Far Beyond Humanity Weekly Update #4

Far Beyond Humanity Weekly Update #4

Far Beyond Humanity Weekly Update #4

Technically this should be #5, but I smashed my finger something fierce last week so typing was at a minimum. My hand is better now, and I’ll try to make up for lost time in next week’s update. (Still have trouble with the shift key, forgive any un-capitalized words)

New Advancement Rules

Advancement rules were definitely one of the weak points of original UW, and I’m taking the opportunity here to rectify it. Long story short my own playstyle and availabilities meant that I never had the opportunity to run a long-term campaign while writing UW, so the Advancement system was… short-sighted? It really didn’t hold up when used in a year-long campaign, for example.

This new system took a TON of time to put together, and went through a dozen iterations until I found something that met all my checkboxes. Specifically, I wanted something that fed and supported the story in an organic way, allowed a feeling of growth and control even after dozens of sessions. At the same time I wanted something that alleviated the Skill bloat. And it had to play nice with the “short-term” mechanics and transition smoothly between “early game” and “late game” (choosing one or the other at the start of a campaign required too much prescience). In a way, I’m almost glad I smashed my finger because it gave me an opportunity to really mull this over.

The result is at the end of Chapter 1 in the Previews folder. I’d really appreciate feedback and thoughts about this from those of you who have run long campaigns (either of UW or of any PbtA-style game).

Running Low On Fuel

Also in Chapter 1 are the new rules for Fuel Scarcity. This is an optional extra rule added to a setting to make it a lot more desperate. I’m pretty happy with the way it leverages or interacts with the various Enterprise Moves (Acquire, Barter, Wild Jump). It’s amazing how much it changes the tone of a game.

The Vanishing of the Incorporeals

The Incorporeal species has been removed from the Species chapter, and will be relegated as an NPC/narrative species, rather than a character species. There are too many exceptions surrounding incorporeal beings that they simply don’t work within the system at all. I’m all for new mechanics and tools that push the boundaries of the rules, that’s what FBH is all about, but the Incorporeal (as player characters) are fundamentally incompatible with the system itself. I tried to make them work, but it’s past time that I cut my losses.

Reformatting of the Character Chapter

You may notice a “Chapter 4 v2” in the preview folder. This is where I’ve been reformatting Chapter 4 to a more suitable layout. It’s not done yet, so just ignore it for now.

What’s Next

Next week I hope to have the majority of the Technology chapter written, which includes sections about the SectorNet (cyberspace), new Starship options (including alternates to Jump Travel) and rules for heavy-style and fast-style Mecha.

As always, keep the comments, questions, suggestions and play reports coming. I read them all, and they definitely shape and inspire my design!

-SG

https://www.dropbox.com/sh/atd0ygpwhur5yp6/AAB140jz3usjE3imwUkkCTLia?dl=0

15 thoughts on “Far Beyond Humanity Weekly Update #4”

  1. It’s sounding great – and glad to hear your finger is recovering.

    rules for heavy-style and fast-style Mecha.

    I have a ‘Let’s Break The Vehicle Construction Rules!’ post coming tomorrow. 🙂

  2. Noah Doyle Oooh, breaking vehicles. Looking forward to it.

    I should mention that the Mecha section will cover starship-sized Mecha: MadCat, Evangelion, Gundam, Megazord, Voltron, Imperator Titan, etc. That doesn’t mean there isn’t opportunities for other vehicular stuff in the Technology chapter, if you want to share 🙂

  3. Took a look, sounds excellent. I can imagine times from our long running game where nearly all of those alternate advancements would have been useful. “Plan” especially sounds awesome as a way to basically buy a favorable narrative break.

    Although “acquit” reminds me that levels of debt are still ill defined. I would love to see a cheat sheet sort of like the injury table that gives example debt levels and how they function at each level, from minimal debt to insolvency.

    One other thing I’ve noticed from our game is that almost nobody felt any need or desire to pick skills from their own careers. Instead they found a skull they liked from wherever and picked an appropriate advancement trigger. Lots of fun was had but characters quickly lost definition and distinction, at least in terms of their skills. Should “cross class” skills be more expensive (maybe cost an extra 2 xp or so?), to encourage people to flesh out their chosen roles instead of homogenizing into Jacks of all trades?

  4. I’ll echo Chalice In Chains, I’m very excited for FBH and want to get our group back into space. We’re running 5e Eberron at the moment, but with our history that’ll only last 6 months or so.

  5. Oh the new Advancement seems interesting! Relate is super cool. Prosper seems strange because there’s no measure of wealth and there’s no real way to record this. “I took Prosper twice!” seems weird. Renounce seems super cool, too.

    I like this and may have to try it in play.

    Edit: it might be cool to also have “group advancements” where players can pool XP. Maybe to upgrade the ship, or the like.

  6. Re: advancement. I think the advice in the book to give each player two triggers for 2-3 player games makes for too-quick advancement.

    I’d personally prefer something like this: each player chooses one trigger per career. Everyone automatically gains 1xp, plus 1xp for every player that hit one or more triggers.

  7. After reading though the book I feel that 7 Skills seems a bit few. Considering Origin+2 Careers is already 14 available. Add in a group career and we have 19! And you only have access to 7? I guess if you have career overlap with other players this could be a problem, But I believe in a standard 3-4 Player group each character has a chance to have totally unique Career combinations. Especially with the new ones from FBH. The alternate advances are great, But I fell the Skill limit should be in the 10-12 Range. At that point Skills get very expensive. But I guess that limit could be flexible depending on the game you want to run. The people who have played longer campaigns, what is your average XP rate/Session ?

    Really like the new Careers and Origins, except the magic stuff. But it is great to give the option for players who like that in their setting.

    Not so sure about the new workspaces. They seem rather … weak? Compared to the ones from the corebook. Especially the Augmented seems weird. I really expected to see something akin to Darth Vaders Pressure chamber or similar in there. A room that is totally environmentally sealed and shielded from outside influences/scans. May be to hard to differentiate from Medical? Or a fine mechanics bay that can be used to create/modify Mods or weapons and Repair Mods or Robots. I just don`t quiet see the connection between an augmented person and what is basically a generator and a refinery.

    Looking forward to seeing it finished!

  8. I dunno, Marcus. A quick look at other PbtA games suggests that 7 is actually a relatively high limit on Moves. AW playbooks all have around (or fewer) than 7 moves over their lifetimes, same with Masks characters, and Monsterhearts. Dungeon World is the outlier, with its 12ish Moves across a character’s lifetime.

  9. Here’s the problem with more than seven skills in actual play: the characters begin to get to the point where they’re optimally where the player wanted them, but now they just have to pick a new skill. You end up just dumping garbage or being power-gamey just because it’s all you can do with XP.

    If you limit it, you make even that 7th skill a tradeoff – “do I buy X or Y for my last skill?” AND give some impetus to Renounce a career, which is super cool.

    The advanced improvements are wonderful. I’d still love to see some group improvements with XP.

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