Hi folks. Got a lot to get through so let’s get right into things.

Hi folks. Got a lot to get through so let’s get right into things.

Hi folks. Got a lot to get through so let’s get right into things.

Warning, incoming wall of text

You may have noticed I haven’t been around much. It’s been a pretty awful combination of no sleep, intense workweeks (I work in the videogame industry and E3 is A Thing™), and family stuff (not good news about my father). All that has led to a long bout of non-productivity. Which then lead to significant guilt and beating-myself-up about it, because that’s always helpful, right?

Anywho. I’m starting to sorta feel better. Sorta. The current political climate down south notwithstanding (brrrr). But the time away has allowed me to re-consider what I’m doing. Even before going on unexpected hiatus, I was really struggling to keep going with Carta Galaxia.

What started as a campaign guide morphed into a “how to run a campaign”… and I honestly don’t even know what my target audience is for this thing. I don’t know who I’m writing it for, and I don’t know what’s expected of me. I’m certainly not filled with a burning desire to complete it, it feels more like a chore, and that really shows in the quality of the writing.

Lots of factors are currently weighing on me:

A) This was a kickstarter stretch goal. It would be poor form not to deliver.

B) If this isn’t useful or wanted or well-written, it will be wasted time.

C) In writing this (and FBH) I’m really seeing all the cracks in UW’s design up close.

That third one is the big one. It’s no secret I’ve been mulling over an UW2 (or 2edUW or whatever) for a long while now. When I started this project I was a legit nobody with no previous design work under my belt. I was the embodiment of that “I Don’t Know What I’m Doing” dog-in-a-lab-coat. (Can I say again how profoundly humbling it is that so many people supported my first-time foray into game design?)

UW and FBH have been a huge learning experience, and I’d like to think that I’ve honed my skills enough that I’d like to take a second go at it. I’d especially like to solve a lot of the community’s issues with the game, the places where it’s hard to grok, or doesn’t quite work out as well as it should, or is just inelegant (seriously, who uses the “Clumsy” rules? Anyone? Anyone? Bueller?)

So that’s where I’m at. No decisions yet, but I’m weighing my options very seriously.

I’d be really interested to hear what you all think. I’ll endeavour to be more active in the community again, so please post your opinion (or Private Message me).

Thanks for sticking out with UW and for being such a fantastic community.

-SG

By request, I’ve now changed the random character generator so that it creates unique URLs for each character it…

By request, I’ve now changed the random character generator so that it creates unique URLs for each character it…

By request, I’ve now changed the random character generator so that it creates unique URLs for each character it generates. That means you can bookmark and share characters!

https://uncharted-worlds.ironarachne.com/

Minor updates to the Uncharted Worlds random character generator today.

Minor updates to the Uncharted Worlds random character generator today.

Minor updates to the Uncharted Worlds random character generator today. The stats are now in the correct order, and the archetype text (career career origin) is now below the Name field and in a much larger font.

https://uncharted-worlds.ironarachne.com/

Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class…

Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class…

Do I get this wrong or apart from being rarer and thus harder to find, Acquisition isn’t harder whatever the class of the asset is?

Sean Gomes what’s the reason behind the maximum stat of +2 vs other pbta games which usually caps at +3?

Sean Gomes what’s the reason behind the maximum stat of +2 vs other pbta games which usually caps at +3?

Sean Gomes what’s the reason behind the maximum stat of +2 vs other pbta games which usually caps at +3? Just curious.

How would you feel about such upgrades (not sure upgrades of which asset yet, maybe even bio/cyber mods).

How would you feel about such upgrades (not sure upgrades of which asset yet, maybe even bio/cyber mods).

How would you feel about such upgrades (not sure upgrades of which asset yet, maybe even bio/cyber mods). OP? Not fun? Too different from other upgrades? Not narrative enough?

Reflex Boosters: Advantage on checks when reacting instinctively or by muscle memory.

Enhanced metabolism: Advantage on checks when enduring strain and effort.

Mnemonic Augmentation: Advantage on checks when thinking fast or recalling information.

I’m meandering with the idea of making a small Eclipse Phase hack for UW.

I’m meandering with the idea of making a small Eclipse Phase hack for UW.

I’m meandering with the idea of making a small Eclipse Phase hack for UW.

I know there’s this, but this is more of a pbta adaptation than a UW hack.

I still want to use UW’s ruleset and probably only creating 1-2 setting specific moves and new assets and upgrades.

I’m now brainstorming on how to handle Morphs and Egos, trying to keep RAW as much as possible. So far, I think the best way to handle this is to make Morphs (basically bodies that you can upload your mind into, for those unfamiliar with Eclipse Phase (or Altered Carbon, which the game is a lot inspired on)) as Assets.

Thing is, UW has a DIY approach to equipment while the EP settings suggest that there are some “predetermined models” of Morphs (but new ones and alternate versions do exist).

Would you only create new Upgrades and let character build their own Morphs or would you provide with a “shopping list” of known Morphs (such as Splicer, Synth, Sylph, Fury, etc)?

Hey there, I’m still fairly new to this system and have a question about Starship combat.

Hey there, I’m still fairly new to this system and have a question about Starship combat.

Hey there, I’m still fairly new to this system and have a question about Starship combat.

Essentially it boils down to this; my table had a starship combat scene and I assumed that the ship the PCs control when suffering harm may use one or the other of the moves: Shields up or Brace for Impact.

One player posits that starships should be able to use both moves in resolving the harm a starship suffers. (Which I argued was illogical since I’ve this far playing pbta games have yet to see a mechanic allowing two moves simultaneously.)

Thoughts?

I really like the game but often feel it lacking in some mechanical elements. Or that the provided material isn’t always very clear.

OK folks, the first version of the Uncharted Worlds random character generator is online.

OK folks, the first version of the Uncharted Worlds random character generator is online.

OK folks, the first version of the Uncharted Worlds random character generator is online.

https://uncharted-worlds.ironarachne.com/

https://uncharted-worlds.ironarachne.com/

No spoilers, but I really loved Solo: A Star Wars Story. I also bought this Landau Coupe repurposed as a Lando Cape.

No spoilers, but I really loved Solo: A Star Wars Story. I also bought this Landau Coupe repurposed as a Lando Cape.

No spoilers, but I really loved Solo: A Star Wars Story. I also bought this Landau Coupe repurposed as a Lando Cape.