At the end of our last gaming session, the players found a space casino.

At the end of our last gaming session, the players found a space casino.

At the end of our last gaming session, the players found a space casino. (It’s a long story.) Anyway, my question for you is: How you would handle gambling in Uncharted Worlds?

Another rules question.

Another rules question.

Another rules question… OK, so according to the rules book, characters start with a Class 0 Attire, two Class 1 Assets and one Class 2 Asset. Recently, a player asked if he could take as many Class 0 Assets as he wanted. For example, could players take dozens of Class 0 firearms, melee weapons, and vehicles if they wanted?

Since my campaign is about being lost in space and equipment is scarce we opted not to allow this but is that how the rules are supposed to work? Are players allowed to take as many Class 0 Assets as they want?

Thanks for the clarification.

Title

Title

Hello. I have a question about Experience Points. In the rules it states: “When a character has earned experience equal to their current number of skills…” Does this mean “current number of skills total, including a character’s origin and both careers” or “total number of skills in the career that character is advancing”? I suspect it is the former but I figured I may as well ask.

Hello

Hello

Hello,

I am an Apocalypse World veteran. (I’ve ran campaigns for Apocalypse World, Urban Shadows, Monsterhearts, and Dungeon World.) I’m running an Uncharted Worlds campaign coming up in October and I had an idea but I am not sure about the best way of going about it. Maybe you can suggest some ideas?

My players and I agreed to have a Lost in Space/Battlestar Galactica style game. The players are in an unexplored part of the galaxy, low on resources and working to get back home. As a plot device, I thought I would have their warp drive out of fuel and dependent upon some mineral or whatever (e.g., dilithium crystals) that the players will need to stop, go planetside and retrieve regularly. I can do this purely as a narrative device (i.e., the players run out of fuel whenever it is narratively convenient to me) but is there a better way? I don’t want to railroad my players every session but at the same time I don’t want them to just Wild Jump and be home in a single roll. Part of the fun should be resource management. I imagine the struggle to get home taking up the entire campaign (6 sessions total). Ideally, I allow them the ability to strategically manage their resources without making it too easy or too difficult to get home.

One thought was to make “being lost” an ongoing passive Threat with an Agenda to consume fuel, food and water, eventually inflicting damage from starvation, dehydration and life support system failures, if not handled.

Another potential issue with a campaign like this is that Markets and Factions will likely not be much of a factor. I can warn players about this during character creation but maybe there is a better way to handle that, also. I definitely don’t want them stopping at the intergalactic gas station for fuel, filling up and – bam – they are home.

I could also use suggestions for what to call the fuel source. Not “dilithium crystals” but something like that.

Look forward to your responses.

John