My group does some really fun world building. This is what we somehow ended up at this last session:

My group does some really fun world building. This is what we somehow ended up at this last session:

My group does some really fun world building. This is what we somehow ended up at this last session:

Planet Blimothy, once the hottest artificially terraformed vacation planet, full of towering crystal valleys, jungles formed entirely of glowing snakes, hot springs of light and shadow, and other sights to dazzle the imagination. Rated 5 stars on galactic TripAdvisor!

Which is, unfortunately, 80 years out of date. Everything went wrong when the snakes achieved sentience and rebelled, then was compounded when the robot mongoose army unleashed to stop them went rogue. Now the planet is locked in perpetual war between them. But don’t worry! The resorts that survived are barricaded behind high walls and high tech defenses.

So here we are, at the premier resort&day spa of Planet Blimothy, an oasis amid the apocalyptic conflict between the glowing snakes and the robot mongoose horde. (They still haven’t managed to agree on a better name for the planet.)

Question about Lay On Hands: should it be rolled with interface instead of expertise?

Question about Lay On Hands: should it be rolled with interface instead of expertise?

Question about Lay On Hands: should it be rolled with interface instead of expertise? Given its arcane/clerical nature, it seems like a better fit most of the time.

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!

So, any thoughts on how to handle an NPC sidekick?

So, any thoughts on how to handle an NPC sidekick?

So, any thoughts on how to handle an NPC sidekick?

I’ve got one player interested in taking on an NPC sidekick / protege. Uncharted Worlds doesn’t seem to have anything that handles this directly, any thoughts on the best way to tackle it?

– A regular crew with only 1 member?

– Something like the AI companion, but not AI?

– Something like the attendant you get with “Luxury”, but not a butler?

– Lift the Sidekick stuff from Dungeon World wholesale?

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

Looking for inspiration? Here’s an excellent book series you’ve probably never heard of: Black Ocean.

——-

Science to build a starship. Wizardry to take it past light speed. A crew to give it a soul.

In the year 2254 gravity was officially declared to be magic; the scientists gave up trying to figure it out and handed it over to the wizards. Without the inherent respect for the laws of physics, the wizards poked and prodded at gravity, poring over all that science knew about the attraction of one object to the next, and dismissing it as poppycock. They discovered ways around the tired old limits, and gave birth to the first true starships. Some enlightened journalist, covering the maiden voyage of the Impossible, noted that the ship was shaped like a hand giving the middle finger to science.

The dreams of children came alive, and humanity expanded into the cosmos, unlocking the secrets of the galaxy.

Who could have foreseen that three hundred years later, a down-on-his-luck captain would be answering distress calls, hoping to arrive in time to get first pick of the salvage …

http://www.jsmorin.com/js-morins-books/black-ocean/

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?

I could use some help clarifying how to handle Command rolls.

I could use some help clarifying how to handle Command rolls.

I could use some help clarifying how to handle Command rolls. Specifically, how to handle a situation where a difficult or dangerous task has been delegated to a crew. How do you resolve whether that task actually succeeds or not?

The Command roll basically covers getting them to do a task, and some guidance on the severity of any consequences, but doesn’t cover success/failure of the attempt. I’m not sure how to best handle that.