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RE: Running The Sprawl: First impressions

in #rpg7 years ago

The Sprawl (and quite a lot of the PBTA games, in fact) has a real problem with information control. You would think that, if you want to actually be able to make use of a lot of things like the timers and all of those mechanical pressures which drive players to activity that those players would need to know what the state of the timers and information that their characters don't necessarily know in order to actually feel pressure – but the advice and the architecture push the GM to hide all of the necessary information that would help him out.

Likewise, TS would get a lot of value in general from a Gumshoe-like success role for Legwork which goes, "okay, you found something out successfully – what is it?" And then things snowball from there with the player providing the detail. But that's not how it works, because you need all of the clocks running to provide the time pressure, and you need the details to set up the "what if they don't do this thing?"

Ultimately, it ends up a bit of a mess. Mainly because it can't decide what it wants to be, a player-powered narrative game or a GM-powered traditionally architected story flow game.

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