Up to my usual tricks of using UW rules to make slightly more unusual characters.

Up to my usual tricks of using UW rules to make slightly more unusual characters.

Up to my usual tricks of using UW rules to make slightly more unusual characters.

I’d mentioned to a friend of mine that I’d been thinking about UW again and realised you could no only use the same rules, but the very same CHARACTER and they could fit in equally well in a Crimson Skies game as a Disney’s TaleSpin game.

So I started making one. It all went fine until I got to his Class 1 and Class 2 assets. I’m completely drawing a blank, aside from possibly a meshweave pilot’s jacket or something. Anyone have any ideas?

https://drive.google.com/open?id=1S_TSJ8glOv3n5II_rTiKsGAy9WIMFNUg

“An uncharted world, in the deeps of space.

“An uncharted world, in the deeps of space.

“An uncharted world, in the deeps of space. What emergency caused your crew to make the Wild Jump that led you to this system?”

I’m experimenting with a brief format for creating story prompts, using clip art as inspiration to get me started. I’ve got enough of these now to share, and I welcome any feedback. (You can also comment on the doc, if I’ve set it up right.)

The intent is to create evocative images (“Details” / “Discoveries”), and then Prompts related to each, followed up with a worksheet space for Threats, Factions, Moves, etc.

Feel free also to kick the tires in play. What other types of question would you ask?

https://drive.google.com/file/d/1oIqpJ4anEF-r6YztJuAs8NTFy8p6fYcX/view?usp=sharing

I ran three sessions of Uncharted Worlds at a local con (Who’s Yer Con, in Indianapolis).

I ran three sessions of Uncharted Worlds at a local con (Who’s Yer Con, in Indianapolis).

I ran three sessions of Uncharted Worlds at a local con (Who’s Yer Con, in Indianapolis). I’m pleased to report that folks appear to have gone bonkers for it, and one of the players has purchased a copy of his own already.

Needless to say, I, too, was pleased.

So we finally finished our year plus game.

So we finally finished our year plus game.

So we finally finished our year plus game. I wanted to leave a brief summary and postmortem. Feel free to ask more specific questions.

The setting was loosely based on Chris Wooding’s “Tales of the Ketty Jay” series, where instead of starships we had jet-powered airships. The world was crisscrossed by powerful belts of persistent thunderstorms that are incredibly dangerous to fly through except at certain “passes.” The crew flew the “Goose’s Gimmick,” which looked something like the galleon from treasure planet (complete with open top deck).

What worked well:

– everyone had a great time, across a wide variety of rpg experience levels from first timer to decades-vet. This is really the most important thing! The players all want to keep playing and we’ll be jumping into a new campaign with a first time gm (a role we may start rotating)

– prompts, and getting everyone directly involved in world building and figuring out consequences, worked very well. Although some players are more comfortable with that improv than others, with experience I got better at making sure I didn’t ask stuff that left people feeling clueless and pressured.

What didn’t work as well:

– advancement fell apart and everyone got massively over leveled. I think the characters had something like 14 skills each when we wrapped up. This has already been well discussed and I think the new advancement rules largely should fix this.

– Debt/factions proved difficult to use effectively. Some “factions” ended up operating more like threats. Others never really had much narrative impact at all when the characters veered far from their sphere. And the impact of each level of debt and what it should mean in terms of the narrative was chronically unclear: what’s the difference between 2 debt and 3 debt? It was also often unclear how an individual’s debt reflected on how the ship/crew were treated. Most interactions with factions were quid pro quo deals with the whole crew, where any debt/favor was very specific and usually canceled out quickly. Narratively the faction interactions all made sense but it was awkward to fit the mechanics.

– Skills that give specialized equipment made sense at character creation but were awkward later on, when suddenly acquiring a shiny new toy probably didn’t make any narrative sense at all when you’re in the middle of nowhere fleeing pursuing pirates.

I may add more as I think of them but those are the bits on my mind for now. Hope this is useful to someone!

Okay!

Okay!

Okay! So I juuuust bought a copy of this yesterday (have already read the PDF, waiting for the bound version), and I like what I see. Since space opera is my thang, that’s a compliment. I’m looking forward to running this at my (semi-)local con in a couple’a months (Who’s Yer Con, in Indianapolis).

Question, though: Did I miss it, or is there no Relationship stat? I like those. If there isn’t one, I’ll jam one in.

I notice that on RPGGeek, the listing for Uncharted Worlds has duplication when I search those words.  One has the…

I notice that on RPGGeek, the listing for Uncharted Worlds has duplication when I search those words.  One has the…

I notice that on RPGGeek, the listing for Uncharted Worlds has duplication when I search those words.  One has the Kickstarter graphic but the other has the final cover of the rulebook.  You may want to correct things.

https://rpggeek.com/geeksearch.php?action=search&objecttype=rpgunified&q=uncharted+worlds&B1=Go

https://rpggeek.com/geeksearch.php?action=search&objecttype=rpgunified&q=uncharted+worlds&B1=Go