Mission Files.pdf

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The Sprawl: Mission Files v1.0
Writing // Hamish Cameron
Editing // Gerald Cameron
Original
The Sprawl
Layout and Graphic Design // Aaron Brown
Mission Files
Layout, Interior Art, and Copyediting // Dana Cameron
Cover Art // Alina Shutko
ISBN (PDF): 978-0-473-45074-8
ISBN (Print): 978-0-473-45073-1
My thanks to the Kickstarter Backers
© 2018 Hamish Cameron
CONTENTS
INTRODUCTION
Shock to the System
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THE AUGA STERILISATION
THE CHEN CONDOMINIUM
THE BOYLE RECOVERY
THE FLINT TERMINATION
THE SIMSYS PURGE
THE BOGATYREV JAM
THE CAZARES-BELL OBSOLESCENCE
THE AMARYLLIS PROTOCOL
THE DARK ZONE WALK
THE SWAN ACTION
MC HIGHLIGHTS [INDEX]
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WELCOME TO THE
MISSION FILES,
CYBERPUNKS.
This collection contains ten missions you can use in your own games. We’ve tried to
present these missions in order of ascending complexity, so that if you’re an MC new
to
The Sprawl
and looking to dip your toes into the vat-fluid of a new game, you can
run these missions “as is” to ease yourself into the nutrient-rich seed-tank of mission
creation. You can also read the missions in order to see some increasingly complex
examples of the kinds of mission you might run in
The Sprawl.
In particular, each
mission contains fully described Legwork and Action Clocks and Mission Directives,
so you can see further practical examples of how you can tweak these yourself when
designing your own missions.
But Hamish, you say, I’m a badass cyberpunk MC and I always make my own missions.
Does this mean these files aren’t for me? Well, first of all: rock on with your chrome
self, Mx. Badass, you totally can! But second: I made these files for you too, the skilled
director of cybernetic action and manipulator of corporate fuckery. Ever had a late day
at work that stole your time to prep before the game? Read over a mission and go! Has
your team’s meeting with a potential employer gone south and they reject the mission
you prepared? You can pull out one of these missions and run it as the backup plan
you had all along!
This latter issue—which I’ll explore in detail shortly—first came to my attention from a
discussion I had with a badass cyberpunk MC about whether the players are allowed
to turn down a mission (spoiler: they are) and what to do if they do. This is just one of
many conversations I’ve had with players and MCs about how to run this game since
The Sprawl
was first kickstarted. One of this book’s Mission Directives is to serve as a
tangible repository of some of the advice about running missions, campaigns, and
particular situations that I’ve given at various times and in various places. Hopefully
I’ll be marking experience for that directive.
These missions serve to share the ideas about different ways to use the rules that those
conversations provoked to help you enrich your own missions as well, regardless of
your experience as an MC. These missions are examples for new MCs, but they are
also part of an ongoing discussion about how to use the game in different ways and
to present examples of how I
have
actually done so. Each of the missions in this file
introduces something new to
The Sprawl,
from custom moves to new examples of
Threats, Clocks and Directives to new MCing advice.
Everyone MCs
The Sprawl
a little differently, to suit their own preferences. When I
ran these missions for the first time, they were usually just a few names scribbled
on a page, and I designed
The Sprawl
to work like that for me. That doesn’t mean it
works like that for everyone, but maybe it can. That’s cool. Read these missions to see
what kinds of things I prepare for and what kind of things I leave blank intentionally
so you can make better decisions for yourself about what you need and want to leave
intentionally blank. I’ve tried to articulate how to incorporate flexibility into your prep
and play to minimise the amount of prep you need to do and to maximise the benefit
you get from the prep you do, but you should rewire it as required to suit your own rig.
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