I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve read to date. Can’t wait to try running a game with it.
However, having read several other AW hacks, it feels like there is lack of guidance on session/campaign structure in Uncharted Worlds.
I noticed in some Shadowrun/Cyberpunk flavored AW hacks (The Sixth Word, The Sprawl) they have really embraced how interacting with corporations can really drive sessions forward; the kind of thing that seems suited to the factions in Uncharted Worlds.
Has anyone developed any outline structures to flesh out Jump Points in a similar fashion to Dungeon World’s Fronts? What about building out planets/solar systems with starting details?
There are Factions mentioned on the sample character sheets but no corresponding details in the main book. A background, and a planet-generation system, might be things Sean will put in future supplements.