Search found 4 matches

by piccamo
Tue Jul 16, 2019 11:26 am
Forum: General discussion
Topic: UW2 Design Thread
Replies: 19
Views: 1584

Re: UW2 Design Thread

There are four "modes" to making actions: Impossible: Physically impossible based on available tools / position / laws of reality. No roll. Overwhelming: Character is at a big disadvantage. Roll Face Adversity, but there are extra consequences no matter the result. Challenging: The outcome is uncer...
by piccamo
Mon Apr 01, 2019 11:22 am
Forum: General discussion
Topic: UW2 Design Thread
Replies: 19
Views: 1584

Re: UW2 Design Thread

Have you taken any inspiration from Forged in the Dark games? Specifically, how are you going to differentiate this from Scum and Villainy?
by piccamo
Mon Apr 01, 2019 11:19 am
Forum: General discussion
Topic: Uncharted Worlds Post-Mortem
Replies: 27
Views: 2858

Re: Uncharted Worlds Post-Mortem

Something worth bringing up, is that the more you try to lock Uncharted Worlds into a specific setting, the harder the game is to play and enjoy. I've often looked into running a Star Wars or Star Trek game in the system, and I find that every time I have to pregen characters, write setting and pla...
by piccamo
Wed Mar 06, 2019 10:44 am
Forum: General discussion
Topic: Uncharted Worlds Post-Mortem
Replies: 27
Views: 2858

Re: Uncharted Worlds Post-Mortem

Skills: Wildly uneven in usefulness, often minor in effect, and some were just poorly implemented. Starting with 4 of them also made each individual one less important/pivotal. Gaining more skills just made the problem worse; they were forgettable and homogenous. Even with the sheer number of avail...