Hi all

Hi all

Hi all,

we have now played the third session of UW and my players are loving it. There is just one area that does not work for us, probably because I am doing something wrong, and that is combat.

We had the situation that my players had to engage an enemy who was behind cover in upper ground.

I am sure I did it totally wrong, but the first player attacked the guy to kill him and rolled a 6. So I concluded that he did not succeed in his plan to kill him, but instead exposed himself to fire and suffer harm. So the sniper was still in play engaging the players. The theme continued though with every player trying to attack him and failing. It was a tense moment and they did enjoy the shootout. However I am sure I did it wrong.

Now, the root cause is probably our deep seated approach for combat from decades of playing “traditional” RPG with hit points, combat rounds etc. as that feels “normal” to us. And I am also sure the biggest issue is my take on how combat flows.

So I wonder if any of you here might shed more light on how to do this better? How I can wrap my head around how combat should work here? Because I get what happens when a player wins the engagement, that is easy. But if not? What then?

Perfect proof of how great UW is – using Far Beyond Humanity we were able to play the first session of what I think…

Perfect proof of how great UW is – using Far Beyond Humanity we were able to play the first session of what I think…

Perfect proof of how great UW is – using Far Beyond Humanity we were able to play the first session of what I think will be a longer campaign set in the Warhammer 40k universe. Tons o’ fun 🙂

HI everyone. I’m new to UW, but experienced with a variety of PbtA games.

HI everyone. I’m new to UW, but experienced with a variety of PbtA games.

HI everyone. I’m new to UW, but experienced with a variety of PbtA games.

My question is this: how does starship combat end up working at the table? The description in the book seems too vague, and starships don’t seem to have much in the way of stats, in contrast to the vehicle chapter. It says to treat starships and their components as threats, but doesn’t seem to have much in the way of establishing the potency of those threats.

Am I missing something? Thanks.

I’m running a game where the players are exploring, so they haven’t been to any of the planets before, one player…

I’m running a game where the players are exploring, so they haven’t been to any of the planets before, one player…

I’m running a game where the players are exploring, so they haven’t been to any of the planets before, one player has taken Contacts from Personality, any good ideas for rejigging it?

Hey there.

Hey there.

Hey there. Has anyone hacked the “Starfarer” career for games set solely on a planet (using the “Colony” setup, for instance)?

I searched but couldn’t find anything. I think most of the moves work for any kind of ace pilot/driver, but I wanted to know if anyone had good substitutions for the zero-g related parts of the playbook.

Thanks for any advice/help!

I have a question about Get Involved that has been on my mind for quite some time.

I have a question about Get Involved that has been on my mind for quite some time.

I have a question about Get Involved that has been on my mind for quite some time.

Uncharted Worlds was the first PbtA game where I’ve seen help move that pushes the result entire category of success up or down. In my brief MC experience in UW it means that when two characters cooperate then most of the results end up being at least 7+, very often 10+ on whatever move was being made.

This gave the games I where I was the MC a more heroic feeling as there were almost no missed rolls, as a byproduct we had a lot of scenes with characters cooperating which lead to good fiction and fabulous Get Involved descriptions.

Question: what is the designer intention behind such power in Get Involved move compared to other PbtA games where help is usually a +1?

A quick question. I’ve been searching the core rulebook left and right but haven’t found it.

A quick question. I’ve been searching the core rulebook left and right but haven’t found it.

A quick question. I’ve been searching the core rulebook left and right but haven’t found it.

Data point are spend before the roll or can they be added after the roll as well?

Kind regards.

So I got particularly inspired by Alpo’s post about the custom Move he made for his Star Wars one-shot.

So I got particularly inspired by Alpo’s post about the custom Move he made for his Star Wars one-shot.

So I got particularly inspired by Alpo’s post about the custom Move he made for his Star Wars one-shot.

(https://plus.google.com/+AApolegre/posts/fYujSi1ccxe)

It got me thinking about alternate ways to approach combat against a truly unstoppable villain.

Ended up coming up with a one-page mechanic that I’ll most likely be integrating into Far Beyond Humanity (don’t worry, the “layered” approach will still be there).

Check it out! I’d love feedback, comments, gut feelings, etc.

https://www.dropbox.com/s/7qr1sc2w4nkj55n/Unstoppable%20Foe.docx?dl=0

Hello, I am curious as to how to people have used this weapon tag:

Hello, I am curious as to how to people have used this weapon tag:

Hello, I am curious as to how to people have used this weapon tag:

‘Mounted’

Mounted to a forearm or shoulder rig, keeps hands free.

It’s just bizarre to me. Makes me thinks of a super battle-droid.

Does that mean it can be fired while mounted? Would it be integrated into an attire? What does this mean, besides easier storage and movement?

How has this tag been used in your games?

I have a player who would love to have an AI-operated gun mounted to their shoulder, and I have no idea what to think.

What do you think?