+***** there is a possibility to have it translated?
+***** there is a possibility to have it translated?
+***** there is a possibility to have it translated?
+***** there is a possibility to have it translated?
+***** there is a possibility to have it translated?
Okay, tired GM brain could use some assistance.
Okay, tired GM brain could use some assistance. I’m transitioning a FATE Core Bulldogs! game to Uncharted Worlds (I like FATE Core, on paper, but when I sit down at the table, I just…don’t. PbtA for me!), and I’ve got a player who would like to keep the ‘Two Fisted Shooter’ type ability, because it’s space opera, and that’d be fun. How would you play that out in UW? We’re thinking something like two MAC-10s (again, because space opera), so they’re already Rapid Fire. How would you all make two of them special, mechanically?
Next month I’m thinking it might be time to finally run a firefly game.
Next month I’m thinking it might be time to finally run a firefly game. Who would be down for some shiny fun in the verse?
Has anyone had any experience with pulling the focus from the moment to moment beats of the fiction, further out to…
Has anyone had any experience with pulling the focus from the moment to moment beats of the fiction, further out to encompass a wider scope when engaging UW moves as written?
The group that I play with is looking to zoom out and progress our setting forward a bit. After some lobbying from a fellow player, I’m fairly confident that there are no inherent inhibitors to engaging the moves in this manner. Everyone at the table is respectful of the fiction and I wouldn’t expect anyone to overreach and exploit the moves.
That said, are there any pit falls, or better yet, potential golden opportunities that lay before us while using this approach?
This sketch is for Uncharted Worlds and was a bit of a challenge.
This sketch is for Uncharted Worlds and was a bit of a challenge.
My character’s backstory is that he is from the underwater cities of Europa and his ship was one of the first survey ships sent from earth to Europa. Now, there is no artificial gravity (we are taking a lot of queues from the Expanse), so the ship “stacks” over the main thrust to simulate gravity. But this ship also is a submersible to descend into the depths of Europa’s oceans.
So I came up with the “Flying Fin”.
http://i2.photobucket.com/albums/y35/Storn/DOC_zpsk5xbnx1m.jpg
http://i2.photobucket.com/albums/y35/Storn/DOC_zpsk5xbnx1m.jpg
Can data points be applied after a roll?
Can data points be applied after a roll?
So, what’s the difference between cybernetic enhancements and cyber mods?
So, what’s the difference between cybernetic enhancements and cyber mods? The mods preview document says, “A character cannot support more than 3 Mods” but one of the Augmented’s optional skills “Your body can support up to three simultaneous cybernetic Assets.” Also, how do starting characters get mods (or assets)? Do they count as being among the standard starting equipment options?
Has anyone here heard of the Fate game Bulldogs?
Has anyone here heard of the Fate game Bulldogs? I want to run something like this using Uncharted Worlds. Has anyone done this or would anyone be interested?
Seeking players for Uncharted Worlds play-by-post using Tavern Keeper.
Seeking players for Uncharted Worlds play-by-post using Tavern Keeper. You need to be able to post 3 times a week for 12 weeks. We’ll pause at the two week mark to adjust if that proves to be too much.
If interested, email me at nitrosyncretic@gmail.com.
Just finished the session and apparently I did quite well.
Just finished the session and apparently I did quite well. So much so that there’s interest in playing again and with my GM’ing again. I’ll take that as a win 🙂
There were some takeaways:
1) I bigfoot’ed it a couple of times, but primarily toward the end. I had an idea of where I wanted to end the game (it was a one-shot) and pushed it in that direction. Mental note to avoid, as it runs contrary to the spirit of UW.
2) The players loved the system, the nature of the setting, plot, rules, etc. It was the first time any of them had played any system that uses collaborative gameplay.
3) In the words of one of the players, what they liked best is that, “The rules don’t get in the way of the game.”
4) They could tell when I would direct a “setting question” to one of the players because I wasn’t sure what should happen and they really loved that it meant they could take a proactive role in figuring it out. I made a point of if I wasn’t sure how to respond to a player’s action I would ask a different player what they thought the result should be.
5) The fact that you’re more likely than not to have some sort of success meant they felt that they were willing to go out on a limb.
6) They dug the character-creation process. They said designing the characters were fun.
7) I said one of the best parts of UW is that it’s a fantastic hack of the PbtA system. The other versions are definitely good, but just not as smooth.
Serious props to Sean Gomes for a truly great game!