New release: The Tannhauser Investment, a mission for The Sprawl RPG

Initialising subroutines…
(base) Cereal.K@WJOHM_internal1:/usr/lib/resolvconf$ GaffEm -i rutger.bat -a 256k -t 1.1m
task = get() “/opt/conStruct/envs/cy5/lib/sitepackages/
joblib/pool.cy”, line 147, in get
racquire()
KeyboardInterrupt
KeyboardInter……

Encrypted message incoming
Target: Chenda Phy, CFO Bora Industrial
Regards: Hostile takeover

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.

You can download The Tannhauser Investment for free from driveThruRPG or itch.io with the full trilogy scheduled for release in November. This mission requires a copy of The Sprawl RPG by Ardens Ludere.

The Synth Convergence – Missions for The Sprawl RPG [Coming soon]

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.

Current draft of the cover mage

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.

Working draft of the page layout

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.

2019 Progress: Halfway there?

As ever time marches on and all too soon the first six months of the year have passed. Given my hope of this year being the one where I move a host of projects forward I thought it would be worthwhile to do an update on my goals for 2019.

Have dones

  • Written and playtested Ghosts of Iron for the Crystal Heart RPG. I’m in the process of revising the text before I submit it. Should be released to Kickstarter backers later this year.
  • Completed the draft for Trick of the Light, my next Demon Hunters adventure starter inspired by the Slice of Life web series. Currently editing and moving it to layout so should hopefully be released soon (ideally before GenCon).
  • Drafted three missions for The Sprawl and handed them over to @HyveMynd for editing / layout. Aiming for a release later this year.

Ongoing

  • Attending conventions – I made a 1 day trip to UK Games Expo 2019 and will be attending BurritoCon 3 in Manchester later this month. I’m also aiming to attend DragonMeet later in the year, if I do I’ll be running games as part of Games on Demand.
  • Progress on Project Cassandra! I posted up the current characters and a rules summary (which is now itself out of date) and am in the process of putting together a playtest packet for BurritoCon. First public playtest since the disaster of Dragonmeet.
  • I have notes for the remaining two Slice of Life adventures and have decided that the Clean-up Crew scenario will be a Fiasco playset given how well the episode meshes with that system. These will be my next focus after Ghosts of Iron and Trick of the Light.
  • The D&D Immortals campaign continues and has passed the tipping point, with the characters ensnared by Destiny and heading towards some epic showdowns with the previous generation of Immortals.

Will I evers

  • Patreon. With the change in how Patreon were going to charge creators I decided to sign up for one with the thought of actually starting it later in the year. Right now I’m sitting on it for the simple reason that it won’t work until I manage to build some interest in what I produce and the first step in that is to actually produce some material. I haven’t released anything since last year and right now I don’t have a core focus for any Patreon project. I don’t know if there is enough interest in material focusing solely on Demon Hunters while most of my other projects have been standalone. Regardless of whether I ever do use it my first goal has to be building up a catalogue of material I can point to.
  • The Kingsport Tribune one-page Cthulhu idea looks like it is going nowhere, just didn’t come together though it did give me some practice with a newspaper style layout.
  • Rocket Demons of Antiquity is on the backburner for now. I’ve come to the conclusion that it is a scenario that will require an ongoing campaign to delve into as opposed to my typical one-shot playtests. Plus I’ve got at least three other adventures inspired by previous campaigns where I already know the story-beats to write up first.
  • DMs Guild material – While I have notes for a few products I’ve yet to make any move or progress towards writing them up. Although I expect they would be far bigger sellers than anything I’ve produced to date I’m fortunate enough to be in the position where that isn’t a priority so I can focus on the material that most interests me.

Monthly OneShot Reflections: The Sprawl

Last week I ran the second of my Monthly OneShots at the fantastic Sugar & Dice gaming cafe here in Liverpool. System of the month: The Sprawl.

Unlike the first month where I had run a well polished adventure for the Firefly RPG this was my first time running The Sprawl, or any PbtA game for that matter. I’d read through the rules and completed some minimal prep, focused around the setup and a couple of possible locations to introduce early on. I’d also jotted down a few notes on possible Corporations to introduce into play. While this goes against the general flow of the rules I’d taken the idea from the introductory ‘Downtown Dataheist’ adventure. Looking back I wish I’d gone further and followed the structure of that mission entirely. Or, in what would have been a smarter move, run that mission.

The Job

The mission was relatively simple. Infinitive Cascade, an up and coming RetroSynth DJ with the N/A/R Corporation had approached a rival Corp about a possible lucrative switch. All the team had to do was extract them before they completed their sold-out set the next day, with a substantial bonus if they could leak the first track from Cascades new album, Millennial MashUp.

Due to a number of last minute drop-outs the team was down to only two. Binary, an infiltrator and the tech head Jim Jones, who preferred to operate remotely through his twin drones. Hitting the streets Jones successfully tracked down Cascades hotel by tapping into the fan following that had grown up around the young DJ. Binary meanwhile acquired tickets to the gig through a fixer they had previously worked with. The price? The head of a rival fixer and triad member operating out of the Liverpool Automated Docks. That proved no match for their skills and yielded the bonus of discovering a concealed, two seater microlite used by the gangs to move goods in and out of the city.

Binary, supported by the drones, infiltrated the arcology in which Cascades hotel could be found via an old drainage system. A lack of research into the tunnels meant they were caught unaware by the automated security turret and Binary took a trio of flechette rounds to one shoulder in the process of destroying it. With Binary making his way to the hotel penthouse Jones’ drones ran interference, they succeeded in distracting the security team but in doing alerted them to the presence of trouble. With time running out Binary was forced to skewer two security guards on his katana before dragging Cascade to the roof for extraction via the microlite.

The job complete, albeit in a rather noisy manner, the team retreated to their hideout. Arriving at the pre-arranged exchange point they were surprised to find themselves paid in full, no questions asked. The reason soon became apparent, as the Corporate fixer put a bullet in Cascade’s head, calmly remarking that “posthumous albums always sell so well” before departing.

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Reflection on the mission

I came out of the game with extremely mixed feelings as to how it had gone. Part of this was down to how well the previous Monthly OneShot had gone and I had to remind myself repeatedly that that was using an adventure I had run 6+ times. My frustration stemmed from a couple of points.

Firstly, the players. We had some last minute drop-outs, which threw me somewhat. One of the players was also on the verge of being a problem. I wouldn’t go as far as saying he was disruptive, more like irritating. He kept trying to explain aspects of the genre and talked over myself and the other player more than once. It got on my nerves and is something I shall have to watch for in the future. Both were also new to PbtA, so drawing them on adding to the world was difficult.

As for the system, I found parts of it difficult. For a 4 hour game I think trying to do full character creation, plus generating Corporations and a mission is going to near impossible without a table of players that know the flow of PbtA games (and ideally know The Sprawl). I glossed over entire sections of the game, sections that are interesting and make it stand out such as the links between characters and the Corporations in play. I had written a few notes as to possible Corporations but with how the mission played out they weren’t required.

The players made no attempt to dig deeper that they had to and completed only the minimal amount of legwork required. Part of this was my mistake, during the legwork phase we played out a few scenes in more detail than was probably required. Looking over Downtown Dataheist again I should have gone with a quicker tell me what you do, roll, tell me how it turns out approach. It sacrifices detail but would have allowed them to get through more legwork in the limited time available.

During the Action phase I struggled the most with the Clocks. When to progress the Action clock was the main one and I wish the game had some more concrete rules for doing so. As it is I could see myself never pushing it to midnight as that’s an instant fail for the team based on an arbitrary decision. Instead I suspect I’d just keep throwing more at them until they decided the mission was a bust or died trying. Which isn’t fun. I may need to write my own directives in future for when to raise it, off the top of my head I think I would go with:

When a player rolls a double 1.
When a character takes out a corporate asset that will be missed.
When the characters act against a Corporation in the open.

I don’t know when I’ll get a chance to play the system again. I would like to. I love the genre and based on reading alone I want t love the system. Ideally I think I need to find a table of PbtA players, unfortunately those are few and far between around here.