Living Sprawl: Directives and Signals

by Andante

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SG2048: Directives & Signals

Overview

The Personal Directives from The Sprawl have been rewritten to facilitate drop-in play. When choosing Personal Directives, you will choose 2 from the list provided below. Moreover, you will also choose a Signal from the second list. A signal is an invitation for the type of situation and complications you want the other players to place you in. You may make up your own Personal Directives and Signals, subject to GM approval. At the end of the session, you earn XP for following your Personal Directives and hitting the Signals of other players.

Personal Directives

Choose 2:

Behavioral: Describe your moral or ethical code. When adhering to your code hinders the mission, mark experience.

Compassionate: When you put aiding the powerless ahead of the mission, mark experience.

Conspiracy: When you endanger the mission to confirm or reject a conspiracy theory, mark experience.

Filial: When you seek out the counsel of _____________________________ and put their directions ahead of the mission, mark experience.

Financial: When you hinder the mission for a chance at extra profit, mark experience.

Guardian: When you put the mission at risk to shield the public from disruption or harm, mark experience.

Hierarchic: When you improve your standing or impair a rival’s among ______________________________, mark experience.

Illustrious: When your desire for fame draws unwanted attention to the mission, mark experience.

Masochistic: When you unnecessarily draw harm to yourself, mark experience.

Network: When you go to __________________ for help and then do them a solid, mark experience.

Proselytising: Describe your belief system. When you persuade others to act according to your beliefs, mark experience.

Prudent: When you resolve a charged situation without violence, mark experience.

Radical: When you shock or impress the public with ideas that contradict the status quo, mark experience.

Rejected: When you use the mission to antagonize ___________________, where you were formerly a member, mark experience.

Revealing: When you discover more information about _____________________, mark experience.

Secretive: When you reveal something about your dark past that puts the mission at risk, mark experience.

Vengeful: When you harm ______________________________ or their interests, mark experience.

Violent: When you deliberately choose to use violence to overcome a problem, and it complicates the mission, mark experience.

Signals

Choose 1:

Accommodating: Counter my proposal with a less attractive one I must either accept or disrupt the harmony of the group.

Aspiring: Make me an offer that threatens my social standing, or tempt with with daring opportunity.

Arrogant: Challenge my knowledge and prove that I have more to learn, or accept my wisdom at face value.

Compassionate: Offer me an easier solution that requires I exploit those weaker than me.

Curious: Tempt me to try something I probably shouldn’t, or restrain me from trying something foolish

Daring: Give me a challenge, a bet is even better. Scold me for my recklessness.

Deceitful: Believe and act on a lie I’ve told you.

Devoted: Offer me an easier solution that requires I compromise my relation with _______________.

Devout: Ridicule or inquire about my beliefs.

Graceless: Include me in a beneficial social interaction I must spoil with blunt observation or crass behavior.

Greedy: Offer me financial reward to undermine a friend or the mission.

Gullible: Tell me a lie that others see through.

Heroic: Let me keep you from going first into danger so I can go myself.

Honest: Involve me in a deception I must ruin.

Irresponsible: Convince me to shirk my duty, or scold me for doing so.

Joker: Appreciate (or get annoyed with) my humor. Give me an excuse to lighten the mood.

Leader: Criticize my decisions or follow my lead even if you disagree.

Noble: Offer me an easy answer to a problem that betrays my beliefs or values. I will refuse it.

Peculiar: Refuse my aid because I’m different, or take interest in those differences.

Proud: Offer me help I need. I will refuse it, even if I should not.

Rivalry: Do something I am good at and I will try to do it better than you, even if I get hurt doing so.

Selfish: Suggest I sacrifice something (tangible or intangible) to improve the lot of others.

Trustworthy: Confide in me a secret that would damage you if revealed.

Unsophisticated: Exemplify a social convention or intricate concept I must misunderstand.

Visionary: Offer me an easier solution that interferes with my dream of _______________.

Watchful: Someone hurts you or tries to do so in my presence. I will protect you from that person, even if I get hurt doing so.

Wise: Seek my guidance in a moment of uncertainty and trust them implicitly.

End of Session

At the end of the session, mark 1 XP for each Personal Directive that was satisfied. Then, if you hit one of the other players' Signals, mark one XP as well. While there are three opportunities to gain XP here, the total XP gained from Personal Directives and Signals cannot exceed 2 XP.

Credits

Signals are based on Dungeon World Flags. Many are taken from examples provided in the following links:

  • https://rpg.divnull.com/wiki/index.php?title=Dungeon_World_Flags
  • https://www.reddit.com/r/DungeonWorld/comments/6q0qoy/anybody_got_a_master_list_of_bonds_or_flags/
 

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