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Messages - Archangel3d

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31
Uncharted Worlds / Re: Character Sheets, Ship Sheets, Universe Sheets
« on: June 07, 2014, 05:06:22 PM »
Uploaded the latest ones here.

Uncharted Worlds Character Sheet Side A
Uncharted Worlds Character Sheet Side B.

Still in early stages of progress, so any feedback about the layout and such would be cool.


(Smaller images)









32
Uncharted Worlds / Re: Latest releases
« on: June 07, 2014, 01:29:38 PM »
Heya. Thanks for the interest.

I realized I haven't posted a latest version in a while!

You can check out Version 0.81 here. Any comments, questions or suggestions would be very appreciated.

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Uncharted Worlds / Re: Character Sheets, Ship Sheets, Universe Sheets
« on: June 07, 2014, 01:26:47 PM »
Will do, as soon as I get home!

34
Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: June 05, 2014, 09:45:01 PM »
After 3 weeks and a bunch of playtests (including a PbP), got a bunch of changes coming down the pipe:

Crews have been removed from all careers. They are now one of the choices a player can take as a starting loadout.
- The 4 new starting loadouts are: Fighter (better weapon), Survivor (better gear/armor), Driver (simple vehicle), Leader (crew). Each loadout also gets a simple weapon and a common set of gear.
- New skills have been added to the careers to replace the Crew skills
- - Academic career gets Coding, which lets to tack on extra benefits to the Program basic Move (Repeat, shutdown, hide traces, backdoor)
- - Engineering gets Build, which allows you to add Tags to structures or open areas ("Reinforced", "Workshop", "Cover", etc)
- - Engineering has lost "custom ammo" (it stepped on the toes of the Military career) and instead has a more general Upgrade skill, which allows them to add a temporary upgrade to a vehicle, weapon or gear.
- - Military gets a Unique Weapon, which is a super weapon with 3 upgrades (the normal limit is 2)
- - Personality gets Leadership, which grants them an elite Crew with 3 upgrades (normal limit is 2)
- Invention (Engineering) and Experiment (Academic) are being redesigned because they were too vague and open to confusion
- The Explorer career skills are being revisited to be bolder and more daring. Currently, Tenacious (which was a boring +1 on failure) is being replaced by Recklessness (when attempting something foolhardy/dangerous for the first time, you can assure success at great personal risk and/or protect allies from the consequences of your attempt)

I'll be posting more changes later. Thoughts or questions would be appreciated!

35
Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: June 05, 2014, 09:33:20 PM »
PROGRAM (+Tech)
When you transmit instructions to robots, AI or other computer systems that are open to your directives, Roll+Tech.
On a 10+, they follow your instructions to the best of their ability.
On a 7-9, they follow your instructions, but suffer degradation, bugs, glitches or other breakdowns. They get a cumulative -1 to Program them again until the source of the breakdowns is fixed.

On a 7-9 seems a bit too complicated. In my experience it is better to enhance the narrative rather than the game mechanics. AW at least was developed to be a framework for conversation.

Oh hey, sorry I forgot to reply to this Doc. I ended up going with a simplified version of the 7-9 in the end; just as you said, it's a bit too complicated. Plus I've been stripping out +1s and -1s all over the place.

Here's the revised Program:

PROGRAM (+Tech what ever the "programming" stat will be called)
When you transmit instructions to robots, AI or other computer systems that are open to your directives, Roll+Tech what ever the "programming" stat will be called
On a 10+, they follow your instructions to the best of their ability, though they may suffer costs or complications.
On a 7-9, as above, but executing the program causes degradation, bugs, damage, glitches or other breakdowns. This technology will not accept a new Program until those complications/issues have been rectified.

36
Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: June 05, 2014, 09:30:22 PM »
Whew, a solid 3 weeks of playtesting. The results have been great so far, lots of changes in the works.

The biggest change/issue I'm currently trying to resolve is a pretty fundamental one; the confusion caused between Tech and Ingenuity. I separated the "mental/logic/creativity" stat in two; the Use Computer aspect alone was so strong and frequently used in a Sci-Fi setting that, as a stat, it had more weight in play than all the other skilled/science/engineering actions put together. So the divide (as laid out below) has to stay more or less as-is...

However, the names of the stats themselves repeatedly cause confusion because they aren't unique and descriptive enough. So I'm trawling for ideas; if you have a suggestion for unique names for these stats, I'm open to any and all suggestions. I need excellent terms that clearly define what's in each stat without overstepping into the other stat. The boundaries need to be as clear as possible, to avoid confusion.

Stat A:
- Repair, Maintenance, Construction
- First Aid, Medicine, Chemistry, Experimentation
- Economics, Logistics, Administration

Stat B:
- Computer Use, Programming, Hacking
- Sensors, Scanning, Diagnostics
- AI, Virtual Reality

This has been one of the big issues from the playtests, and I'm looking for inspiration. Thoughts?

37
Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: May 06, 2014, 11:06:27 PM »
I considered that for quite a while, but the longer the list grew, the more I realized that I was complicating something that should have been elegant and robust. The old move already felt cluttered and it rarely came up in play; most of the time, the situation that could have dealt with that just called for a Face Adversity using +Tech. At the same time, commanding robots or AI used +Influence because of the Command move.

I took a step back and examined what I really wanted out of the move; a way to interact and give commands to computer systems, AI and robots. Ultimately, Program should be a variant of Command (the +Influence standard Move) but for technology; getting 'loyal' programming/electronics to perform a dictated action to the best of its ability.

As a side note, this means that Artificial Intelligence (the Academic career/Artificial origin skill) allows you to make systems loyal enough to Program, and greatly expands the scope of what that system can be commanded to do; you couldn't Program the ship to pilot itself (or not very well), but if your AI was in the piloting console, then the AI could auto-pilot the ship, and you'd use your +Tech to order it to do so.

I feel that it makes the Move much more robust and sci-fi.

The new Move:

PROGRAM (+Tech)
When you transmit instructions to robots, AI or other computer systems that are open to your directives, Roll+Tech.
On a 10+, they follow your instructions to the best of their ability.
On a 7-9, they follow your instructions, but suffer degradation, bugs, glitches or other breakdowns. They get a cumulative -1 to Program them again until the source of the breakdowns is fixed.

38
Uncharted Worlds / Re: Design: Moves, Advancement, Factions
« on: May 05, 2014, 10:47:30 PM »
Currently unhappy with the Tech-specific Standard Move.

EXECUTE PROGRAM (+Tech)
When you use an access point to make alterations to a system, Roll+Tech. (Protections and security systems may force you to Face Adversity before doing so.) On a 10+, choose a program to run. On a 7-9, as above, but you leave something behind (traces, bugs, etc)
- /IFTHEN: State a condition and an action. When the system encounters that condition, it tries to perform that action to the best of its ability.
- /BREAK: Remove a programmed behavior from this system.
- /DELTREE: Erase any amount of data contained in this system.
- /HAYWIRE: The system ignores all programming and acts randomly, often dangerously.
- /SLAVE: Link a new access point to the system and grant it priority. An access point can only have one /Slave at a time.

Feels clunky and it rarely comes up naturally in play. Thinking about stripping it down and just making it an IfThen-style move; "Choose a behavior and a condition. When the system encounters that condition, it performs that behavior to the best of its ability".

Alternatively, it could become a copy of the Command Move, but for AI, robots and computer systems. Hmmm... I think this may be a good path.

39
Uncharted Worlds / Re: Design: Careers, Origins, Skills
« on: May 05, 2014, 10:43:46 PM »
I've made each of the Origin 'stat moves' unique and added a narrative 'mini-skill' that gives something more than just a stat boost; it also (hopefully) gives something that encourages the character to play a certain way.

For example, the old skill in Frontier was 'Hard Labor', which just read "You gain +1 Physique, max +2". The new Hard Labor reads "You can perform strenuous physical activity for extended periods of time before exhausting yourself. Gain +1 to your Physique stat (maximum of Physique+2)". Not exactly a superpower, but something that gives the character a bit of flavor. Poverty becomes "Hard Knocks - You fought hard to get where you are. You know how to roll with the punches, and never give up no matter how bloody and beaten you get. Gain +1 to your Mettle stat (maximum of Mettle+2)".

Doing this actually cemented what the core of each Origin was, allowing me to swap skills around to have a more cohesive Origin design. Thus Poverty gained Tenacious, Spacer ("New Horizons - You’ve encountered many odd cultures. You are quick to pick up new ideas, new customs and new ways of thinking. Gain +1 to your Ingenuity stat (maximum of Ingenuity+2)") gains Cosmopolitan, etc.

My one regret is that I couldn't come up with a 'Hard' name for each Origin.

Frontier: Hard Labor
Poverty: Hard Knocks
High-Tech: Hardwired
Privilege: Decorum
Spacer: New Horizons
Artificial: Designed

40
Thanks! :)

Sadly, work on the two-pager character sheet is a bit on the back-burner compared to other Uncharted Worlds stuff.

That said, Petrucus, if I can swing it, I'd love to put together an actual character generator program. Failing that, an interactive pdf, but I'd really like to be able to pull off a full character gen (I'm thinking back to that old character generator we got with 4e D&D, I spent so much time with that thing).

Doc Cthulhu, when you say 'start your first sci-fi campaign' you mean as GM yes?

41
brainstorming & development / Re: dedicated hack forums
« on: April 24, 2014, 07:54:23 PM »
Thanks very much! :)

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Uncharted Worlds / Re: Character Sheets, Ship Sheets, Universe Sheets
« on: April 23, 2014, 07:19:22 PM »
As for me, this was my first attempt at a sheet. Ended up being a bit too crowded because I tried to fit everything on one page. I'll be reworking it to fit it on two pages soon(ish).


43
Uncharted Worlds / Questions and Answers
« on: April 23, 2014, 07:17:29 PM »
When you have a question related to Uncharted Worlds or the design thereof, ask it and Roll+Influence
On a 10+, Arch answers immediately with the answer you were looking for
On a 7-9, Arch will answer quite quickly, but might meander or go off on a tangent
On a 6-, Arch is busy at work, and will only answer a few days later, and is very sorry about it

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Uncharted Worlds / Character Sheets, Ship Sheets, Universe Sheets
« on: April 23, 2014, 07:13:17 PM »
For tracking all your awesome stats and stuff. If you're feeling creative and want to make your own UW sheets, or would like to show examples of your favorite character sheets from other games, post 'em here!

45
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: April 23, 2014, 07:11:05 PM »
Heya DarkLantern, glad you like the stuff. Right now I'm working on a v0.8 that should be my 'final' mechanics version before I start the tedious/fun job of filling in the rules.

By the by, for anyone interested in Uncharted Worlds stuff, the hack has been granted its own sub-forum! Check it out. It's a little empty just now, but feel free to post stuff! (Relevant stuff, if possible :P)

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