Hey!

Hey!

Hey! I’ve been creating a character for a game of Uncharted Worlds and had a quick question. I’ve been looking to create someone with a set of power armor that is somewhat similar to the suit from Vanquish. I was wondering if there was any advice/experience/rules regarding an asset with a dual purpose. In this case it would be Attire and Vehicle, switching between the two depending on the situation. In enclosed spaces I think of it as attire, in an open area I see it as a vehicle. So if anyone has any advice I’d really appreciate it!

Colonies book is well advanced.

Colonies book is well advanced.

Colonies book is well advanced. I’ve got all the campaign setup advice done, along with a historicly inspired quickstart setting which has plenty of inbuilt tension and story potential. I have a series of leading questions to customise that a bit and crystalise a few threats. What I’m having trouble with is how to get from there to a campaign start.

The problem is that colony games (and cities and stations) have independent characters. So a group-focused Jump Point seems forced. How I’d do it in play is to look at the characters I’ve got and craft a situation with a few leading questions for each of them. But simply saying that seems like a bit of a let-down, like I’m not providing value to the reader.

Given the different play-style of a colony game, what would people want?

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns.

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns.

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns. So, advice on campaign setup, some story ideas from relevant fiction, and a quickstart. Would people be interested in this?

What do your groups buy with their Cargo?

What do your groups buy with their Cargo?

What do your groups buy with their Cargo? We’re running with a group that doesn’t have much focus on combat, so even during character creation, we were struggling to find enough Assets for them to buy. And now they’ve started Bartering up their Cargo (including a pen of Class-4 thoroughbred race horses), they’re looking for things to spend them on. What sorts of items have your crews acquired through Barter? What are your “hot” (or interesting) commodities? What have GMs used for the “unique item / service” on a 13+ roll? Do you tend to make them up on the spot, or do you have one in the back pocket ready to go?

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went…

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went…

Hey everyone, had my first session of UW last week (with 3 of 5 players who were new to the hobby!) and it went splendidly. I envisioned the first part of the campaign a bit more “do the job” based, so I drafted up a few moves for it. I thought I’d share them here in case people would find them helpful. I’d welcome any feedback on them too!

== CONTRACT NEGOTIATION ==

When you negotiate a shady contract, roll +Influence.

On a 10+, pick one:

• You know identifying details of the employer. If the employer is familiar to you, you learn of the motivations behind the job.

• You know intimate details of the target.

• Pick 3 from the list below.

On a 7-9, pick one:

• You gain a Data Point about the employer.

• You gain a Data Point about the target.

• You secure a guarantee of payment (partially in advance, something to hold on to, or something for your troubles, GM’s choice).

• The meeting does not attract unwanted attention.

On a 6-, times are desperate and you’re flying on fumes. In addition to any consequences from the fiction, if you turn down this job, the GM makes a move.

== FIND A JOB ==

When you spend some time on terra firma (or terra ferrum), looking for enterprising opportunities, tell us how you’re interacting with the locals and roll +Influence.

On a 10+, you get the lay of the land and make good with the locals. While planetside, hold 1 and spend it 1-1 to:

• Give the authorities the slip

• Find someone with particular skills or sympathies (pick one)

• Find a golden opportunity and take +1 on Contract Negotiation

On a 7-9, you get to know some interesting people, and they get to know you. The GM will tell you some interesting rumors. In return, what truth about yourself gets spread in local gossip?

Regardless of the result, you find a job. On a 6-, you find some trouble too.

It’s liiiive! But Larp Wellington beat me to the punch.

It’s liiiive! But Larp Wellington beat me to the punch.

It’s liiiive! But Larp Wellington beat me to the punch.

Kickstarter Backers: you should be getting your free pdf by email any moment now.

It’s been a long day at ComicCon and I am bone-tired, so I’ll have more words to write later. For now: Enjoy!

[Edit] Print On Demand option coming Soon ™

http://www.drivethrurpg.com/product/215816/Uncharted-Worlds-Far-Beyond-Humanity

How do you GMs reward your crew?

How do you GMs reward your crew?

How do you GMs reward your crew? Some missions like salvage and ye olde trucking runs provide their own reward via the Cargo and Barter systems. And bigger missions could be rewarded by clearing Debt. But what about other situations? Say a passenger wants to charter passage (or even charter passage in a hurry)? Or variations on the Fetch Quest (go deliver the McGuffin to the Tatooine system)? What other carrots have GMs baited their plot hooks with?

Must players gamble their data points (p11) pre-roll or can they wait to see if the data point will nudge them into…

Must players gamble their data points (p11) pre-roll or can they wait to see if the data point will nudge them into…

Must players gamble their data points (p11) pre-roll or can they wait to see if the data point will nudge them into a happier outcome post roll before spending the point?

I see the first way as less friendly to the players but more realistic. This way also leads to the player attempting to get more data points to wager.

The second is friendlier to the player but it feels too staged (one of the failings I see in other pen and paper RPGs), in my opinion.

I would like to hear your opinion,

Otter Shaman