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

I’ve been GMing a play by post game of UW at Tavern Keeper for the past few weeks.

I’ve been GMing a play by post game of UW at Tavern Keeper for the past few weeks.

I’ve been GMing a play by post game of UW at Tavern Keeper for the past few weeks. If you’re interested in how the game unfolds in this format, you are welcome to visit and read the posts for the game.

UNCHARTED WORLDS: FREE TRADER

https://www.tavern-keeper.com/campaign/1660/about

https://www.tavern-keeper.com/campaign/1660/about

About to start a game with my group and will keep people posted.

About to start a game with my group and will keep people posted.

About to start a game with my group and will keep people posted.

We are still on setting setup, so not much is sure right now, but I want mecha and clonesreplicants to be in the mix.

Let’s talk chases, or speed (esp.

Let’s talk chases, or speed (esp.

Let’s talk chases, or speed (esp. ships) in general. How do you handle it? Any particular methods that went well, or didn’t? Coming from Adventures on Dungeon Planet (and others) I have to admit that I kinda miss having a ‘speed’ rating for vehicles. Looking at Vehicles (p120), I see Agile for both land and flyers, and Boosters for only Land vehicles (?). Has anyone added ‘Fast’? Has it even been necessary to?

And as a side note, what about characteristics for Ships? Or is that handled through workstations? How would you distinguish one ship being tougher than another, in the same size class? Entirely fictional, and determine threats from there, or mechanically, or…?

What format do people like their Jump Points in?

What format do people like their Jump Points in?

What format do people like their Jump Points in? The full narrative walk-through used in “planet-bound salvage”, or the shorter style used below? Is there other info you’d find useful e.g. possible threats or ephemera?

The crew of the John Henry venture into the rapidly disintegrating Marsk Station, searching for survivors.

The crew of the John Henry venture into the rapidly disintegrating Marsk Station, searching for survivors.

The crew of the John Henry venture into the rapidly disintegrating Marsk Station, searching for survivors. Well, at least most of them are…

Download link: http://sunday-skypers.podbean.com/e/uncharted-worlds-part-4/

https://www.podbean.com/media/share/pb-q6g5y-62277a#.V8cAciEIRKQ.google_plusone_share

I had forgotten about this soundtrack for a long time.

I had forgotten about this soundtrack for a long time.

I had forgotten about this soundtrack for a long time. Despite the modern setting of the movie itself, the soundtrack has an excellent vibe for sci-fi Metropolis/Space Station suspense and intrigue.

My favorites are

– The Drop (3:02), which has a nice mounting tension.

– To the Roof (14:03) starts smooth and flows into a stylish beat that almost demands choreography around 15:48.

http://www.youtube.com/watch?v=Jk2-CNpeJrE

Hi all, this coming Saturday (3rd of September) our group are attempting a game using Uncharted Worlds, it is…

Hi all, this coming Saturday (3rd of September) our group are attempting a game using Uncharted Worlds, it is…

Hi all, this coming Saturday (3rd of September) our group are attempting a game using Uncharted Worlds, it is expected to be a one off. We start at 12:00 pm and runs for 4 to 5 hours. All times are quotes from New Zealand time (+12:00 UTC). We have three to foour players already but I thought if there is any one interested we could go up to 6 players. Please send your interest to skypegamenz@gmail.com.

Cheers

Steve

I’m considering running a UW one shot game at a small local convention.

I’m considering running a UW one shot game at a small local convention.

I’m considering running a UW one shot game at a small local convention. In order to do this in a convention slot, I’m going to create some simplified “playbook” style pregens from the origin/career selections.

The rough scenario: The characters are a professional salvage crew on the way to pick up some old equipment left on Venus during one of the colonization attempts of the late 2170s. They come upon a derelict, broadcasting its identity as Neith-7, in high orbit around the planet. Aside from the transponder, there are no outbound signals from ship, and power seems to be off or minimal.

As an unclaimed salvage like this would likely allow the crew to retire, able to afford a place on the Mars Arcology if they wanted, they enter the ship to verify it has no crew and is free salvage.

That is where we begin.

Ideas for some pregen types?