Howdy, folks.

Howdy, folks.

Howdy, folks. I was paging through the Starship section when I noticed what may have been a discrepancy. According to the book, the Class 1 “can usually carry a half dozen shuttles or cargo

containers”, while the Class 2 (which seems like a more useful beast all ’round) “can usually carry 2-4 units of cargo and/or shuttles.”

I guess I was just wondering about any insight you lot might have as to why that might be, or if it was intentional.

So, what style are you going after for generating the universe in Carta Galaxia?

So, what style are you going after for generating the universe in Carta Galaxia?

So, what style are you going after for generating the universe in Carta Galaxia?  Similar to Stars Without Number, Diaspora, or more collaborative PbtA style mechanics?

Any update on the POD version of the game? (Because I’m sure you haven’t gotten this question enough times … grin)

Any update on the POD version of the game? (Because I’m sure you haven’t gotten this question enough times … grin)

Any update on the POD version of the game? (Because I’m sure you haven’t gotten this question enough times … grin)

So I saw this on the front page of Drivethru and picked it up on a whim, because I like PbtA games and I’ve never…

So I saw this on the front page of Drivethru and picked it up on a whim, because I like PbtA games and I’ve never…

So I saw this on the front page of Drivethru and picked it up on a whim, because I like PbtA games and I’ve never found one that does sci-fi right. Reading through it I’m totally in love and I’m going to run my first session this weekend. I’m bummed that I missed the kickstarter but I’m seeing some mentions of a few upcoming supplements and I was wondering what the timeframe was for their release.

TL/DR How can I exchange my legal tender for more of this awesome?

Long Post Warning…

Long Post Warning…

Long Post Warning…

So I feel the need to introduce a move that allows players to create contacts/NPCs. The concept is heavily inspired by Burning Wheel’s Circles.  Here’s my current concept, which I would appreciate some help with:

When you remember and search out a local contact within your circle of influence, briefly describe this person and how you know him/her, and Roll + Influence.

On a 10+: The contact is as amiable as could be expected and pleased to hear from you.

On a 7-9: there is a grudge, unfinished business, or prevailing complication that must be dealt with or tactfully navigated. The GM will tell you what, or ask you questions regarding it.

I love the idea of players being able to introduce a potentially helpful NPC when they find themselves in a jam (similar to how Han Solo recalled Lando when they needed a place to lay low in Cloud City… which obviously was a 6- roll).  I also feel that every character, even those with the worst personalities, should have contacts… just more complicated ones. But this idea obviously conflicts with the Personality move: Contacts.

My resolution is two-fold:

(1) Every character, at creation, also designates a Circle of Influence that ties into his/her Background but is more defined. If your background is Privileged, your circles could be nobles, or doctors, or even criminals, etc. Your background flavors this, however, as someone with Privileged: Criminals Circles would obviously have contacts with much more white-collar criminals than one with Brutal: Criminals. Any sort of Circle (Traders, Smugglers, Scientists, Actor/Actresses, Engineers, etc.) takes on wildly different flavor according to the background you attach it to.   

When using this move, you may only introduce a contact that fits within that designated circle of influence. Through the fiction and adventures characters can naturally acquire new circles of influence if the GM feels it fits. 

Characters with the Contacts move are not restrained by their circle of influence. They have contacts everywhere.

(2) The Contacts move that already exists only lets players introduce an NPC when first visiting a civilized area. This works in the same way as the above move but without needing a roll. You just get the contact as if rolling a success. So it’s still a really powerful move. But if you’ve already designated a contact upon arrival and now find yourself in a situation where you could use someone else – now you make the Circles of Influence move.

What are your thoughts, community? What should be tweaked or clarified?

Hi All

Hi All

Hi All

I was wandering if anyone had any suggestions on  or examples of the prep work they have done ahead of running.

I recently run my first couple of games at Wyntercon (in East Bourne, UK)  and had a blast with 2 very different games. I did a very minimal set up of simple asking the following

1. How did you come by the cargo in the back?

2. How did you get the shuttle your on and who is flying?

3. Why are you in such a hurry to leave?

4. How long have you known each other?

Do people do more than this?

The two games I run for complete newbies were so different but huge fun. every one having a blast. But as a ref I felt liek I maybe shold hvae had a bit more prep done.

Here’s what happened by the way for those interested..

The First saw 2 of the group actually having hired the other 3 to snatch a crate that had a droids head in it they then paid in fake diamonds but ended up having to kidnapp one of the 3 when they peaked at the cargo (something they had been told not to do and the first 2 panicked)

what proceeded was a huge run of clamities as no body could roll much better than 8, people were arrested by customs following the shortest, slowest star ship chase in history. Ships were impounded, a jail brake arranged and a plot to stage a coup was revealed and only just stopped at the cost of part of a star port.

The second time we some how ended up in a Star Wars adventure as a Star Destroyer came out of Hyperspace and proceeded to dismantle a Black Sun pirate ship in a bid to find a crate they had stolen that contained (as it turned out) the upper half of a protcol droid that had information about deeply placed spys in the rebel alliance (one of the players was ex-rebel, having gone Merc as it paid better.) The players had just stolen the crate from black Sun.

They then hot footed it to an old rebel base (the Star Destroyer in hot pursuit) only to find that while it had been largely abandoned a year earlier Ackbar and a small force had returtned and were pinned down by a second set of Imperial forces who had been hunting the famous Rebel. Luckily they managed to sneak on to the planet, free Ackbar and hand over the intellgence.

Question about the “Custom outfit” skill:

Question about the “Custom outfit” skill:

Question about the “Custom outfit” skill:

“If your attire is ever lost or damaged, you can abandon it and spend an extended period of time claiming new attire as your Outfit, adding an extra upgrade to it.”

Is there an upper limit to the number of extra upgrades a player can obtain this way?

Two questions about moves!

Two questions about moves!

Two questions about moves!

1. It looks like all of the origins have one skill that adds +1 to a stat. As this us the only place where your stats can go up, and it is at creation, why would you take one of the other Origin skills? The +1 seems like the obvious choice. Has anyone gone through character creation and had someone take something else?

2. The “Authority” skill under Military seems to invite some abuse. Where would you draw the line for players trying to use it to command their enemies, etc?

Just wanted to call this out: I really like the Get Involved move, as opposed to the ‘Help or Interfere’ moves…

Just wanted to call this out: I really like the Get Involved move, as opposed to the ‘Help or Interfere’ moves…

Just wanted to call this out: I really like the Get Involved move, as opposed to the ‘Help or Interfere’ moves available in other PbtA games. Simply adding +1 or -2 to another player’s roll always felt a bit too limited in my opinion.