I am quite confused from the rules about the Wild Jumps. Now here I don’t have the book with me, however, if the crew has time, they can do a normal jump. If they need to do a quick jump in a hurry, or a jump to unknown, they do a Wild Jump. If they get 10+, they succeed, and they could choose from the 7-9 list to obtain… What?
If they get a 7-9,they succeed, however they get a thing chosen by the GM from the list. Now, 7-9 should be a “mixed success”, but in the list I see all positive things, like “we found a new planet!”, “we found precious ores! ” etc. So: why a crew should do a normal jump, if with the wild jump they do the travel quickly AND with good surprises at the arrival??
I want to guess that there is still that possibility of rolling a 6 or less. Probably not a good thing for the players.
Stacie Winters Well, this is “canon” for every AW based move. So I think it’s normal to come with troubles with a 6- result. Still, I wonder about the rest of the move.
Christian Biskup thanks for the reply. I read the part about the power, but I thought that it meant something like: “when you start a wild jump, you need (momentarily) all the power, redirected to the engines; also, you are vulnerable before the jump (’cause your shield are down etc.). However, when you arrive, the ship regains all the normal operativity”.
Am I wrong?
Getting good things that are not at all where you want to be sounds like a pretty standard Soft Move to me; I think it works.
Just to point out: A regular Jump is done along tested, safe Jump lanes. These are circuitous, and usually the entry/exit points are a week outside the star system, with hours of spacial mathematics calculations. But safe Jumps do not require a Roll.
Wild Jumps are done in bad conditions, with minimal navigational calculations, usually warped by local gravity (being too close to stars, planets or other ships). A Wild Jump is less about “going somewhere safely” and more “lets get the hell out of here, aim in roughly that direction and go go GO”
Oh, yeah, it’s only during the Wild Jump, to add extra drama when using it as an escape mechanism. Argh, perhaps I didn’t word that correctly.
I dunno, I really prefer the idea that the Jump drains the batteries and you gotta wait for them to build their charge back up (or whatever) before you can go jumping again. It makes a Wild Jump slightly more impactful than “whoops wrong zip code, oh hey new planet, okay jump again.”
I mean, obviously everyone can run their game however they want, and canon is canon, but I think I know what I’m going with 😉
Alfred Rudzki . Fair enough! That kind of openness of interpretation is one of the strengths of PbtA in general, which is why I wanted to use it to power UW.