Long story short, I’ve been trying to design my own homebrew (off and on) for years now. I have a setting in mind (somewhat post-apoc), but I’ve been having trouble settling on a system. I’ve been tossed between using something already designed and just coming up with my own.
Recently, I came across UA (at least the e2 preview which highlights the system). I like a lot of things about the system. I probably like it better than any other system I’ve seen so far.
However, I’ve only seen the preview. I don’t want to commit the cash to just buying the rulebooks unless I am reasonably sure I can make it work for my game. Therefore, I’m here to ask about UA.
I have do have some specific elements that I’d like to ask about, but first I just want to get some general impressions about the game. For those who have run it, what would you say the strengths are? What about the weaknesses? Are there any specific things that you really like/dislike about UA?
Thanks.
Up front, I’d say the only real weakness UA has is that it can require a bit more player/Gm communication than some others, such as when deciding skills and such. A lot is left in the Gm’s hands, but that’s pretty typical for any rules-lite system.
Strength wise, where do I even start? One of the best and, more importantly for me, simple set of rules I’ve ever seen in a game, the stress meters (best madness rules ever), a very cool take on magic(k)…
Ultimately my favorite thing of all is the setting. A great system is nice and all, but add on one of the most original and downright fun worlds in rpg history and you’ve got one hell of a game.
Unknown Armies’ system lends itself a lot more to gritty storytelling and personal conflict than most other systems. If your setting is going to have a lot of fighting and running and stuff, it can work, but if there’s going to be a lot of personal interaction and lamenting about the fall of civilization (No more World Wide Intar Wub! Oh Woe is Us!) or celebrating that fall (Ding dong, the wicked IRS is dead!) then the system will really shine.
The Madness Meters and whole going crazy mechanics may prove useful too. The whole ‘End of the World as we know it’ thing has to be at least a Rank-6 Helplessness Check, probably much higher.
Skill check and combat rules are also much simpler than most other systems out there. And who doesn’t love cherries?
First, I already have my local RPG shop tracking down a copy for me. I should know in a few days or so if they can get it.
Based on the preview, the setting seems like it will be my favorite system/setting of all time. I like how characters aren’t overpowered. I also like the madness element. So many games are just hack-n-slash or run-and-gun with no moral or psychological consequence.
In terms of what I want to run, I’m probably on the more conservative side of free-form and RPing, which probably is somewhat contradictory to a rules-lite system. However, I’ve grown bored of games where find-BBEG-kill-BBEG is 95% or conflict resolution. I want more avenues that can resolve conflict while still being “tense”.
I don’t know if anyone here is also on RPG.net (I hear it’s the biggest RPG gamer community), but I’m also posting there about this. I noticed that there isn’t a lot of activity here. Is there like a UA mecca out there that I just haven’t come across?
The UA mailing list is usually pretty active, not to mention the fact that Stolze and Tynes are themselves members and frequent posters.
This site is very active for new content, like avatars and magick schools and so forth. But for general discussion, the UAML is the place to go.
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