NOT GRIMM'S CYBERTALES
I’ve run seven sessions of The Sprawl this year. The rules for this cyberpunk PbtA rpg grabbed
me when I read them. But when I went to play the actual game differed greatly
from what I had in my head. That discontinuity left me unsure. A few months later
I reread it a couple more times. I’d played a lot more PbtA in various flavors in
the interim. This time I saw how the game’s unexpected granularity actually
worked for it.
Then when we wrapped our 30+ session Mutant & Masterminds online campaign I had a short window before
the next GM came in to run Pathfinder.
I wanted to run something more abstract for the group, but with interesting mechanics.
I put forward Blades in the Dark, Urban Shadows, and The Sprawl. Several of the players knew classic Cyberpunk 2020, so it felt like a good
fit. And make no mistake, despite the more story-game orientation, The Sprawl is classic, down & dirty,
mean, and hard-edge cyberpunk. It will chew you up and spit you out.
I’ve been recording our sessions. If you like actual play
videos that only show the Roll20 table, then I’ve got a treat for you. Session
4 features a PC having his eye torn out by an Uplifted Cyber-Lemur. Session 6 showcases
the group completely blowing the mission and losing all their money.
But right now I’m thinking about adapting the mission-based
structure of The Sprawl to Night’s Black Agents.
Night’s Black Agents
is one of those game premises that I dig, but probably won’t run online. It has
more game-tech than other GUMSHOE games. Sharp, flashy, cool chrome that
deepens the experience but makes it much heavier. I could handle that weight
f2f, but online—with the additional barriers that presents—I wouldn’t want to.
I’ve run a streamlined version of Mutant
City Blues, another GUMSHOE game. That went decently, but it probably wasn’t
the best to start with because of the additional balance and complexity of
super-powers.
That complexity feels even higher with Night Black Agents. Yet I wouldn’t want to do a streamlined “GUMSHOE
Express” version. I’m not sure I could do a successful lite version that cuts
it down and throws away things like the cherries and diverse ability lists.
Instead, I think I need to break away into another game—using that distance to
give me perspective. I’ve talked about NBA hacks before, and here’s some first
thoughts on this one.
KEY ELEMENTS OF NIGHT’S BLACK AGENTS (FOR ME)
- Characters are spies from different agencies.
- They have each encountered some portion of the Vampiric Conspiracy
- As a result of that, they’ve been burned or disavowed.
- Now, outside of official support, they’ve joined together to investigate and take down the conspiracy.
- At the beginning they don’t know the size, scope, or structure of the conspiracy (called the Conspiramid)
- They also don’t know what the Vampires are: abilities, limitations, weaknesses, sources. The GM constructs the Vampire’s nature, so it can be anything.
- The game is about uncovering information about the criminal conspiracy and about the Vampires’ nature.
- Parallel to that, they’re also trying to avoid general Heat from police and their own former agencies.
- They can call on old contacts and such, but they’re also working with tight resources. They need to do operations to get Cash to fund what they’re doing.
MECHANICAL FRAMEWORK
In The Sprawl,
players begin by defining Corporations they have a relationship with. For each
one they start a clock. In typical play you run against or for these
corporations. The clock measures how much attention you draw. When it fills,
the corporation responds with extreme force. Other reactions may trigger at
lesser levels. Additionally players may be connected professionally or
personally to these corps. In a four player game, you’ll have five corporations
on the table. One for each player plus another for the GM.
In a Night’s Black
Agents hack, players would name a group, faction, or nation where they
encountered the Vampiric Conspiracy. (Bulgarian Secret Police, Bludcorp, The
Grengari Crime Family, Delta Cruise Lines, the BBC, Radical Alt-Right
Finlanders). These become clocks on the table. However instead of one, we have
two each.
One tracks that heat, but the second clock shows how much
information the team has on that group Missions generate additional info---
details the GM gives (linking clues and background clues). When one of those
clocks fills, we connect that to another, higher step in the Pyramid. That’s a
new group with a new clock and another step towards the force at the top. That
process also provides significant information towards the big picture. It might
also increase the clock of an associated organization on the same level.
In The Sprawl,
players choose a mission after getting the basic details. They stake credits
towards it which determines their payout. They then make a “Get a Job” roll affecting
how much they know, what they get paid, and how much attention they draw. For
this hack, players shape their mission more. They decide a target, type, and
goal. The target is one of the organizations on board or something else we’ve
heard about. This can come from some earlier fiction to require some legwork. We
still have a mission set up roll, representing the pre-planning phase.
Mission type defines generally what they’re trying to do:
theft, infiltration, assassination, exfiltration, surveillance, contact, etc. If
we want to steal a little from Blades in
the Dark, we could use that game’s “Approach” roll in combination with
this. We could use that at the end to cut right into the action. It might not
be necessary given The Sprawl’s
structure.
Finally players choose the mission Goal: Information, Cash,
or a Mix. Information adds to the organization clocks and likely GM revelations.
Keep in mind that the PCs have several objectives: figuring out the shape of
the conspiracy, learning who has been compromised, understanding enemy methods,
and discovering how to actually fight these things. Cash gets them the money they
need to buy things, pay for informants, and keep going. Mixed is a little of
both, a compromise.
Players will make and confirm those choices in the modified
Take a Job and Get Paid moves.
While we’ll have reaction clocks for each corporation, we’ll
also have a local heat clock. When a team goes to do a mission normally in The Sprawl, we start a Legwork and
Mission clock. Legwork measure how much info they’ve given the enemy in their
preparation. The Mission clock abstractly measures how badly things have gone.
When that clock fills, the job’s blown. The local heat clock would set the
minimum for the Mission clock in that region.
When the Heat Clock fills, local authorities send someone
after you. That clock then resets to zero. I’m considering that there might
also be a Grand Conspiracy Clock. Each time you fill and reset the Respond with
Force clock, you tick this up one. When this bigger clock fills, the conspiracy
as a whole perceives you as a legit threat and comes after you in full.
CHASES
Chases, pursuits, and manhunts are key sequences in spy and
action fiction (Bourne, US Marshals, James Bond, etc). It’d be easy to
do these as a simple done-in-one move for a PbtA game. But I’m not sure that’s
the best way to handle this for Night’s
Black Agents. The Sprawl breaks
Hacking into several discrete moves because that’s a major sub-system in the
fiction. While I don’t think a chase quite has that weight, but they’re cool
enough that “thriller” sequences might warrant developing.
So I want something to cover escaping from pursuit, chasing
someone down, evading a dragnet, or organizing a manhunt. For that I want a
slightly more robust PbtA system. Two criteria for going to these moves: there
has to be more than one player involved and the moment has to be awesome and
colorful. If either of those isn’t true, then we can go a single rolled move (an
Overcome or something similar).
For what I’m going to call the Chase/Getaway move, we have the
usual three tiers of results: full success, success with cost, and failure. We
might have slight variations on it for the different kinds of “thriller
sequences” I mentioned above. Ideally I can write this as single move so it
doesn’t clutter things.
For the Chase/Getaway, we have three exchanges to resolve
the full sequence. We stop off in each exchange to establish the fiction and
color the results. Each round one player’s the primary roller-- the person
we’ve got the camera on. If the group’s together, a player can Support by
describing how they’re helping (if they’re not driving then they’re shooting,
mapping, etc). If we have players in different locations then we divide them
into three sets. We alternate between players in each exchange.
The PCs begins with a score of 1. Each exchange adds to the
final result total. A 10+ result adds 4 points. A 7-9 result adds 2 points. A
6- result adds 1 point. Add to that the usual costs and complications of those results.
So if you rolled a 6- in this part, you might take a hard move like a damage,
loss of a contact, destruction of resources, or increase in heat. Ideally each
of these three exchanges wouldn’t slide into another rolled move outside the
sequence
In the end we total up the scores from those exchanges to
resolve the final results from the Thriller Sequence. Roughly, that would be:
- If the final total is 6-, then the characters have failed. They’ve been caught or lost the target they were following.
- If the final total is 7-9, then the character succeed, but there’s a significant cost for the group. I’d probably go with a list of picked costs here.
- If the final total is 10+, then they’ve succeed completely and are scott-free or bring their quarry to ground.
Different kinds of extended sequences have different results
for these, but generally they’ll amount to failure, success but with a cost or
ending at a disadvantage, and success. I’d have to think if we want different
moves written up or we can simply put them together. It think the “driving” vs.
“shooting out the window” would be functionally equivalent. We alternate
between characters.
PLAYBOOKS
Probably the largest challenge in this will be deciding on
the developing the playbooks. Night’s
Black Agents has many “MoS” ‘classes’ with a lot of overlap between them.
One way to handle that diversity would be how The Warren does it. You have one or two moves which define your
characters key concepts (Sniper, Tech, etc). But then there’s a larger generic
set of moves. If players have a relatively small number of personal moves, this
could work.
That’s for the future though, right now I’m just noodling
around on the viability of this approach.
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