10 thoughts on “So someone wants to know about UW over on RPG.net.”

  1. I’m not gonna make an account there just to respond, but I’ll add some cool things:

    – UW departs a bit from traditional PbtA games in that you don’t get distinctive playbooks – you fully create your character in a similar manner as a more traditional game.

    – Similarly, there isn’t one specific mode of game play – it can be social or combat heavy, ship based or planet based. There’s a lot of variety in the system.

    – The trade-off is that you don’t get as much up front setting like you do with AW or DW. You have to create it during play. Good news is that UW codifies prompting the players for setting level info much more clearly than other PbtA games.

    – To me the system feels like a bridge between traditional roleplaying style (make some characters, go do anything) and modern strict story-focused games (choose one of these characters and play like this).

  2. Because there was talk of combat on the rpg.net thread:

    Combat is one roll, and the initial gut reaction is that this is unexciting and not tense. I request anyone confused about it to try it out. Here’s some client points:

    – You still might need to Face Adversity to be able to Open Fire.

    – Remember in PbtA games that “nothing happens” cannot be a result of a roll. When a combat roll is failed, bad shit happens. Even when it succeeds, there may be a side effect – you have to attack either the left or right guard… Other one is going to get past you and onto the ship.

  3. There’s a good question there about exploration. If we do a second season of #RustbucketTale  there’s a real possibility of having to do that sort of story; how would people handle it?

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