty vague by default, as Rumble in the Bunghole said, with players auto-healing injuries etc and just going straight to the MC's next job. BUT it's very easy to insert custom moves and actions. For eg. we used the two downtime (custom) moves above ("find the job" and "get stitched") for good effect, and we are already thinking about one to find a safehouse (will take the Hardholder holding creation as inspiration). Also, we ended up with 2 corp clocks past 2100, which means retaliation is on the way. It's a prompt for next session having some downtime action right at start.

Oh and we are particularly proud of "Find the job", as it forced the MC to come up with something THE PLAYERS chose to see (in this case, a data theft straight from the Aztechnology piramid) instead of being fed the MC lil' story of the week. So anyone looking for a downtime move and a way to give players more control (as per default Apoc World style) will do good adopting this move or a similar one. I could see the worry in the face of our more... let's say "script-loving" member. He was certainly thinking "poo poo, when it's my turn to MC, it will be hard to come up with a pre-created story". And this is the precise effect I wanted when I proposed the move to the group. MWA-HA-haha. :D

lessavini fucked around with this message at 12:57 on Nov 20, 2017

NAME REDACTED
Dec 22, 2010
I'm still running the Dungeon World game I asked this thread for help setting up back in June - it's still going and the players seem to be having fun, which I admit I wasn't certain would happen. The leading questions advice was useful - I had a list of a few questions about what will probably end up being the major antagonists for the campaign if nothing else turns up, and the answers my players gave moved the entire story in a direction I wasn't expecting but have had a lot of fun with so far.

The party are currently escorting an evacuated village to the closest major city, and we've had some fun with that, but last session a 6- roll on keeping watch led to a gang of werewolf bandits making off with a significant chunk of the village's supplies, and as the people whose mistakes allowed this to happen, the group have been told to get them back. There's one bandit who's already sort of established as a character, and I have a couple of ideas for things that could happen if and when the players catch up, but I'm nervous about just putting the group through what is essentially a dungeon crawl with not much in the way of player input. Does anyone have any advice for questions I can ask to keep players involved in worldbuilding?

megane
Jun 20, 2008



You can always ask questions about the dungeon itself. If they find a trap, ask: hey, rogue, what devious trap did you just discover? Or: what sort of monsters has Bad Guy got in here? What escape routes do you see?

You can also do that stuff ahead of time, for instance by giving them a chance to stock up and prepare for the expedition and asking some questions about what they expect, and then have their answers turn out to be true (or turn out to be false in funny or ironic ways). That's always fun.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
One easy way is to let your players draw the map of the immediate area. Then you can figure out where the bandits would be located, or let them figure it out with some rolls.

Otherwise with something like this, I think it's okay to just roll with it. It was the players' choices that lead them up to this point, so they're probably already invested. Just roll with any Spout Lore or Discern Realities rolls.

And I say this every time Spout Lore comes up: IMO it's always better to tell the players something they don't want to hear (Reveal an unwelcome truth) than to tell them false information on a failure. Otherwise you end up pulling your players out of the moment with metagaming.

If you desperately want some leading questions, something about why the bandits stole the supplies could be decent ("What semi-noble reason did they have for taking the supplies"). Or if you want a twist, maybe they catch up to the bandits only to find they got beat up and the supplies were stolen again, and you could ask about that ("Judging by their wounds, what could have taken the supplies now").

lessavini
Jun 22, 2017
Back to the Sprawl, shouldn't the Hacker also have a move for reducing the mision clock, similar to the infiltrator ones? I mean, come on, if the Infiltrator can make it just by making a pass at the guard chick, why can't the hacker do it if he takes control of the fragging security system!?

What do you think of this move for addressing this:

Security Expert: "While you're jacked in to a system and no alerts were triggered, you may reduce the mission clock by one segment when you roll 12+ to Compromise Security or Manipulate system".

Thoughts ?

OfChristandMen
Feb 14, 2006

GENERIC CANDY AVATAR #2
I GM'd a Dungeon World one shot over the weekend and was very impressed by the system. Initially I was apprehensive about the rules structure since familiar enough with D&D that I know which rules to ignore and which rules to bend. I tried to be respectful of the system and acknowledge that the moves are there to create structure, pacing and narrative to keep the session steady and not be dominated by either the GM or the Players.

The group really appreciated the bonds section (as I did when I played) and were definitely the most "fun" of the session, and as a GM, I appreciated that the world-building was not 100% on me, but was collaborative instead. After the bonds and characters were created, I used the information (with a lot of back and forth) to create Fronts, Dooms and Portents as I understood them while players took a break to get coffee.

I tried to follow the Tight Dungeon World One Shot guide and started off with combat which wonderfully devolved into higher and higher steaks. When I started ratcheting up the tension and the players kept rolling sixes, I finally got that taste of "How will you, Dusty Rosewater, Queen of the Great Forest, possibly survive this?" which provoked some insane extravaganza of action that kept everyone hooked.

I utilized a lot of Index Card doodles / notes for both the Map (allowing blanks) and keeping track of shapeshifting moves (thanks Adam Koebel's streams), which really helped illustrate parts of the world.

After a break in play, I went back to my Fronts and attempted to increment them each by one but I found that I had woven almost all of them into the story already, and the steaks were realized, which was very reassuring that things were progressing well. I'll have to go back and check which GM moves I used and didn't use, but I got to achieve my personal GM goal of: NEVER ROLLING A SINGLE DIE!

I think my only frustration as the GM came from when the players would encounter something mystical that their characters had to overcome, where Spout Lore and Discern Realities didn't really cover. For instance, they came across a forgotten Arcane Laboratory with magical defenses. The wizard specifically mentioned he had never been to or didn't know much about the place, so we both agreed that Spout Lore wouldn't work. But trying to solve any puzzles or "figure out" what was going on, such as the Investigate skill in D&D or some sort of divination magic might help, especially for non-The-Wizard characters.

All in all, great system for one-shots and I can definitely see playing more sessions with less RPG experienced players, but may stick to D&D homebrews for longer running campaigns. I recommend This wonderful 'Syllabus' of content for DW GMers

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
If there’s something you want the players to know, just tell them and don’t gate it behind skills.

lessavini
Jun 22, 2017
Yeah, playing "gotcha" don't really work in PbtA in my view. Just give them the info and move on. The game is about tough, but informed, choices, and the snowballing outcomes.

OfChristandMen
Feb 14, 2006

GENERIC CANDY AVATAR #2
Ah, so I could do something like:

quote:

Wizard, you know that these defenses are formidable but deactivating them could expose the entire station to danger. Surely they were left up for a reason...

Or

quote:

Thief, you're pretty sure that you could disarm these traps, but you've heard tell that these stations have very "sensative" self-destruct sequences... and there's undoubtably great treasures below...

Where I present dangers as solutions, and consequences that could affect the party or the goal.

So is there just a lack of "puzzles" in Dungeon World because it moves too fast a la Action Montages? I suppose I mean generic, non-combat Wizard Ritual like scenarios but I agree I could just reveal the information I want them to know. The informed choices could include the "you spend time figuring out how to deactivate, but you are lost in thought and fail to notice the SUDDENLY OGRES!! behind you! What do you do?"

Ilor
Feb 2, 2008

That's a crit.
Honestly, the best ways to handle generic "puzzle" stuff in PbtA games are to either a) not do it and focus instead on the action, or b) handle it with a custom move that abstracts the time taken and presents immediate choices to the players. Like say there's an old reactor that's powering the "temporal stabilizer," which is presumably doing something important. Unfortunately, something has gone terribly wrong, and the reactor is beginning to melt down - the "experts" give it a matter of days before it explodes. The reactor core is protected by an "entangled quantum manifold," which prevents easy access. This tremendously complicated bit of left-over pre-Fall tech is like one of those sliding-pieces puzzles, except it's not entirely clear that it adheres to what we ordinarily think of as laws of space and time. So:

When you attempt to disentangle the quantum manifold protecting the reactor core, roll+weird. On a hit, you have successfully disabled it and gained access to the reactor. Additionally, on a 7-9, pick one, on a 10+ all three:
* You prevent the chain reaction from accelerating to meltdown in a matter of hours.
* You prevent an immediate tachyon discharge (4-harm ap loud area).
* You avoid overloading the temporal stabilizer.

On a miss, you have somehow managed to violate the laws of causality; immediately re-do the Hx portion of character creation for all characters present, with the proviso that no one can take the same relationships they took previously. The quantum manifold is disabled - allowing access to the reactor core - and while you're all still alive, poo poo just got weird.

The other really good way to handle puzzles is to give the Savvyhead something to do in his or her workspace (i.e. "when you go into your workspace to get to the bottom of some poo poo...") or make your wizard go to his or her place of power (a la Dungeon World), as the rules for these interactions are far more open-ended. They allow the "puzzle solver" characters to shine and give the MC loads of options for what it's gonna cost to overcome this obstacle.

NAME REDACTED
Dec 22, 2010

megane posted:

You can always ask questions about the dungeon itself. If they find a trap, ask: hey, rogue, what devious trap did you just discover? Or: what sort of monsters has Bad Guy got in here? What escape routes do you see?

You can also do that stuff ahead of time, for instance by giving them a chance to stock up and prepare for the expedition and asking some questions about what they expect, and then have their answers turn out to be true (or turn out to be false in funny or ironic ways). That's always fun.

ImpactVector posted:

One easy way is to let your players draw the map of the immediate area. Then you can figure out where the bandits would be located, or let them figure it out with some rolls.

Otherwise with something like this, I think it's okay to just roll with it. It was the players' choices that lead them up to this point, so they're probably already invested. Just roll with any Spout Lore or Discern Realities rolls.

And I say this every time Spout Lore comes up: IMO it's always better to tell the players something they don't want to hear (Reveal an unwelcome truth) than to tell them false information on a failure. Otherwise you end up pulling your players out of the moment with metagaming.

If you desperately want some leading questions, something about why the bandits stole the supplies could be decent ("What semi-noble reason did they have for taking the supplies"). Or if you want a twist, maybe they catch up to the bandits only to find they got beat up and the supplies were stolen again, and you could ask about that ("Judging by their wounds, what could have taken the supplies now").

Thanks! I really like the idea of asking what each character expects, and then building off that. I need to get better about Revealing an Unwelcome Truth I can build on, though - this might be a good opportunity to practice.

Flavivirus
Dec 14, 2011

The next stage of evolution.

NAME REDACTED posted:

Thanks! I really like the idea of asking what each character expects, and then building off that. I need to get better about Revealing an Unwelcome Truth I can build on, though - this might be a good opportunity to practice.

For an ongoing campaign, this is where a Front can really help. Having one written up in advance means you have something to reach for when it's time for things to go wrong, and you can make sure that all the little problems end up pointing towards a big problem the players can solve and feel like heroes.

lessavini
Jun 22, 2017
Any Sprawl and Shadowrun fan could take a look and see if this Technomancer is making sense?

https://drive.google.com/open?id=1BC78nR3YOJ7KrzzOccZvWTACOpLKp3Z4


Thanks!

lessavini fucked around with this message at 05:28 on Nov 30, 2017

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

Has anyone picked up City of Mist? I'm seeing lots of ads for it and I'm tempted but 55 for a PDF & Book is a bit steep. Is it worth it?

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

lessavini posted:

Any Sprawl and Shadowrun fan could take a look and see if this Technomancer is making sense?

https://drive.google.com/open?id=1DW_EwziAlfx-a9Q7mwsBHVbO7R8dMe8W



The flavour description says

quote:

Now you can access the matrix with just your mind, and do things a decker would never thought possible. But this gift had a price. After the Crash, rumors of weirdos that could hack into people's electronics and implants with just their minds

but you can't really do either of those things, as far as I can tell. You play pretty much the same as a hacker except you don't need USB ports. This character should be a lot stranger than it is. At the very least, let me do those two things. I'd start that by pushing stuff like Talking to Ice and all the recontextualised mystic angles, since that's the most interesting part.

For all the words and flavour, Technoshaman is a numbers boost. The main problem's probably with the overly complicated hacking moves in the sprawl, but do what Apocalypse World 2e did to simplify the Driver and make it a +1 to rolls with it's help and let it do stuff remotely, maybe give it some whims, rules or eccentricities to give it more personality.

Here's my shot at redoing the move. someone more tolerant of the hacking stuff in the sprawl can fix it or make it appropriate

quote:

Technoshaman
You know and deal with Sprites, strange virtual spirits in the resonance, and can ask them for boons. When you request their help, roll +REZ.
On a 7+, they take control of a computer subsystem. Take 3 Hold to direct subsystems, without having to stay logged in.
On a 7-9, their whims are out of control. choose 1.
> They play around with the systems and do unexpected things after you order them around
> They leave obvious trails of a technomancer's presence. Advance the Consequence Clock or whatever it's called
> they ask a favor of you at some point

The +prejudice tag that comes for being a technomancer seems a bit light. Being a postmodern mystic and walking psychic EMP that's being hunted by the authorities is a pretty big deal, compared to what Orc characters are going to go through. It should probably be some Wolves of the Apocalypse level stuff. Or maybe +Valuable if that comes of as sinister enough

Other than that it should be pretty solid, just push the crazy magic stuff more. Mostly I'm just griping about the hacking moves. Let me teleport along bluetooth, manifest my avatar IRL or hack pacemakers with a glance (I'd just whip that up as a weapon, like Electric Mental Pulse: S-Harm, near, area, hits enhanced only, reload.) I don't really know what Shadowrun lets you do so I can't really see the boundaries you're working in.

Wrestlepig fucked around with this message at 04:27 on Nov 30, 2017

lessavini
Jun 22, 2017
Good points, Rumble.

rumble in the bunghole posted:

but you can't really do either of those things, as far as I can tell. You play pretty much the same as a hacker except you don't need USB ports. This character should be a lot stranger than it is.
Well, there are lot's of things a hacker can't do, actually: Mind over Machine let's you control drones with your mind, Resonance Pulse let's you communicate (or jammer nearby communications) with your mind too and Skinlink let's you bypass security measures by touch. Inside the matrix, Talk to Ice let's you bypass Ice easier/without a fight, Ghost in Machine erases traces, and Resonance Spike that let's you kick users out of the system. Hackers can't really do any of those things. Oh and Deep Resonance is basically Open you mind but reskinned, and the hacker can't do it too.

quote:

At the very least, let me do those two things. I'd start that by pushing stuff like Talking to Ice and all the recontextualised mystic angles, since that's the most interesting part.
I agree. That is indeed the playbook "main thing" I had in mind since the beginning. Do you think the Talk to Ice move could do with a couple extra options to make it more interesting?

quote:

For all the words and flavour, Technoshaman is a numbers boost. The main problem's probably with the overly complicated hacking moves in the sprawl, but do what Apocalypse World 2e did to simplify the Driver and make it a +1 to rolls with it's help and let it do stuff remotely, maybe give it some whims, rules or eccentricities to give it more personality.

Here's my shot at redoing the move. someone more tolerant of the hacking stuff in the sprawl can fix it or make it appropriate

Technoshaman
You know and deal with Sprites, strange virtual spirits in the resonance, and can ask them for boons. When you request their help, roll +REZ.
On a 7+, they take control of a computer subsystem. Take 3 Hold to direct subsystems, without having to stay logged in.
On a 7-9, their whims are out of control. choose 1.
> They play around with the systems and do unexpected things after you order them around
> They leave obvious trails of a technomancer's presence. Advance the Consequence Clock or whatever it's called
> they ask a favor of you at some point
This is beautiful. Simple and beautiful. I loved it.

quote:

The +prejudice tag that comes for being a technomancer seems a bit light. Being a postmodern mystic and walking psychic EMP that's being hunted by the authorities is a pretty big deal, compared to what Orc characters are going to go through. It should probably be some Wolves of the Apocalypse level stuff. Or maybe +Valuable if that comes of as sinister enough
Agreed again. Did you notice the option for being +hunted by a corp at creation? If I put it as obligatory (instead of an option) do you think it could solve this point?

quote:

Other than that it should be pretty solid, just push the crazy magic stuff more. Mostly I'm just griping about the hacking moves. Let me teleport along bluetooth, manifest my avatar IRL or hack pacemakers with a glance (I'd just whip that up as a weapon, like Electric Mental Pulse: S-Harm, near, area, hits enhanced only, reload.) I don't really know what Shadowrun lets you do so I can't really see the boundaries you're working in.
Lol this is crazy good, but unfortunately would go beyond the Shadowrun concept of the archetype. In that game It's basically a Neo (from Matrix) that can bend the matrix rules instead of playing by it as hackers do. BUT I think messing with gear and implants would be fair game. Maybe putting tags in them? Gremlins: Roll +Rez, on a hit put a tag on a piece of gear or cyberware. on 10+ put 3: +unstable (on a miss your cyberarm jams), +damaging (on a miss take 1-harm ap), +substandard (take -1 ongoing when using the implant), +decaying (make a clock for it, eavh time you use fill up a segment)?

lessavini fucked around with this message at 09:05 on Nov 30, 2017

lessavini
Jun 22, 2017
Okay, playbook updated with your inputs. New Technoshaman version, Gremlins included, and improved There is no Spoon (I still wanted more options on the Speak to Ice, but couldnt come up with anything else). Take a look:

https://drive.google.com/open?id=1YFhdWSDOTGrhIkitzT4qMMGXB1flpaE8

lessavini fucked around with this message at 21:54 on Nov 30, 2017

Lichtenstein
May 31, 2012

It'll make sense, eventually.

lessavini posted:

Well, there are lot's of things a hacker can't do, actually: Mind over Machine let's you control drones with your mind, Resonance Pulse let's you communicate (or jammer nearby communications) with your mind too and Skinlink let's you bypass security measures by touch. Inside the matrix, Talk to Ice let's you bypass Ice easier/without a fight, Ghost in Machine erases traces, and Resonance Spike that let's you kick users out of the system. Hackers can't really do any of those things.

The thing is, they can and they do. It's just that their minds have some sillicon and chrome grafted on.

lessavini
Jun 22, 2017
I got it, Lichtenstein. The problem is that the canon boundaries are really tame. A Technomancer in SR is like your grandma trying show off how cool she is by... saying a curse word LOL The current moves already go beyond what the archetype can do in SR. I took a look at The Veil to steal some moves from the Architect but even that goes beyond SR boundaries or simply don't synergize with Sprawl basic moves at all, so there is little point. But please go ahead and gimme some crazy ideas if you want. They will be welcome.

I believe the secret is in What if This Ice Wants to be Free? but I can't think of nothing else to pump it. A couple more meaningful options would do, I think. There is no Spoon could also do a boost but, again, I don't know how to do it. Sigh :(

NAME REDACTED
Dec 22, 2010

Quidthulhu posted:

Has anyone picked up City of Mist? I'm seeing lots of ads for it and I'm tempted but 55 for a PDF & Book is a bit steep. Is it worth it?

I've got a friend who's a big fan; it changes up a lot of the rules and has a lot of variant options for the setting and playstyles, so if you're into design I'd definitely recommend at least checking it out. I can't personally say whether it's worth buying the book, though. It takes a lot from Fate and Technoir, I think, and the art is nice.

lessavini
Jun 22, 2017
Settled up with this: https://drive.google.com/open?id=1EotBzWwqusg3dNIt-cj8AUX_dzm6uGUG . It's still tame by Apoc World standards, by I think I managed to extract some more juice from There is no Spoon, What if this ICE wants to be Free? and Technoshaman, to make it more interesting.

Anyway, what about these downtime moves for Sprawl?

LIFESTYLE
At the start of the session, spend 1-Cred for your lifestyle. If you do it, you got some soyfood and a shelter: describe it. If you can't or won't, choose one:
- You're hungry or badly sick. Take 1-harm AP.
- You work a gig for food and shelter. Describe it (prostitution, drug testing, etc) and Act Under Fire.
- You ask a contact for help. Say who. They got you covered but you're +owned. Get -1 ongoing on Hit the Street with them until you settle things up.

FIND A JOB
When you hit the clubs looking for an opportunity, roll Style. On a hit, you find it. Tell the MC what kind of opportunity it is (extraction, wetwork, etc), the target (an existing corp/threat or something else), and take +1 forward on Get the Job. On 7-9 you attracted unwanted attention, choose:
- Advance a Corporation Clock.
- Start the next Legwork Clock with 2 segments filled up.

STITCH YOURSELF UP
At the end of a mission, harm up to 1800 heals automatically. Anything above needs a street doctor. When you visit a street doc for treatment, choose:
- Pay 1 Cred to heal 2 segments
- Pay 2 Creds to heal up all segments.

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Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
I wouldn’t bother, the Cred economy is very tight already so taxing it further is going to make things way harder. Plus the game’s very tightly focused on the mission structure so this is going to slow things down heavily.

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