You know how there are always those niggling little details you miss?

You know how there are always those niggling little details you miss?

You know how there are always those niggling little details you miss? The questions you forget to ask yourself until it may be too late?

“How am I going to distribute the PDF to the backers?”

Yeaaaah. Specifically, how am I going to distribute the PDFs only to the backers, and not the general public (’cause I’d like to be able to sell my work on DTRPG afterwards :P). Surely an email service would block me from BCCing 400+ people with a zip file. Even if they didn’t immediately block it for looking like a mass virus attack, it would likely end up in everyone’s Junk Mail.

Having it available for download somewhere is possible, but then all it takes is one backer to share the link and suddenly everyone is getting the final PDF, whether they paid or not.

Uhhhhh. Crap. Does it show that this is my first Kickstarter? Hahah.

Any advice suggestions?

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while,…

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while,…

So I’ve been designing some stuff for an open table dungeon world  campaign I’ve been thinking about for a while, and I just realized uncharted worlds has an amazingly easy set up for that. 

Instead of having one fantasy location where everything is set around, the location is either the ship (star trek style), a huge battle cruiser (star wars style) or a colony or spaceport somewhere. Characters can be introduced and benched with ease, and each adventure can be another encounter with a craft or a world. 

Has anyone thought about hex-crawl style systems like west marches (or dungeon world perilous wilds) for space exploration and uncharted worlds as well? 

#ToProsperIsToFall

#ToProsperIsToFall

#ToProsperIsToFall  

My group is going through campaign set-up for a play-by-post game of Uncharted Worlds right now, and we’re all pretty excited about it. We’re going with the Colony setting framework, but enough interest was expressed about a Starship game that I’m putting a bog-standard starship in their “possession” with significant Faction-entanglement to make it just enough of a hassle to be fun. The stars of our little space opera are:

> Zeph, an Ambassador (Galactic/Personality/Starfarer) from a stellar society who has laid down roots on our little colony for a change of pace

> Marat, a Turncoat Spy (Regimented/Clandestine/Scoundrel) who was groomed for espionage and assassination on a militant homeworld before he fled

> Merit, an Academy Missionary (Productive/Academic/Explorer) who was raised by an almost-religious order of knowledge-keepers and craftsmen

We know that Merit has been directed to the Colony and has set-up a clinic, providing medical and chemical education on the frontiers of space. We know that Marat has come here to get away, and that he has his own set of warrens and boltholes in place to avoid the notice of anyone who comes knocking for him. We know that Zeph and his daughter have come here to get away from his old life and has taken up the role of colony spokesperson with the outside world.

We’ll figure out more as we go, but that’s what we’ve got so far! Character creation and campaign creation have been pretty smooth so far, although Asset creation can be a little tricky. Nothing too bad, though.

We’ve talked about adding the “Implanted” Tag to the Assets chapter, for those who want quick and simple cybernetic or biological implants. 

Hey, gang.

Hey, gang.

Hey, gang. Threw together a minimal fillable character sheet based on a preview I found somewhere or other. It’ll probably see some alteration when the final product drops, but maybe it’d be handy if you’ve got gamers who like having their tech on hand?

https://drive.google.com/file/d/0B5aHye_ueL21LTRscmwxRXhyQW8/view?usp=sharing

I’m looking at the preview chapters, specifically Sector 02 – Departures, and I’ve got something thats nagging at my…

I’m looking at the preview chapters, specifically Sector 02 – Departures, and I’ve got something thats nagging at my…

I’m looking at the preview chapters, specifically Sector 02 – Departures, and I’ve got something thats nagging at my brain.

Why is choosing a Setting after character creation, and Faction-making? I’ve been thinking about this all day, and I can’t see a reason for it. I mean, you’re expected to make your character first — and there are obviously certain character types that work better in some settings versus others — and you have to choose your workspace before you even know how it will manifest, and then you create Factions… which, again, I feel like they could be strongly informed by the setting you choose. Only after these steps do you then pick a Setting, which comes with several campaign assumptions that characters may not fit.

Of course, the intention might be to pick Setting first (and I really think it should go first, personally), but Sector 02 – Departures doesn’t list the steps in that order, which can complicate things for someone just going through the book and hitting the steps as listed.

So, yeah, I’m just wondering: is there a thought process I’m missing, or is this just a case of ‘editing will tweak things’?

I’m going to start a game of Uncharted Worlds tomorrow, and in doing my prep for it I noticed a reference to blank…

I’m going to start a game of Uncharted Worlds tomorrow, and in doing my prep for it I noticed a reference to blank…

I’m going to start a game of Uncharted Worlds tomorrow, and in doing my prep for it I noticed a reference to blank ‘galaxy sheets’ in the previews – is there a preview of those to go along with the character sheets?

I may be leaving this a little late to ask for on the day before my game, of course… but I thought I’d ask!

Listening to Civilization: Beyond Earth soundtrack while doing layout.

Listening to Civilization: Beyond Earth soundtrack while doing layout.

Listening to Civilization: Beyond Earth soundtrack while doing layout. Beautiful, very fitting with the themes of sci fi and discovery. I’d love to use it as background music in an actual UW session at some point. But makes me sad, because the game itself wasn’t all that great.

Of course, my mind being what it is, I start thinking about what I would have done differently with the IP, if I had the chance. And I have to keep shunting my brain back on track. >_<

http://www.youtube.com/watch?v=9fokdVvajHM

I just came across this game and have been going through the the kickstarter and the Google+ group to get more…

I just came across this game and have been going through the the kickstarter and the Google+ group to get more…

I just came across this game and have been going through the the kickstarter and the Google+ group to get more information. I wanted to ask two things.

Firstly – how much of setting is built into the rulebook? Is there a way to play this as a hard sci fi for one campaign (no ftl, limited to our solar system?) and then subsequently ratchet it up to gonzo levels for a different campaign? 

Secondly, and I do apologize as I’m sure you hear this all the time – is there a tentative release date? End of this year or early 2016? 

So, while I’m still editing, I’m also kicking around the various careers for Far Beyond Humanity.

So, while I’m still editing, I’m also kicking around the various careers for Far Beyond Humanity.

So, while I’m still editing, I’m also kicking around the various careers for Far Beyond Humanity. Looking for inspiration to fill out my career skills. So far I have the Devoted (faith ritual magic), the Zealot (faith might), the Occult (mystic transformation) and the Arcane (evocation and summoning).

Any particular iconic spells or powers you would expect, or would like to see in some form? Any notable supernatural powers from popular media?

(Additional caveat: nothing overtly telepathic or telekinetic, those belong in their own respective careers)