Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them…

Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them…

Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them to quickly understand UW? (Or does one already exist?)

10 thoughts on “Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them…”

  1. The QuickStart Guide, as far as I’m concerned, is pages 8-11 of the rule book. It has your Player Principles, stat breakdown, character creation steps, summary of archetypes, debts, injuries, and data points. That is the how-to-do guide for UW. A document of just the careers and origins would also be great, but for now pages 8-11 are great.

    I made little booklets out of them for my players.

  2. The Powered by the Apocalypse system elegantly puts the up-front information in the character sheets.  The GM must contend with a lot of philosophy about making a game flow, and present verbal non-quantitative consequences.  I joke the dice-rolls look like Traveller on the front-end, but all this assessment of success with conditions resembles Fate Core on the back-end.

    I doubt the game and procedures can be summarized any smaller in a quickstart.  You need a set of all-inclusive Moves to categorize character actions into; that can’t be made smaller or things will start looking dull.  For sure you need a Move or two for spaceship trades and haggling which is a backbone of character action in a space game like Traveller.  Then there are skills to give certain advantages to Moves (apart from the +1 or +2 a characteristic gives).

    More trust needs to be extended to the GM, who does not justify their doings with dice-rolls like in a very analytical “crunchy” game like D&D.

  3. I promise you. A quick start is not needed. Like everything in the Apocalypse engine games let the players tell you what they want and you tell them how to get it/do it.

    So if it’s character creation have them give you an idea of the type of character they want to play and you suggest two careers and an origin that you think makes sense. If that doesn’t work then tweak it

    When it comes to play you teach while playing. So they tell you what they want to do and you tell then how. The first few session you can say “that sounds like “x move” roll+ (appropriate stat). Does that make sense?

  4. When I ran it at a con, I used the premade character archetypes (with workspace info stuck to the back), threw a couple of copies of the player agenda on the table, and also did a few “UW in a page” sheets about the character customisation process.

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