The Sprawl: Alpha Version

Aug 30, 2012 23:02

The Alpha is done.

Download and discuss on Barf Forth Apocalyptica, here, or on Story Games.

Edit: Now there's a dedicated subforum for The Sprawl.

the sprawl, game design

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Comments 7

hafwit August 31 2012, 06:27:18 UTC
Aie! :-) Awesome!

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hafwit September 1 2012, 15:31:55 UTC
after a quick skim, I must say I'm excited.

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anarchangel23 September 1 2012, 15:42:00 UTC
Excellent! Let me know if you give it a shot!

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hafwit September 1 2012, 20:08:17 UTC
Will do! :-)

Oh, dedicated sub-forum. You are going up in the world!

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mashugenah September 2 2012, 03:57:11 UTC
I am just a bit time poor at the moment, but I will turn my attention to this sometime late next weekend, once sundry other, more pressing things, are taken care of.

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anonymous July 25 2013, 23:35:03 UTC
I read through the rules and I like it alot...kinda biased when it comes to oldschool cyberpunk.... I do have one possibly minor issue - the way cyberwear is handled ( ... )

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anarchangel23 July 26 2013, 03:04:53 UTC
First of all, thanks for taking a look!

The problem with straight bonuses, is that in Apocalypse-powered games, the drama and fun comes from the hard choices you have to make when you roll in the 7-9 range and the curveballs the MC throws at you when you miss. It may not seem like much, but on 2d6, a +1 that takes you from +2 to +3 is huge (it takes the average roll to 10 and makes the minimum 5, so there is only a 3/36 chance of missing). So straight bonuses take the fun out of the game.

My design philosophy with cyberware is I want it to make the character better, but in interesting ways. That said, I definitely agree that synth nerves in particular needed a boost, so I've changed cyberware a bit from the currently available draft. It still works in much the same way, but Synthetic nerves are vastly improved. It now reads:
Synthetic Nerves: You react so quickly that you can almost dodge bullets. You may roll+Synth instead of +Cool to Act under Pressure, instead of +Meat to Mix it Up, and instead of +Mind to Maneuver. When you ( ... )

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