#ToProsperIsToFall

#ToProsperIsToFall

#ToProsperIsToFall  

My group is going through campaign set-up for a play-by-post game of Uncharted Worlds right now, and we’re all pretty excited about it. We’re going with the Colony setting framework, but enough interest was expressed about a Starship game that I’m putting a bog-standard starship in their “possession” with significant Faction-entanglement to make it just enough of a hassle to be fun. The stars of our little space opera are:

> Zeph, an Ambassador (Galactic/Personality/Starfarer) from a stellar society who has laid down roots on our little colony for a change of pace

> Marat, a Turncoat Spy (Regimented/Clandestine/Scoundrel) who was groomed for espionage and assassination on a militant homeworld before he fled

> Merit, an Academy Missionary (Productive/Academic/Explorer) who was raised by an almost-religious order of knowledge-keepers and craftsmen

We know that Merit has been directed to the Colony and has set-up a clinic, providing medical and chemical education on the frontiers of space. We know that Marat has come here to get away, and that he has his own set of warrens and boltholes in place to avoid the notice of anyone who comes knocking for him. We know that Zeph and his daughter have come here to get away from his old life and has taken up the role of colony spokesperson with the outside world.

We’ll figure out more as we go, but that’s what we’ve got so far! Character creation and campaign creation have been pretty smooth so far, although Asset creation can be a little tricky. Nothing too bad, though.

We’ve talked about adding the “Implanted” Tag to the Assets chapter, for those who want quick and simple cybernetic or biological implants. 

5 thoughts on “#ToProsperIsToFall”

  1. Fantastic, Alfred Rudzki . You won’t believe the huge grin I had reading that, sounds like it’s going to be an amazing campaign. Having a character with a daughter? That’s a heck of an emotional investment to make the Colony a better place.

    What’s the planet like? Earth-like (varied terrain)? Please feel free to update us with your subsequent sessions, I’d absolutely love to hear about it.

    As for the “Implanted” Tag… that’s a really, really clean solution. I’m going to add that as an Upgrade in Far Beyond Humanity (which will go well with the Cybernetic career).

  2. Sean Gomes, I’m glad to hear we brought a grin to your face! I completely agree with you about the daughter — the player responsible gets props for that great call. We haven’t yet determined the exact nature of the colony planet; we’re working on Factions now. Once we know who our power players in space are, I’m going to drill down and ask the important questions: who sponsors this colony, what is so valuable about this place, what is so dangerous about it, and how far along is colonization, and a few other questions.

    I’ll do my best to provide some regular updates about how the game goes and how the characters are faring! 

    The Implanted tag is an idea of Marat’s player — he wanted his Turncoat to have some kind of biological modification that gave him a poison bite or just something that spoke to having weird experiments done to make him deadly. We talked about it, and I figured it worked out something like this:

    >Implanted is a tag kind of like Mounted, but it suggests the modification is a part of your body rather than attached to it; the perk is you’re never without it, the downside is that your body has been modified and that could be bad.

    >With just the Implant tag, an Asset can be a part of your body – but it is obviously part of your body. A Visor Implant makes your eyes look weird, an Armor Implant looks like armor, and a weapon Implant looks like a weapon. If you throw in the Concealed tag, though, thats when you get lifelike cybernetics that take a lot more effort to spot.

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