Here we are!

Here we are!

Here we are! Chapter 6, Careers. The first of the Preview Chapters. I’m hoping to release a new preview every week or two (depending on Life getting in the way).

I’m around 95% happy with the way things are right now, skill-wise. Still a couple that could be tighter.

I would greatly appreciate any feedback or comments about the content. Either post ’em here or make a Comment straight on the Doc itself!

https://www.dropbox.com/s/4e18lle8gpw9dfv/Chapter%206%20-%20Careers.docx?dl=0

20 thoughts on “Here we are!”

  1. David Andrews That’s what I thought, and then I looked at the post, and thought it had a much earlier date, and then it didn’t.

    Right now, I’m thinking it’s operator error on my side of the screen.

  2. Hehe 😀 . That one’s been around since I wrote UW (folks who read the old design docs might remember the Cybernetic career that got axed).

    I’m happy to have the opportunity to reintroduce it ’cause I love that little Easter egg.

  3. First time poster here: You put the Arcane flavor text in the Consul box.

    Consul (page xx) Mastery of the mystic arts, warping the very fabric of reality.

    Otherwise, very good. Some issues with the font that you know about. I particularly liked the part about considering your sources and flavoring your archetype appropriately.

    Noticed something on Compel, though: 7-9 is either a hard success or a hard failure, instead of the usual “yes, but” or “yes, if.” Is that intentional?

  4. For the Consul: Yep, well spotted, that was a copy-paste error!

    For Compel, the goal is Obey, so the results are:

    10+ yes

    7-9 yes, if it isn’t harmful

    6- no

    That said, this isn’t the first time that’s come up, so I might consider re-framing it. it’s just such a strong ability.

    Perhaps:

    On a 7-9, As above, and choose one:

    – It causes deep, lasting suffering.

    – They are clumsy, jerky and obviously not in control.

    – They only obey harmless aspects of the compulsion.

    Thanks for the feedback! Really appreciate it. Also: Welcome to the UW community! 😀

  5. Sean Gomes​

    Here or my observations:

    Lay on Hands: add “When used on living things”.

    Telepathy: I would limit communication with someone you know to “within the same star system”.

    Barrier: the way it’s written I don’t see how to apply a mechanical effect to the power. I would suggest “add you’re +Mettle to armor and gain resistance to the Penetrating upgrade”.

  6. In Uncharted Worlds, you don’t need to wedge in unnecessary mechanical effects; Follow the fiction. Its a barrier that resists impacts, so if someone is shooting at you, you’re not getting hit. Its the same reason UW doesn’t provide rules for material thickness and HP per inch based on a structure’s composition… if you’re behind a wall, you don’t get shot. If you’re behind a Barrier, it protects you.

  7. Maxime Lacoste , lemme see if I can address the feedback

    Lay on Hands: Adding a stipulation of “living things” would greatly reduce its utility and the combination potential with other skills. Lay On Hands lets a Chosen Engineer repair machines with a touch and a prayer to the Machine Spirit, lets Arcane Chosen transmute matter with a touch, etc.

    —-

    Telepathy: Again, I’m reticent to add too many hard stipulations and limiters. I much prefer “soft” limiters based on the narrative and the agreed upon boundaries of the individual game-world. Secondly, it doesn’t quite emulate the inspiration to limit it to a star system (Leia on Bespin (the Anoat system) contacted Luke in the Dagobah system). Thirdly, other aspects of FBH introduce the possibility of adding alternate realities to the campaign (JumpSpace, The Realms Between, Pocket Dimensions, the SectorNet) which are both closer and infinitely further than a neighboring star system. Much simpler to not have a hard limiter at all.

    —-

    Barrier: Think of Barrier as a tool that can Do Things narratively, as if it was a sledgehammer. The associated stat is used when you use the tool to Do Things that would trigger a Move. Using a sledgehammer to do mundane things doesn’t trigger a Move, but using it to hammer open a door before the whole room depressurizes is definitely a Face Adversity. And since the hammer is a heavy physical tool, it (implicitly) would use +Physique.

    For example, I use a Barrier to shield us from the wind… sure, that works. I use a Barrier to create a temporary bridge… sure, that works. But if my use of a Barrier needs to be strong (block an explosion) or quick (sudden hail of bullets) or enduring (resist crushing ocean pressure), well then I will Face Adversity using the tool that allows for that narrative description (the Barrier, which uses Mettle). So Face Adversity +Mettle. If you used the Barrier to protect an ally while they were running for cover or fighting in hand-to-hand, you’d Get Involved +Mettle.

    As Alfred Rudzki said, it’s a narrative tool which does what you would expect a barrier to do, just follow the fiction.

  8. It totally can be, yes. There are a number of Skills that interact with the same core Moves, and they’re meant to combine to make new moves (Surgery + LoH vs Repair + LoH, etc)

    Probe (Access a mind if you touch the head)

    +

    Technologic (can Access in Line of Sight)

    Authority (Command through superiority)

    Intimidate (suppress/intimidate/subdue)

    etc etc. Go nuts 🙂

  9. Thanks for the clarifications. I come from the trad. school of gaming and it shows. Which make me think… adding a paragraph or two with these very good explications in the book would be very helpful in making sure the less fluent in PBTA like me understand how to use these skills in the fiction.

  10. Fair point Maxime Lacoste , I think I was a bit light on the how-to-play because this is a third-generation PbtA product (Apoc World > Dungeon World > UW). I keep forgetting my own crunchy heritage (though to be fair I’ve never been super crunchy, just D&D and Traveller level).

    I fear this may be something I’ll only have a chance to do in Uncharted Worlds 2… though maybe before that I could come out with a small GMing guide? Tips and tricks, talking narrative-game theories and such, how to Follow the Fiction, that kind of thing. Would that be something people would be interested in?

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