1
Uncharted Worlds / Re: Questions and Answers
« on: September 14, 2014, 07:40:34 AM »
Hey!
So we did another playtest, v0.83 this time. Gameplay is really getting more and more smooth.
We especially liked change in the Assessment standard move and Data Points. It worked nicely, players were actively trying to get some data points and used them occasionally.
Removal of gadgets was accepted with enthusiasm (I liked them, though).
I really appreciate rewriting of common moves. I had an argument with my friend if it's better to link a specific stat to a move (like cool => acting under fire in AW) or to allow player to pick which stat is he or she going to use (like Defy Danger in DW or your Face adversity). I think it dramatically changes tone of the game; in space opera I prefer your Face-Adversity-style-moves. But anyway, why have you decided to use this "roll+stat" instead of having a stat like "Cool" in AW and using it to Face adversity?
What I didn't like in the new version was the "barter" move and current "cargo" rule. I think it complicates things too much, and "barter" seems to me to be a perpetuum mobile. To gain new cargo my players were required to become either hardholders or exploit resources on uncharted worlds.
Original commercial's trade worked better, I guess, as player had more interesting options:
On a 10+, choose 2. On a 7-9, choose 1, or suffer significant delays and choose 2. On a 6-, something prevents you from selling your good here (legal issues, market saturation, etc)
* Gain 1 Favor with an appropriate faction
* Gain 1 Favor with an appropriate faction again
* Buy enough local trade goods to fill a cargo hold
* Make an automatically successful Acquisition
- with this move they could either refill cargo or gain another nice thing, but they had to find cargo elsewhere. Now cargo has rating, but nice point of original normal/valuable cargo was that at different place different cargo type is normal/valuable.
A few notes:
"Full character creation" is not updated from 0.82 to 0.83. Therefore it is not clear how many upgrades should a gear in newly defined gear-packages have.
New character sheets are cool. Though my players would prefer more space for "faction standing" and "weapons, gear, vehicles & crew" and less for skills, as they have skills on separate cards and they have written down only their names.
Concerning advancement, I think it is too slow and I allow players to put two points into careers. Currently it is too easy to get a point in a career you want, maybe it would be better to be able to get 2-3 points, but only if you accomplish more (three?) milestones in a career you would like to improve.
So we did another playtest, v0.83 this time. Gameplay is really getting more and more smooth.
We especially liked change in the Assessment standard move and Data Points. It worked nicely, players were actively trying to get some data points and used them occasionally.
Removal of gadgets was accepted with enthusiasm (I liked them, though).
I really appreciate rewriting of common moves. I had an argument with my friend if it's better to link a specific stat to a move (like cool => acting under fire in AW) or to allow player to pick which stat is he or she going to use (like Defy Danger in DW or your Face adversity). I think it dramatically changes tone of the game; in space opera I prefer your Face-Adversity-style-moves. But anyway, why have you decided to use this "roll+stat" instead of having a stat like "Cool" in AW and using it to Face adversity?
What I didn't like in the new version was the "barter" move and current "cargo" rule. I think it complicates things too much, and "barter" seems to me to be a perpetuum mobile. To gain new cargo my players were required to become either hardholders or exploit resources on uncharted worlds.
Original commercial's trade worked better, I guess, as player had more interesting options:
On a 10+, choose 2. On a 7-9, choose 1, or suffer significant delays and choose 2. On a 6-, something prevents you from selling your good here (legal issues, market saturation, etc)
* Gain 1 Favor with an appropriate faction
* Gain 1 Favor with an appropriate faction again
* Buy enough local trade goods to fill a cargo hold
* Make an automatically successful Acquisition
- with this move they could either refill cargo or gain another nice thing, but they had to find cargo elsewhere. Now cargo has rating, but nice point of original normal/valuable cargo was that at different place different cargo type is normal/valuable.
A few notes:
"Full character creation" is not updated from 0.82 to 0.83. Therefore it is not clear how many upgrades should a gear in newly defined gear-packages have.
New character sheets are cool. Though my players would prefer more space for "faction standing" and "weapons, gear, vehicles & crew" and less for skills, as they have skills on separate cards and they have written down only their names.
Concerning advancement, I think it is too slow and I allow players to put two points into careers. Currently it is too easy to get a point in a career you want, maybe it would be better to be able to get 2-3 points, but only if you accomplish more (three?) milestones in a career you would like to improve.