19 thoughts on “What would you recommend to a GM who wants to a Star Wars campaign? Would Uncharted Worlds work?”

  1. Any reason you don’t want to use the new official Star Wars RPG? Seems to be well supported and people like it. Don’t get me wrong, I love improvising.

  2. Mark Cleveland Massengale​

    The problem with Masks is you can’t kill bad guys, you just make them emotional. So how would that work on rathtars or nexu’s? Or battle droids?

    Player: “I hit him with my lightsabre” * rolls 10+ * “Its a hit!”

    GM: “OK. You just made the rathtar feel guilty”

  3. Serious aside: Uncharted Worlds only works as a StarWars game if The Force is not in the hands of the players. If you want to have a bunch of force adepts/witches/Jedi in your group, I’m afraid the base rules of UW don’t cover that. I’m working on the space-magic supplement, but the core game is made for much more “fighter pilot/scoundrel/ex-storm trooper/galactic senator” style characters.

  4. Wynand Louw Not true at all. Reread the basic moves: Conditions only affect PCs…

    And directly engaging like that deals blows. Which: blows take things out (make them flee, go unconscious, lose control in a terrible way). The they kill them.

    What Masks Does lack, however, is a mechanic for when you kill helpless opponents, destroy the livelihood of others, or just flat out enjoy harming others. So that is part of what I added in with my SW hack. A tempting voice of the Dark Side to influence the PCs after they commit corruption :>.(something I repurposed from Urban Shadows)

  5. Mark Cleveland Massengale

    From the GM sheets

    Choose one to five conditions for the villain to be able to mark. Possible conditions are Angry, Afraid, Hopeless, Insecure, and Guilty.

    Villains in a Fight

    When a villain gets hit hard, make them mark a condition as appropriate.

    When a villain marks a condition, have them make a move from the Condition Moves list.

    When a villain needs to mark a condition but can’t, they are definitively defeated.

  6. What Masks lacks is a mechanism to kill villians.

    Player: I hit him with my katana.

    GM: You hit. He now feels guilty.

    Player: I wanted to chop his head off.

    GM: * sighs * OK, he is now afraid.

    Player: Does he at least bleed?

    GM: He is afraid!

    OK so eventually I say, He is afraid because you chopped his ear off. There is blood all over his face. In fact he bleeds all over you!

    But that is not RAW. That is me moving beyond the bounds of the RAW.

    That is why our group played exactly one session, and no more. The fictional disconnect was just too great. (And 2 of my players are superhero nerds)

  7. Wynand Louw: This just sounds silly to me, and only vaguely like my games of it. The fiction of marking a condition is up to you to make work based on the scene, but “definitively defeated” is clear. The player describes how it was defeated. In a fight, this means you make them flee, get knocked unconscious, or outright kill them.

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