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Struktur einer Session war schwierig in Worte zu fassen. Paast das so?
Structure of Play
A typical session of Resleeve follows a clear structure of phases: Briefing, Setup, Investigation, Escalation, Fallout, and Downtime.
Briefing and Tone
Start with a short briefing from a Firewall proxy, handler, or encoded muse message that presents the core x‑risk situation, key questions, and immediate stakes.
Establish tone and safety: agree on horror level, lines/veils, and what kinds of body horror, ego loss, and transhuman themes are on the table.
Setup and Hooks
Clarify where the sentinels are, what morphs they currently occupy, and any constraints (resources, time, local factions).
Ask a few “establishing questions” to tie characters personally to the mission. Examples:
Where are you, right now? A specific physical or virtual Location with a strong vibe: “abandoned greenhouse deck on the habitat rim,” “mesh dead‑zone under the slum stacks,” “ego backup vault.”
Who is present? Which PCs, plus 1–2 NPCs/forces (local security, a scared technician, a haunting simulspace presence) with focus on immediate opposition or allies.
Always Point at Clocks
Before the scene starts, decide which clocks this scene can touch (or create them if needed):
X‑risk clock (e.g. “Exsurgent Breakout,” “TITAN Signal Assembles”).
Faction clocks (“Hypercorp Security Reacts,” “Firewall Scrutiny”).
Personal clocks (“Ego Fragmentation,” “Morph Degradation”).
Investigation
Play through a series of focused scenes where the team gathers intel, explores locations, and confronts anomalies.
Each scene should revolve around:
a concrete location or digital space (hab module, mesh node, gate site);
at least one prompt or question (“What here is obviously wrong for this habitat?”);
1–2 key moves (Discovery/Assess, social, ego/morph, or combat) that may generate “clues” or comparable progress toward understanding the x‑risk, similar to clue draws and action rolls in the reference games.
To keep an Investigation Scene relevant to the current mission, follow a structure that keeps attention on active clocks and Moves.
Frame. Name the location, identify who is present, and highlight the clocks that matter in this space. Signal their current state (steady, tense, or on the brink).
Establish. Ask a short, evocative question that hints at the lurking clocks: what tells you this section is already half abandoned? what reminds you your ego backups aren’t truly secure? The answers set the tone and foreshadow which threats might surge next.
Declare Approach. Each significant action requires two clarifications: what the character does, and what could go wrong. Every risk corresponds to at least one GM Move or clock.
Roll and Interpret. Resolve the move as normal, then apply three outcomes: the quality of the clue, the triggered GM Move, and whether a clock ticks.
Show the Clock in the Fiction. Each tick immediately changes the world. Every advancement signals where the story may turn next.
Press On or Cut Away. Once clues emerge and clocks rise, ask the table: continue here and risk escalation, or cut to another front? Pressing on invites harder Moves and faster ticks; leaving shifts focus to the hottest clock elsewhere.
For each scene, write 1–2 concrete ticks that could happen:
“On any mixed/failed roll while poking the artifact, advance ‘TITAN Signal’ by 1.”
“On loud or violent actions in this hab block, advance ‘Security Responds’ by 1.”
“Any time someone risks their ego (forking, resleeving under fire), threaten a tick on ‘Ego Fragmentation’ if it goes badly.”
The investigation is then not just “find clues” but “find clues before the wrong clocks fill.”
Escalation and Showdown
Once enough information or clues exist, shift into an escalation phase where the x‑risk acts more openly: exsurgent symptoms, TITAN artifacts activating, faction forces moving.
Have the table formulate a working theory or plan (what the threat is, what it wants, and how to contain or destroy it), then cut to a high‑stakes sequence where that plan is tested in one or a few tight scenes.
Fallout and Downtime
After the confrontation, resolve fallout: who was saved or lost, what data or artifacts were secured, what factions are pleased or enraged, and tick the clocks accordingly.
Close with a short downtime slice: resleeving or healing, psychosurgery, rep maneuvers, and personal scenes that process ego trauma and transhuman consequences, setting flags and hooks for the next mission.
Investigation Scenes and Clocks
Investigation Scenes follow a repeating loop that keeps the fiction tight, dangerous, and reactive. Every clue comes with a cost: something wakes up, reacts, or grows closer to outbreak. Clocks track these rising threats; the GM’s Moves push them forward through the consequences of play.