Trying my hand at making Jump Points as I am ‘rebooting’ my Uncharted Worlds campaign in a different system set…

Trying my hand at making Jump Points as I am ‘rebooting’ my Uncharted Worlds campaign in a different system set…

Trying my hand at making Jump Points as I am ‘rebooting’ my Uncharted Worlds campaign in a different system set within the same setting. We’ll be focusing on more mission-based episodic play. Would love feedback and advice on both fronts. Could use a few more questions I think. A ‘complication’ question, perhaps.

Apprehend the Fugitive

Situation: The characters have been sent to apprehend a fugitive aboard a space port before they can board a ship and make it to the nearest Jump Point.

“You watch as the last of your weapons are processed and confiscated, and you are ushered past the uniformed customs officer into the space station proper. As soon as you’ve left the terminal you find yourself on the brink of an ocean of life of all shapes, sizes, smells, and origins. Somewhere, among the thousands of crowded bodies, is the individual you’ve been sent here to collect.”

Questions:

*”Who is your assailant? What do they look like? What disguise were they in when you last saw them?”

*”How have you been tracking them so far? What faction are they fleeing to for safe haven?”

*”Why isn’t Space Station security in on this? Any idea why you were instructed to do this on the down low?”

I’ve been working with some new players to make characters, and one of them just took this move.

I’ve been working with some new players to make characters, and one of them just took this move.

I’ve been working with some new players to make characters, and one of them just took this move. It’s a move that is super cool thematically, but is confusing me somewhat.

Ritual

When you entrust a situation to the power of your rituals, fortunes, hexes, and charms, you can roll +Expertise instead of whatever the usual stat would be. This will likely be complicated, unpredictable, and deeply unsettling.

When is this triggered? When the player says they’re falling back onto their mumbo-jumbo? Is this a use +expertise whenever they like, with more unpredictable, supernatural consequences?

How have you used/ resolved this move in the past?

What counts as a ritual, fortune, hex or charm? Are these the methods by which other supernatural moves are used?

Hoping to hear more about the thoughts behind this one, and how I should approach it. Because either it’s a move that requires a player to go out of their way to trigger, or it’s a move that can be triggered constantly.

are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives?

are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives?

are explosives one-time use assets?Do they represent 1 grenade, 1 mine, or 1 unit worth of explosives? How limited is their use?

Just finished a session of espionage after infiltrating the research laboratory run by the Mignis Corperation on…

Just finished a session of espionage after infiltrating the research laboratory run by the Mignis Corperation on…

Just finished a session of espionage after infiltrating the research laboratory run by the Mignis Corperation on Lumos, the moon of Edison, a gas giant in the Aristotle system in search of plans for harnessing the energy of the strange gasses of the uninhabitable Edison. The last two sessions have been a close shave on many occasions. They: bluffed their way past an official named Berrett, staged a fake radiation leak, sabotaged their own ship, crashed a half-repaired shuttle on the moon, knocked out employees and one character with homemade gas grenades, shot up some guards, unearthed redacted and classified documents within the laboratory computer systems, argued with scientists, got interrogated by robot cubes, and more, all before just now tripping the complex alarm. Now they have a hardrive of modified weapon blueprints, 5 data drives filled with information about ‘Project Prism’ (Prism is a totalitarianistic faction), and some laser rifles to get out of this high-alert compound and back to the Edison station, (also on high-alert) so they can get back to their (hopefully repaired by now) space ship. Wow I’ve loved this game a lot, and i’m only about 5-6 sessions in. I’m so excited to see what happens next. And I didn’t even mention Space Hagrid! 

Hey guys.

Hey guys.

Hey guys. I don’t know if I’ve missed a post covering this, but I’m still a bit confused by some of the debt mechanics. Why would refusing to pay debt incur more debt? Am I misunderstanding the concept of debt? And how does harming or opposing the faction itself make you more indebted to them? How do we phrase the ‘debt’ when we record it on character sheets? There is no system of lesser or greater debts like injuries or malfunctions, but the text still talks about debts of larger or smaller impacts, which makes sense, but is there an easy way to delineate that? 

I apologize If I’ve missed or misunderstood something in the reading of the document. 

I recently purchased this game from DriveThruRPG.

I recently purchased this game from DriveThruRPG.

I recently purchased this game from DriveThruRPG. I am curious what the difference is between the ‘low impact’ and the ‘single’ PDF documents. Is the Low-impact less ink intensive for printing? I would think the spreads would be better for printing anyway.

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while,…

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while,…

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while, and I just realized uncharted worlds has an amazingly easy set up for that. 

Instead of having one fantasy location where everything is set around, the location is either the ship (star trek style), a huge battle cruiser (star wars style) or a colony or spaceport somewhere. Characters can be introduced and benched with ease, and each adventure can be another encounter with a craft or a world. 

Has anyone thought about hex-crawl style systems like west marches (or dungeon world perilous wilds) for space exploration and uncharted worlds as well?