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{{Infobox Game | |||
| title = The Sprawl | |||
| image = The Sprawl.jpg | |||
| caption = | |||
| creators = Hamish Cameron | |||
| players = | |||
| link = [http://www.ardens.org/category/games/sprawl/ Official site] | |||
| appears_in = | |||
}} | |||
'''''The Sprawl''''' is the game used for missions of [[The Chime]] starting from [[COUNTER/Weight 10: Drawing Clocks]]. It was created by Hamish Cameron.<blockquote>Glide through the most secure corporate computer networks. Crack the ICE that stands between you and that big score. | '''''The Sprawl''''' is the game used for missions of [[The Chime]] starting from [[COUNTER/Weight 10: Drawing Clocks]]. It was created by Hamish Cameron.<blockquote>Glide through the most secure corporate computer networks. Crack the ICE that stands between you and that big score. | ||
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[[Category:Games]] | [[Category:Games]] | ||
[[Category:COUNTER/Weight]] | [[Category:COUNTER/Weight]] | ||
{{DEFAULTSORT:Sprawl, The}} |
Latest revision as of 03:45, 5 November 2023
The Sprawl is the game used for missions of The Chime starting from COUNTER/Weight 10: Drawing Clocks. It was created by Hamish Cameron.
Glide through the most secure corporate computer networks. Crack the ICE that stands between you and that big score.
Drop your cyberlinked autoshotgun to the floor empty. Flick chrome blades from your fingers. Dive into the midst of that corporate response team to secure your team’s exit.
Turn up your synth-leather jacket against the rain. Watch the back-alley entrance of the club for your target. Tail the armoured limo through the neon-bathed streets.
Cut power to the alarms. Drop over the wall into the compound. Slip past the auto-sentries. Locate and secure the prototype. Escape under the eyes of the rotor-drones.
Whatever your story, you are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that those multinationals can’t do... or can’t be seen to do. You are deniable, professional and disposable.
-The Sprawl store page
Principles[edit | edit source]
- Chrome everything, then make it dirty
- Begin and end with the fiction
- Address the characters, not the players
- Ask questions and incorporate the answers
- Name everything
- Make everything corporate
- Make everything personal
- Complicate everything
- Treat your NPCs like disposable assets
- Think offscreen
- Be a fan of the characters
- (Added by Austin) Make the big things bigger and the small things smaller