Ok.

Ok.

Ok. My first gripe about this game… and it’s not even about the game: what is it about the file format that prevents the .pdf from opening on mobile devices? I’ve got 3 .pdf readers on my smartphone (android) and they all give me the same error “file could not be opened because it is not a valid .pdf.” This error does not display with any other .pdf I try to access on the device in question.

Any ideas what might be causing this issue?

I kicked off 2016 the right way: I showed my young sister-in-law Return of the Jedi for the first time, completing…

I kicked off 2016 the right way: I showed my young sister-in-law Return of the Jedi for the first time, completing…

I kicked off 2016 the right way: I showed my young sister-in-law Return of the Jedi for the first time, completing her viewing of the Original Trilogy in time to take her to see The Force Awakens this weekend. As I was watching it, some thoughts rattled around in my head, so I decided I would talk about them.

The Star Wars movies make really great use of Jump Points. Not quite perfect, I’d say, since everyone always winds up scattered and dealing with things sequentially rather than simultaneously. While I admit that simultaneity of crises isn’t necessary for a good Jump Point, I would imagine it works better than “So you two show up at the crime lord’s palace… and okay, so later, you two walk in… and okay, so finally you show up.” But, I digress.

Star Wars has really awesome Jump Points! “Your Military Personality Leia stands before Jabba… Hey, Industrial Explorer Chewie, what con are you two running to get close to the Scoundrel Starfarer Han? Oh, she’s posing as a bounty hunter and you as her prisoner? Rad… And hey, Leia why is Jabba about to take you seriously? Oh shit, you have a LIVE GRENADE in your hand? Hell yeah, okay, let’s go from there…” That is so rad! It goes off great, with a perfect 10+ and Chewie is in the palace waiting for the breakout, and then it all goes downhill with a really bad miss while defrosting Han.

This is just such a fun way to start off a session, especially if the GM keeps a good pace and keeps things moving — this part in the movie runs for something like 15 or 20 minutes before the whole band is back together and about to get eaten by the Sarlacc. There’s definitely something to learn here: be like George Lucas… don’t leave any players sitting around doing nothing for very long; round ’em up, and throw them all into danger fast as you can.

Second thought, and probably the more interesting thought: oh man I frickin’ loved that lightsaber duel with Vader at the end. Jeez. And as I watched it, I processed stuff that I totally knew before, but that I was seeing differently now that I have Uncharted Worlds in my brain. Like, scope this out: obviously Vader is dangerous, sure, so he’s a Threat (Agenda: “Push Luke to the Dark Side” I figure). But if Luke makes his roll, then the fights over, right? No way! Vader as a person isn’t the only threat here!

Remember, after all, that Anakin Skywalker was a master swordsman! His form and superior swordsmanship (because, honestly, Vader is the better duelist of the pair — Luke only beats him by giving in to Dark Side) are a Threat in and of themselves! Can your Mystic Explorer (or whatever you want to call Luke) work through Vader’s [Superior Defense] (its agenda is to “Protect Vader” probably) to even land a blow? Hell, if you wanted to, you could even throw [Dread] on top as its own Threat! Luke obviously didn’t want to do this, didn’t want to fight his father, especially not being egged on by the Emperor as he was! I think [Dread] is a perfect Threat, and its Agenda is probably “Weaken Resolve.” So that’s Three Threats right? But in a Star Wars game, The Dark Side is probably a constant, ubiquitous Threat… and then there’s Palpatine with his Control of the Imperial Machine, Force Lightning, Lightsaber Skills, and whatever else you can imagine…

Return of the Jedi showed me that THIS is how you make one-on-one fights in Space Opera resonate mechanically. You, as the MC, still need to bring the pathos, the scene building, the stake-setting and all that to the table… but if you feel like a one-and-done roll deflates the drama? Remember that Threats come in all shapes and sizes! They’re not all Slugs on sailbarges getting choked out (uh, THAT was a one-and-done roll to kill a Threat!). Some of your Threats have impossible levels of training that must be overcome, reputations that cripple their enemies’ spirits, and all manner of advantages even before the PCs can take an honest swing at the Bad Guy behind the mask! Think beyond the dude being thrashed on by your PC when you want to make the fight feel mechanically heavy — think about the reasons why this dude is so dangerous, or why this situation is so threatening and important… I bet you’ll find what you’re looking for.

And hey, this is my first post under the hashtag  #UnchartedMedia  (or #MediaMonday , take your pick) where I hope to ramble about how the sci-fi goodness we consume can influence the games we run! I’m going to try and do a few of these each week, and I would love it if the community got involved in responding or making their own #UnchartedMedia  posts!

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve…

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve…

I discovered Uncharted Worlds on drivethrurpg and think it’s one of the more streamlined Apocalypse World hacks I’ve read to date. Can’t wait to try running a game with it.

However, having read several other AW hacks, it feels like there is lack of guidance on session/campaign structure in Uncharted Worlds. 

I noticed in some Shadowrun/Cyberpunk flavored AW hacks (The Sixth Word, The Sprawl) they have really embraced how interacting with corporations can really drive sessions forward; the kind of thing that seems suited to the factions in  Uncharted Worlds.

Has anyone developed any outline structures to flesh out Jump Points in a similar fashion to Dungeon World’s Fronts? What about building out planets/solar systems with starting details?

Question for you folks about the Jump Point at the end of the book.

Question for you folks about the Jump Point at the end of the book.

Question for you folks about the Jump Point at the end of the book. What do you think about the formatting? Does it work? Is it user-friendly? Is there anything missing, or redundant? The format is pretty weird, since it tries to provide structure to the Prompting system. I’m currently tossing around another one, and I want to make sure it actually works.

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

——-

Science to build a starship. Wizardry to take it past light speed. A crew to give it a soul.

In the year 2254 gravity was officially declared to be magic; the scientists gave up trying to figure it out and handed it over to the wizards. Without the inherent respect for the laws of physics, the wizards poked and prodded at gravity, poring over all that science knew about the attraction of one object to the next, and dismissing it as poppycock. They discovered ways around the tired old limits, and gave birth to the first true starships. Some enlightened journalist, covering the maiden voyage of the Impossible, noted that the ship was shaped like a hand giving the middle finger to science.

The dreams of children came alive, and humanity expanded into the cosmos, unlocking the secrets of the galaxy.

Who could have foreseen that three hundred years later, a down-on-his-luck captain would be answering distress calls, hoping to arrive in time to get first pick of the salvage …

http://www.jsmorin.com/js-morins-books/black-ocean/

For those looking for musical inspiration, here’s some epic trailer music with a sci-fi feel.

For those looking for musical inspiration, here’s some epic trailer music with a sci-fi feel.

For those looking for musical inspiration, here’s some epic trailer music with a sci-fi feel.

https://youtu.be/UlvNwQsBL3w

I’ve just been reading through the game, can’t wait to play it.

I’ve just been reading through the game, can’t wait to play it.

I’ve just been reading through the game, can’t wait to play it. But I just had a few rules clarifications I was hoping for.

Firstly, with the custom flyer/vehicle skills it says “claiming a new vehicle as your Custom Vehicle, adding an extra upgrade to it.”. I read this in two ways. One is that you claim an existing vehicle as your new custom and add an extra upgrade to that. The other is that you claim a whole new vehicle identical to the one you lost but with one more upgrade. I was wondering which one was intended.

Secondly, if you  start the game with a vehicle and choose for it to be armed/turreted, does its weapon count as one of your starting items (e.g. I choose an armed vehicle for my class two and its gun as one of my class ones)?

Thanks.

Thinking about possible Jump Points. Some one-liners to start with:

Thinking about possible Jump Points. Some one-liners to start with:

Thinking about possible Jump Points. Some one-liners to start with:

* The characters are surrounded by a room full of people with guns

* A smuggling deal is ambushed

* The characters are in the middle of a bar-room brawl

* The crew are defending a facility from a determined attacker

* The characters are breaking someone out of a cell

* The characters are capturing / kidnapping someone

* The ship is under attack

* Zero-G salvage of a wrecked ship is interrupted

* The ship has responded to a distress call

* The crew discovers a stowaway on board

* Someone has hijacked the ship and locked the crew out of the bridge

* The ship has had a critical breakdown and is heading for danger

#RustbucketTales   #Part3

#RustbucketTales   #Part3

#RustbucketTales   #Part3  

Third session. I’d structured questions to try and create new baggage (around the girl they picked up last session, unwelcome arrivals, and old friends with problems they needed help solving), but most of the responses weren’t used. Instead, the characters went haring off after the unwelcome information gleaned from a failed assessment, before some old baggage came back to haunt them (and gave one of them Debt). But we’re also at a point where we can drop out of continuous play if we wish and open with a new Jump Point next episode.

Previously on Uncharted Worlds…

…Anvil finishes cutting an armoured vault door open, then looks down at a significant (and bulky) looking cargo crate.

…Orcha-37 scans the package with a handheld X-ray scanner, turning it to full power at the precise alignment specified by his HUD to scramble the AI core’s short-term memory.

…Kestrel and Orcha-37 wait nervously in the dark on the bridge of the “Rustbucket” as a pirate cruiser passes nearby.

…Kestrel offers a young woman passage on the Rustbucket; she is obviously nervous

…Orcha tells his contact, Ito Hiroshi, that there is a Nakamoto agent on his tail.

…Kestrel promises Alvin Hassani a share of a cargo – high fluid vegetables, real coffee. Hassani says “if you cross me this time, it will hurt you”.

…Anvil gets into an argument with Wray the backpacker and confines him to quarters.

…Orcha steps out of the shadows behind Hiroshi, slits his throat with a kitchen knife, then places the knife beside him as he gurgles and bleeds out.

Rustbucket touches down on a landing pad on Ghazan. In the background, huge factories pump plumes of smoke into the atmosphere. The air here tastes of sulphur and pollution; everyone wears masks when outdoors.

During the trip the girl, Dev Nekor, had revealed to Kestrel that she was an indentured servant fleeing her contract with Nakamoto Horizons. She wants to go “anywhere far away”, and is willing to work her passage to get there. Since the crew needs a deckhand, they hire her on and give her a comm so she won’t be left behind. Meanwhile, the rest of the crew get to their business: Kestrel and Orcha to try and sell their cargo of Cadmium, and Anvil to look up an old friend.

Anvil’s friend, Daran, needs help: he’s applying for citizenship here, but expects to have some problems with the species declaration. Like Anvil, he’s a synthetic person, made as part of a bulk lot by the Epoch Trust to work on the fringe worlds (in this case, an asteroid belt surrounding a high-G world). Anvil speculates on getting stuff taken out, or replaced with models which can pas a scan. But Daran has a better idea: false documentation. Unfortunately, he doesn’t have the contacts to do it – but Anvil does. Anvil gets to work, and makes a connection with someone who can provide the necessary paperwork. He makes the deal and arranges to come back tomorrow to pick everything up.

The cadmium sale is a bust: a strike has paralysed the major buyer, while those bulk cargo haulers have flooded the market. Undeterred, Kestrel and Orcha decide to do some sniffing round in the hope of finding some way to end the strike, or at least leverage for a sale. They split the task, with Kestrel focusing on the union side, while Orcha looks into the company.

Kestrel hits the bars and starts talking to people. The strike is over shift hours, safety, wages – the usual story. Its in its early days, but the workers are committed; it could go on for some time. Still, she identifies the union leadership, and has the outline of a plan on how to sell their cargo. Unfortunately, Orcha screws everything up for her. While assessing the company and its position, Orcha notices his comm has been hacked. A little counter-hacking later, and he’s poking around the inside of a Nakamoto comm system, which includes some details on him, a dossier on Dr Hiroshi, and the case-file for the murder, which identifies Orcha as a person of interest. It appears Nakamoto security have figured out that Hiroshi was killed to silence him, and have pegged Orcha as the likely assassin. They have a team of at least two people here tailing him. But Orcha has penetrated their systems and can follow them as they watch him. He can turn the tails on them.

Orcha heads back to the ship to arm up, and runs into Anvil. After an initial failed attempt to use him as bait by switching their comm signals (resulting in him bricking Anvil’s comm), he instead decides that he will be bait. They go to a bar, then Anvil leaves early so Orcha can lure one of the two-person tail team into an ambush.

Naturally it all goes wrong. Anvil is all set up for the ambush, when a third agent – one they didn’t know about – tries to loop a garotte round his neck. He manages to shake them off, and then the one he was waiting to ambush steps round the corner and hits him with a hand-stunner. He crumples immediately. The Nakamoto agents disarm him and are just working out what to do with him when Orcha appears at the other end of the alley. He drops the one with the garotte immediately with a silenced pistol shot, dodges the return fire (also silenced) from the team leader, before shooting her as well. The third agent dashes away. Picking up the weapons and one of their comms, he drags Anvil to the other end of the alley, then hails a taxi to help him and his “drunk” friend get back to the ship.

And then its time to leave town: two bodies and a likely response from Nakamoto means its no longer safe to remain, whether they’ve sold their cargo or not. Orcha gets on the comm to summon Kestrel and Dev back, while Anvil gets departure clearance and calls to tell Daran where to pick up his documents. As they break orbit, Kestrel checks the sector net to try and find somewhere where they might finally be able to move their cargo, and finds that the market is good on Asherah. They lay in a course and head for the jump-point…