Just got the PDF! Looking forward to running the game. Can we put rules questions here?

Just got the PDF! Looking forward to running the game. Can we put rules questions here?

Just got the PDF! Looking forward to running the game. Can we put rules questions here?

I am a little confused about harm and healing. First, how does Patch Up interact with Critical injuries? The critical injury description on page 60 says they can be “stabilized by patch up,” but the Patch Up move doesn’t actually mention critical injuries in any of its results.

Also, are debilities totally separate from injuries? They way I see it debilities are descriptive, and just become additional potential threats or adversities to overcome. It seems like most injuries, in that case, would also come with the effects of a debility. If you get shot with a gun, you have a major injury, but also I would make the player roll to overcome adversity in a lot of circumstances.

How are injuries and debilities mechanically distinct?

Now available to purchase on DTRPG.

Now available to purchase on DTRPG.

Now available to purchase on DTRPG. It’s here. It’s official! If you’ve been following but missed the Kickstarter, here’s your chance to grab the pdf. If you know folks who might be interested in your respective communities, please feel free to reshare! Whoooo. What a rush.

http://www.drivethrurpg.com/product/162122/Uncharted-Worlds

Loving my Unchartered Worlds.

Loving my Unchartered Worlds.

Loving my Unchartered Worlds. I’ve arrived in sector from Traveller with a powdering of Dungeon World play; so a little light on the PbtA experience…

I’m still getting my head around the one roll removal of a threat. This threat might be a squad of security goons. Fiction first and all that, if a PC has a laser pistol they can take all the goons out if they make their Move – I assume with a flurry of pin point shots? What benefit to having a weapon with a spray capability? Does that just change the way you describe the take-down?

Also, in the wild theatre at the table, if multiple charcaters get in on the goon slaying, do they all get to roll their Move at the same time? Does the fiction judge who gets the first roll? If that roll is successful the others look on in awe or even contribute with the helping move (book not with me – I loved that move).?

I’m ‘Bracing for Impact’ 🙂

 

Definitely using this as an adventure seed in Carta Galaxia.

Definitely using this as an adventure seed in Carta Galaxia.

Definitely using this as an adventure seed in Carta Galaxia. Rumors of an long dead alien city, on a planet that will soon be torn apart by a nearby star. Just getting to the planet will be hard enough, avoiding the shards of sundered planets, the gravity distortions and radiation storms. Then venturing into ancient, alien ruins (with all the dangers and horrors that might entail) while the planet tears itself apart, contending with hostile rival explorers, followed by the invariable 11th hour escape as the planet breaks apart.

http://www.abc.net.au/news/2015-10-22/zombie-star-white-dwarf-killing-planets/6873658

http://www.abc.net.au/news/2015-10-22/zombie-star-white-dwarf-killing-planets/6873658

So, I quickly read (mostly scrolled, tbh) through the fine pdf I got yesterday (thanks!) and stumbled upon the…

So, I quickly read (mostly scrolled, tbh) through the fine pdf I got yesterday (thanks!) and stumbled upon the…

So, I quickly read (mostly scrolled, tbh) through the fine pdf I got yesterday (thanks!) and stumbled upon the combat rules. A quick search here didn’t really answer this, so maybe someone could help me with this:

Splitting bigger groups of enemies into a couple of Open Fire or Launch Assault rolls seems a good solution to slow down fights a bit, if it seems necessary (I think somewhat important encounters should not be resolved with a single roll).

But what about a single, big opponent? Let’s say the group is attacked by a gigantic worm on a desert-planet. The rulebook does not have a specific solution for that and a single roll (especially if the entire party gets a shot) would take away a lot of the tension, imho, no matter how well described the cinematic is. So would you suggest to give an enemy like that hit points (probably difficult as there is no damage), or require the group to roll a certain number of successes, or how would you guys do it?

Just playing with ideas here, or maybe I even missed a bit in the book. Not hating the mechanic in general, I actually like it, but have the feeling certain fights should be more than potentially one roll.

Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

#1: how does an enemy ship’s hull work as a threat? Can someone give me an example of how that would look in play?

About the advancements.

About the advancements.

About the advancements. I quickly read the manual, so I can be wrong, however I saw that you can “simply” add more moves from your careers. Correct?

Well, I love advancement in RpGs, and I own almost every AW-based game that exists. So: why limit the advancement to some new move? Why to not add some “special” advancement, that gives one or more of these:

– +1 to a Stat (maybe another +1 to another Stat in a successive special advancement).

– An additional “slot” to endure an additional minor damage (and, in a successive special advancement, an additional medium damage)

– An automatic “big” asset, like “A new ship”, or “A loyal crew/community/gang”, or “A secret base”

– A sidekick (you create a “backup” character, and this is introduced in the fiction, useful as sidekick, backup PC when another PC is out of the scene for a while etc.)

I’d say you can easily add these to the core rule, and a lot of from-zero-to-hero player enthusiasts will be grateful for that!!!

Also, a fantastic idea could be tie these special advancements to specific careers, so for example, the Military gets +1 Stat and +1 Damage Slot, the Starfarer gets +1 Stat and a Backup Ship, the Scoundrel gets +1 Damage Slot and A Gang etc. 

I feel the standard rules a little “plain”, mildly exciting.

I am quite confused from the rules about the Wild Jumps.

I am quite confused from the rules about the Wild Jumps.

I am quite confused from the rules about the Wild Jumps. Now here I don’t have the book with me, however, if the crew has time, they can do a normal jump. If they need to do a quick jump in a hurry, or a jump to unknown, they do a Wild Jump. If they get 10+, they succeed, and they could choose from the 7-9 list to obtain… What?

If they get a 7-9,they succeed, however they get a thing chosen by the GM from the list. Now, 7-9 should be a “mixed success”, but in the list I see all positive things, like “we found a new planet!”, “we found precious ores! ” etc. So: why a crew should do a normal jump, if with the wild jump they do the travel quickly AND with good surprises at the arrival??