Uncharted Worlds Post-Mortem

General Uncharted Worlds and tangential matters discussion
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zircher
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Re: Uncharted Worlds Post-Mortem

Post by zircher » Wed Feb 27, 2019 12:31 am

Heh, character growth is over-rated. Some is nice, but since UW draws from Traveller's bloodline, I think is is very appropriate at where it stands. Same with stats, this is not a game where everyone becomes a super soldier. It's regular folks doing interesting things in interesting places with interesting people. :-)
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AaronGriffin
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Re: Uncharted Worlds Post-Mortem

Post by AaronGriffin » Wed Feb 27, 2019 6:14 pm

You can just START as a super solider :)

I definitely dig the alternate advancement stuff from FBH and think it should be the primary mode of advancement

piccamo
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Re: Uncharted Worlds Post-Mortem

Post by piccamo » Wed Mar 06, 2019 10:44 am

SGomes wrote:
Tue Feb 26, 2019 1:08 pm
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 available skills (50 career skills in the base game), characters started overlapping each other. No niche protection.
Your post-mortem series is pretty cool. I appreciate the insight into your development philosophy and priorities.

I wanted to talk about skills a little bit. I think that skill overlap is a good thing if the approach is different. It opens up opportunities for varied contributions and creates more interesting consequences. If you only have one way to bypass a door, every door will be bypassed the same way. Instead, having skills that can be used to knock down the door, to pick the lock, to override computer, etc. is good. Leave it up to player ingenuity to use their skills in interesting ways. Maybe there were too many skills, but I don't think niche protection is necessarily a desirable goal.

Vinyl Flyway
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Re: Uncharted Worlds Post-Mortem

Post by Vinyl Flyway » Mon Mar 18, 2019 12:32 pm

I really enjoy the fact your character starts off at or near end game level. It allows the players to develop some interesting plans, story and backstory.

I also think the workspace part of character creation worked well. It really helped to establish the abilities and limitations of your ship/base at the beginning of the game.

I think best way to integrate better economy, debts and payments should always come back to the ship/base that the players all share. Money to keep the ship flying, make upgrades, improve or add workspaces. Making the ship or base the focus creates a unique gameplay were decisions are made as a group on what to improve. The paired with the close quarters roles and strong character development the game fosters makes 'leveling up' your ship a really interesting process.

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zircher
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Re: Uncharted Worlds Post-Mortem

Post by zircher » Tue Mar 19, 2019 12:53 am

Totally agree with that, getting back to the Trav/FireFly vibe.
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