Far Beyond Humanity Weekly Update #5

Far Beyond Humanity Weekly Update #5

Far Beyond Humanity Weekly Update #5

Well it was one of those weeks: Wrote less than I hoped, more than I expected. Fighting a bit of a throat infection that’s sapping my energy in the evenings, even had to cancel my gaming session ’cause a GM without a voice is kinda useless. Other than that, things are ok.

New Chapter 2: Technology

Still missing the back half of this chapter, but I made enough headway that I figured I’d upload it and get first impressions. Thanks/curses to Noah Doyle, whose breaking of the Vehicle system folded super well into my early designs of Mecha rules, so the two have been merged into Greater Vehicles. (And yes, the actual upgrades for Greater Vehicles aren’t there yet, making it a tremendous tease).

Also included are the SectorNet rules. I tried to create a system that could simulate (hah) ye olde Netrunning/Matrix-y fun without being an entire campaign setting. It’s a system that I’m not entirely sure about because all that Netrunning stuff is a bit outside my wheelhouse. I’d appreciate feedback from aficionados of the genre.

Reformatting: Characters

Still slogging through the reformatting of the Characters chapter. Tedious, thy name is Layout.

New Art!

Every week I’ll be revealing a new piece of art from the upcoming book. I’m super stoked to be getting these in, they’re exactly how I pictured them. First up we have the Chapter Cover of the Technology Chapter, by Juan Ochoa:

https://www.dropbox.com/s/25i6bcd996fcqqh/SectorNet.jpeg?dl=0

What’s Next

Going to try to finish up the technology chapter, get in the actual combat/operations rules for Greater Vehicles, etc. Also finish the dang Characters chapter.

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

12 thoughts on “Far Beyond Humanity Weekly Update #5”

  1. Sean Gomes​ I’ve only recently purchased and dug into Uncharted Worlds and am loving every bit of it. Clearly, a ton of creativity and thought went into it. Now seeing these weekly updates on Far Beyond Humanity is like icing on an already excellent cake! Thank you!

  2. Hmmn. 7 skills seems on the short end, given the sheer breadth of available skills – but that’s a dial to be toggled (if you’re playing Jedi, there’s a case for needing more skills; Firefly, not so much). I definitely think that the new advancement rules were needed and are going to add something to the game.

    I think Refine could do with some cheapening, though. It shouldn’t be more expensive than a skill improvement, even if it only comes at the end. I’d switch it with Prosper.

    Speaking of Prosper, without a mechanic, it doesn’t work as-is in my opinion. However, while typing this, I thought of expanding it beyond personal wealth and lifestyle. Something like “Your character has elevated their status in a way that you choose that brings them new opportunities and challenges. This might be a financial score, increase in rank, ennoblement, or simply developing a glorious reputation.” I might add “Gain 1 Favor with a Faction related to your advancement,” just to give this option a bit of mechanical oomph – though it’s hardly necessary.

  3. Alfred Rudzki Yes, but most PbtA games also have advanced moves and stat advancement. (To say nothing of switching playbooks while keeping skills.)

    Sean Gomes That does have a certain resonance to it. Of course, I also assume that space opera heroes are ever so slightly superhuman. 🙂

  4. Alfred Rudzki In original Cyberpunk 1st-ed. RPG, 1988 or so, Netrunners went into the ‘Net but dressed up their view or experience in the way they wanted, with obstacles, locks, opposition programs dressed up accordingly. The game suggested 3 flavours: 1930’s gangster Chicago, ‘Tronnic (neon and abstract surfaces like the TRON movie), or fantasy. The dress-up was the Runner’s choice, but the idea is that the Runner would react better to a huge, fire-breathing Demon in front of them than merely a text that said “oh, by the way, Demon program ahead.”

  5. I’m familiar with many sci-fi games attempts to make cyberspace into something that can be interacted with in an interesting way. I was saying that I dig going with some rock opera, full-glam, Tron-style neon because it seems like these days pop culture treats an interactive computer environment as attempts to represent computer functions with mundane analogies (e-mail is a mailroom, etc) or treating it all as surreal semi-dream logic.

    We get a lot of stuff like The Matrix or the 13th Floor, and stuff like Summer Wars, but I feel like “everything looks like the best rave ever” is unpopular, and therefore unique. I’m down with it.

  6. Matt Hill​ hey totally missed your reply. Thanks for picking up Uncharted Worlds, I’m glad you’re enjoying it. Are you running a campaign with the system or is this more of an academic read? 🙂

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