I just purchased UW last night and already read through most of it.

I just purchased UW last night and already read through most of it.

I just purchased UW last night and already read through most of it. It looks like a great game! However, I was a little disappointed to not find a section on creating custom careers or skills. Any guidelines or tips on creating custom careers or even new skills for existing ones? Would you say it is enough to follow the guidelines that other *World games have established for custom moves?

Question for the masses about how I should have run a combat, along with a rule question.

Question for the masses about how I should have run a combat, along with a rule question.

Question for the masses about how I should have run a combat, along with a rule question.

The players were heading out from a stardock to intercept a set of three ships, one of which was docked airlock to airlock with a mercenary that had been transporting cargo the players were on a mission to retrieve (the Hutt cargo from last week).

My players went tactical; two have their own fighters that they flew off to try and divert the non-docked ships, two others manned the main ship and maneuvered in place alongside the docked ship, and the last jumped in his repair mech (sealed) and went out the airlock to attach to the docked ship and try to interface to shut down their systems externally.

Nothing really went right, their rolls for every Face Adversity were horrible. Both shuttles ended up disabled (missile hits that I ruled as Critical damages that damaged/shutdown systems), the repair mech wound up attached to the docked ship but rolled poorly and the ship powered up, dropped the airlock and took off with him attached to it. He kept trying to interface with it, so I’d have him Face Adversity to hang on (which he’d pass) then Face Adversity to interface (which he’d fail), so I had systems go haywire then eventually brought in reinforcements.

Overall, I’d say we spent 45 minutes to an hour resolving the combat, and I eventually brought it down to three rolls to figure out what would happen to the remaining forces (pilots escape podded, docked ship had all systems disabled, shuttles will need to be picked up but the cargo was retrieved).

Anyways, we spent way too long on the combat…as things went downhill, I could have just killed off characters but I wound up giving them the opportunity to roll Patch Ups which they succeeded on to get back into the fight. Any suggestions on running this fight where everyone wants to do something different, their outcomes have direct impacts on what others are doing, and things go downhill but not horribly so? How many rolls would you have made this entire combat given the setup, or what flow would you have given it? Much like Dungeon World, I felt like I was trapping myself with 7-9 Face Adversity rolls, and I eventually ran out of hard choices/threats.

Rule Question: Shields up doesn’t indicate adding armor to the roll…if the ship/vehicle has armor, is it supposed to be added or should vehicles like shuttles be treated like PCs with Brace for Impact rolls?

Finally bought the print+PDF version of UW and am reading it now.

Finally bought the print+PDF version of UW and am reading it now.

Finally bought the print+PDF version of UW and am reading it now.

I love the changing duty of narration on the combat rolls. That’s an excellent way to handle conflict resolution.

All in all this is a great book and a great game. Now to go get some player buy in!

So not having played yet it seems that uncharted worlds could be DEADLY.

So not having played yet it seems that uncharted worlds could be DEADLY.

So not having played yet it seems that uncharted worlds could be DEADLY. It you get into a fire fight and get shot by a firearm you get a sever injury. You can’t necessarily heal up right away so I would say taking two shots from a firearm could be fatal. Is that an accurate assessment?

I’m excited that the Friday night group has requested that my next GM slot be Uncharted Worlds.

I’m excited that the Friday night group has requested that my next GM slot be Uncharted Worlds.

I’m excited that the Friday night group has requested that my next GM slot be Uncharted Worlds. I’m looking forward to seeing how I fare with a really elegant PbtA designed game.

I’ve only run Dungeon World a couple of times, so I’m still finding my feet with the approach. So, some questions if I may? I’ll start with one bit that I don’t get so well

If a group of adventurers get into a firefight, say with a couple of ‘threats’. I get that the fiction leads the telling of events, but when it comes to moves, how do I keep all the players engaged in the action and who gets to roll ‘Open Fire’? Is that by using ‘Get Involved’?

Thanks