Welcome to the future hackers and runners, mercs and shadows. Welcome to The Synth Convergence from LunarShadow Designs.
It takes time and money to be a professional which means one thing – jobs. Off the book, spec-ops jobs run by deniable resources that work outside the Corporate system that runs the Sprawl and every other one just like it. The Synth Convergence provides teams with a trilogy of new missions built around synthetic lifeforms. Push the limits of technology with independent, autonomous artificial intelligences that require no sleep, no wages and no rights.
In The Tannhauser Investment (also available as free demo from drivethruRPG and itch.io) your team are brought in to negotiate the tricky process of a hostile Corporate takeover – all while evading the awareness of the synth consciousness built into the super-luxury hotel the target is holed up in.
The Infinitive Extraction takes the team to the beating heart of the entertainment districts as they seek to extract Infinitive Cascade, the hottest DJ on the circuits from an exploitative contract. But do your employers want them for their musical talents or the military codebase at the core of their personality matrix?
Finally in The Vanda-Weiss Demolition the past catches up with your operatives as they face off against The Evolved, a radical fringe group dedicated to wiping out synths and returning humanity to the true path before they are toppled by their own creations.
Get in, do the job, get out. It’s never that simple but if it was they wouldn’t have hired professionals like you.
The Synth Convergence is available to purchase now from driveThruRPG or itch.io. The Synth Convergence requires a copy of The Sprawl RPG to play. Purchase it from Ardens Ludere on driveThruRPG. Support the creators – buy the game.
One of the most interesting mechanics in Demon Hunters from a GM perspective is the badness table, which allows the GM to trigger special effects by spending Demon Dice. It’s modelled after the Doom pool used by the Marvel Heroic iteration of Cortex Plus and, in my opinion, is one of the hardest parts of the game to use effectively. Pretty much every time I run the system I end up with a surplus of dice left at the end.
Why is it so hard to use? Firstly because it requires a shift in how a GM runs their game. In Demon Hunters you set up scenes like any traditional game but once the action starts any changes to that scene require spending Demon Dice. Want to introduce a complicating aspect? Demon Dice. Want to have a baddie suddenly appear? Demon Dice. No GM fiat of ‘it just happens’ like in most traditional games. Making that mental switch takes practice, hampered in my case by the fact I run the game intermittently between other sessions.
The second reason that I find the badness table hard to use effectively is because I don’t like the generic table, which I’ve posted below.
Create a new situation aspect and get a free invocation on it OR add another minion
The bad guy or one of their minions clears a condition OR one of the Demon Hunters must mark off a condition
Create a new situation aspect and get two free invocations on it OR add another bad guy to play
The bad guy and their minions clear all conditions OR the Demon Hunters must all mark off a condition
Let’s take a look at those numbers in closer detail.
1+ – This is your guaranteed result entry and is the easiest to use. It allows you to introduce a complication in the scene or a minor foe. The 8+ result is essentially a more powerful version of this and overall these two work for me. Add complications, add baddies.
4+ – Clear a condition or mark off a condition. Alongside the more powerful 12+ entries these don’t sit well with me. I struggle to find compelling narrative reasons to back up these options and generally don’t like the idea of baddies clearing conditions as it feels like I am cheating the players of their success. I would be okay with a werewolf being able to rapidly heal, but for most NPCs it doesn’t make sense. Likewise, just hitting a PC with unavoidable harm doesn’t feel fair.
For those reasons I tend to under use the badness table despite the fact that it is a central mechanic of the game. I am most comfortable using it when an adventure includes a mage as an antagonist. Why? Because I always include a custom badness table that highlights their magic (more on that some other time). For example The Amazing Velma’s table in Trick of the Light included a number of ways in which she might use illusions to confuse and waylay the Chapter.
During the recent playtest of Talentless Hacks I decided I wanted to go a step further by including some new options in the base table. I removed the 4+/12+ entries and added the following new entries:
4+ Interrupt the turn order. An NPC who has yet to act this round takes their action immediately.
6+ Zone attack (mobs only). A mob makes a single attack roll that targets everybody in the zone.
8+ Second action. A single NPC (no mobs) makes a second action at the end of the round. This option may be used multiple times in a round but increase the difficulty by 2 each time.
8+ Gain a discipline. An NPC or mob gains a new discipline at d8 (useful for when I realise I’ve underpowered them part way through an adventure!)
10+ Gain a stunt. An NPC or mob gains a new stunt for the duration of the scene (Again, this is useful for when I want to change up the opponents mid-scene)
16+ Escape! A major NPC escapes the scene and the Chapter are unable to prevent it.
Adapting the badness table is going to be an ongoing process, especially as I shift from running one-shots to a new campaign later this month. I’m aiming to introduce a direct replacement for the ‘PCs mark a condition’ that gives them a chance to defend but have yet to finalise the wording. The topic is also one that Don Early has been diving into recently as part of his Patreon, so give that a look if you want some insights from one of the creators of Demon Hunters.
Specification: Initiate contact with target at secure public location and negotiate transfer of controlling stake in Bora. Phy currently resident at secure, independent accommodation. Caution advised – significant intrusion countermeasures in place.
RV @ [DECRYPTING]] if interested.
Welcome to the future hackers and runners, mercs and shadows. Welcome to The Synth Convergence, a new trilogy of missions for The Sprawl RPG built around the thematic core of Synthetic Intelligence and the societal fallout that follows their emergence. The Synth Convergence offers teams a chance to push the boundaries of technological progress and answer the question of how far they will go to secure their lucrative Corporate payoffs.
Today we are releasing the first mission, The Tannhauser Investment, as a stand-alone preview while we complete the final editing and layout of the full collection. This asset acquisition contract will require your team to infiltrate a super-luxury hotel operated by a dedicated synthetic personality and secure the biometric signatures of their target. Why? To enact a decidedly hostile takover of a subsidary Corporate asset. All in a days job for a professional, in and out without collatoral damage.
The Synth Convergence reflects a new direction for LunarShadow Designs – It is my first publishing foray into the vibrant space of Powered by the Apocalypse games. It is also my first time working in collaboration with another designer, Chris Stone-Bush (@hyvemynd), who created the outlines for two of the three missions. Between design, writing, editing and layout the process has been one of continual development and I’ve learned numerous lessons that I’ll be putting to good use in the future.
Over the past couple of weeks, I have been slowly teasing an ongoing project over on Twitter – The Synth Convergence, a trilogy of missions for The Sprawl RPG.
Like Gibson’s original Sprawl novels these stories are thematically rather than narratively connected. For our missions the focal point is Synths – artificial lifeforms that are pushing the boundaries of their programming and gaining sentience in a society that has come to rely on them as cheap, disposable labour. Through the course of the missions the team will have to infiltrate a self-aware luxury hotel, extract a synth DJ seeking to defect to a new Corporation and finally facilitate an act Corporate revenge that will have a lasting impact on the Sprawl.
Working on The Synth Trilogy has been a learning process. It’s my first collaboration with another designer, HyveMynd, who designed and blocked out two of the missions. It has also required that I significantly improve my graphic design skills, a fun challenge I’ve been giving 10-15 minutes to during lunch breaks. I think the results speak for themselves and I’ve learned a lot of lessons that I’ll be applying to future projects.
The trilogy is nearing completion. I’m in the process of editing the core text while working on the layout documents guided by the official Mission Files supplement. It’s slow going but moving forward and my aim is to have it all completed soon. Until then keep an eye on twitter for more updates.
I’ve spent the last couple of weeks dividing my time between a couple of projects, including the research for Ghosts of Iron. While I hadn’t originally planned to pick it up just yet this included purchasing Savage Worlds: Adventure Edition and getting up to speed on the changes to the system. This was made possible thanks to an unexpected conflux of events – the book being released in a near final format and the unexpected surprise that I had made enough from sales of my Demon Hunters adventures to purchase the pdf outright. So to everybody that has made a purchase – thank you.
My second focus has been pouring over the One Sheet adventures released by Pinnacle. When writing my Adventure Starters I have found breaking the text down into sections from the start is invaluable. It provides a clear focus and when faced with a limited word count helps me to judge the respective weight to assign to each part of the adventure. So how do One Sheets break down?
First, the obvious – They’re limited to one double-sided sheet. On average that breaks down into ~1500 words of pure text, including heading the many one/two character words such as d6 that are used for character or monster attributes. In the grand scheme of things that is officially Not Much.
From there, adventures tend to break down as follows:
Introduction & background – A quarter to half page setup for the adventure that details what has already happened and why the PCs would become involved.
The plot – A brief walk-through of the plot covering half to three quarters of a page. Due to the inherent limitations of the format this is usually presented in a simplified linear fashion based on the assumed progression of the PCs. Those same limitations often prevent railroading as the job of providing depth and details is left to the GM.
The twist/set piece – More often than not this involves a climatic combat against the major antagonist followed by a brief conclusion. Typically half a page long. For Ghosts of Iron my intention is to slot this into the middle of the adventure, to provide a transition scene between locations and to showcase a mechanic that is often underused (in my opinion).
One major antagonist and an Extra – A half page, condensed entry detailing the major antagonist, their stats. If space allows for it this may also include the stats for an Extra, although many rely on references to associated setting books to save space. Unless the adventure is combat oriented this is usually a quarter to half page in length.
So now that I have an a breakdown of the format how do I proceed? My first step, unusually, is to just ignore all of the above. Instead I concentrate on fleshing out the adventure via bullet points and notes. For this I mostly rely upon a design notebook that I carry in my work bag and I just jot down any and all thoughts that come to mind, connecting and cross-connecting them as the adventure comes together. The process is as much a way to stimulate my mind as it is to produce any actual output.
From there is the first bash at writing, the stage I am currently at. Using my section breakdown as a guide I start to put the adventure together. At this point word count isn’t important. While writing my PhD thesis I learned the hard way that I tend to overthink my writing and try to edit as I go. It’s not a process that works, I go round in circles trying to perfect a single paragraph before I even know what the rest of the page will look like. Part of why I maintain this blog is to work on this, I try and keep my editing on posts here to a minimum. They may not be as polished as I’d like but it forces me to just write and get my thoughts down on paper.
So that’s where I am – Working on the first draft, mostly during my commute to and from work and then slowly pulling it all together.
Alongside the research angle, my second starting point for writing Ghosts of Iron is one of practice, by which I mean immersing myself in Savage Worlds. It’s a system that I have both run and played but that I haven’t given as much screen time as others such as Cortex. As a GM I know that I can run it but I also know that, at present, when it comes to the intricate rules details I’d be reaching for the rulebook to double check edge cases.
Fortunately, I’ve got an easy solution to this – run it. My ongoing series of Monthly OneShots is a perfect way to both dive back into the fast, furious, fun of Savage Worlds and to introduce more players to the Crystal Heart setting. There are already a number of short adventures available, released to promote the Kickstarter while the fact that I am comfortable running one-off games will allow me to playtest individual elements from Ghosts of Iron before I bring them all together into the complete adventure.
The final step will be updating everything to Savage Worlds Adventure Edition, which was only kickstartered last year and which is still in production. While a pre-release is already available the finalised rules aren’t due out until later this year. For consistency, I’ll work from the Deluxe edition and then update to the latest edition that has been properly released.
So if you’re in the Liverpool area and want to get your game on keep an eye on the Sugar & Dice RPG group for my Monthly OneShot announcements.
With the successful completion of the Crystal Heart Kickstarter in December, I find myself in the fortunate position of starting 2019 with a commission to write RPG material for somebody else. The brief for the adventure was broad – something that an Agent of Syn might face, including an NPC ability or hazard to demonstrate knowledge of what makes Savage Worlds fast, furious and fun! My pitch, as presented during the Kickstarter campaign was:
So where do I start? How do I go from a pitch to a finished adventure? I’m aiming to cover that process through a series of blog posts as I develop Ghosts of Iron.
Right now, that answer is research. While this may be my first commission there are a wealth of resources I can draw on. Firstly, there are my own adventure starters which were designed around a similar framework to One Sheet adventures – streamlined overviews that outline the adventure but require additional GM input to fully flesh out. It also helps that Pinnacle, the company behind Savage Worlds have a treasure trove of One Sheets available as free downloads from their website. I’ve begun mining that to put together a framework – what should be included, how do I highlight sections, how much detail do I give locations vs NPCs vs plot. Once I have identified those I can start to take my existing notes and begin to fit them to the page.
Secondly, there is the Crystal Heart setting itself. While the book is still in development Eran and Aviv have already showcased the world through the webcomic and accompanying page notes. Over the coming months, I’ll be going back to that repeatedly, to pick up on details that I might have missed and to ensure that my adventure embodies the spirit of the setting.