So, having played “The Sprawl” a whole boatload, here is my super brief review.

So, having played “The Sprawl” a whole boatload, here is my super brief review.

So, having played “The Sprawl” a whole boatload, here is my super brief review.

Thorns:

Learning curve. If you are coming from another PBTA game, this is definitely harder to improv than something like dungeon world.

In box rules don’t encourage long campaigns.

Mission structure can be restrictive and repetitive.

Clock mechanics don’t quite line up with danger level onscreen.

Cred system is too simplistic for its own good.

It takes too long to get new cyberwear, and it will probably suck when you get it.

Roses: All the moves. They are amazingly well written and give the players quite a bit of fictional say, even in the crappiest situations. They absolutely support the mission-based action. The MC pages are great too.

Overall:

Biggest general issue,with the game; Sometimes if you plan too much, the session can be meh. If you plan too little, it can also be meh. The sweet spot can be a little to hard to hit. Like I said…. learning curve.

That being said, I love this game. When you do it right… WOW! it does exactly what it is supposed to, and more. I think the moves are amazingly good, and gives you exactly what you need to do a high action high stakes mission.

Play it at least once with an experienced mc, see the magic, and if you want to run a campaign, message me, I have some do’s and dont’s for you.

6 thoughts on “So, having played “The Sprawl” a whole boatload, here is my super brief review.”

  1. Nice points!

    Yes, the mission structure is very procedural. It guarantees a great flow to a mission (something I’ve found difficult without mechanics to support it) but does restrict a range of play a bit.

    I also borrowed from Blades in the Dark to ‘zoom in on the action’, too, so that we only played out the highlights of executing a mission rather than an entire play-by-play.

  2. Nice points!

    Yes, the mission structure is very procedural. It guarantees a great flow to a mission (something I’ve found difficult without mechanics to support it) but does restrict a range of play a bit.

    I also borrowed from Blades in the Dark to ‘zoom in on the action’, too, so that we only played out the highlights of executing a mission rather than an entire play-by-play.

  3. Yes! Tim B​​ That is definitely on the “Do” list. The best way to “run” the missions are to decide where the biggest points of action are in the mission phase, give adequate details, and frame the scenes.

  4. Yes! Tim B​​ That is definitely on the “Do” list. The best way to “run” the missions are to decide where the biggest points of action are in the mission phase, give adequate details, and frame the scenes.

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