Uncharted Worlds is a space opera of discovery and adventure, which explores a universe full of deadly beauty, hostile frontiers, rapacious organisations, and crippling debt. It’s a story-building game where dramatic encounters drive the narrative ever onward, building a solid, memorable universe that’s unique to each group. If you want to pilot your ship across the reaches of space, be the first human to make landfall on alien shores, bring back hard-won exotic cargo, deal with galactic corporations, go toe-to-toe corrupt empires and rebel scum, face down ruthless pirates (or perhaps engage in a bit of interstellar piracy yourself)… then strap yourself in, disengage your mooring clamps and prepare for one hell of a Wild Jump.
This is the first game I've read that uses the Powered by the Apocalypse (PbtA) system, which I've been interested in for a long time. The setting reminds me quite a bit of Stars Without Number, but the system couldn't be more different. I'm not entirely sure what I think about it.
The game (and I imagine other PbtA games) gives quite a bit of authorial, um, authority to the players. I love that idea up to a point, but when the example scenario has the PCs opening a mysterious cargo container, and then the GM asks them what's inside, I can't help but think that most players would be disappointed with that kind of play. I know that the role of the GM in PbtA games is not to provide all the answers as in more traditional games, and my RPG interests do lie more toward the narrative end of the spectrum, but I still haven't decided if that level of collaborative world building would be fun for me in a GMed game.
That said, I would love to try this game out. I don't think I have the skills to run it myself, but I'd love to be a player, if only just to try it out for a few sessions. I hope I can find an opportunity.
An interesting space opera game inspired by the Apocalypse World game engine. I'm curious to see how it works in play as it seems to ignore some of the principles on which the engine normally rests, like designing moves around a genre in order to steer play towards the tropes of the genre. Instead, a lot of moves are made more generic. It could work, but I have yet to see it in play.