Hi Sean!
I only just discovered this thread since I don’t spend nearly as much time on Gauntlet forums as I’d like to.
First I’m super excited that you’re working on a new version of UW. The “bild your character” style of combining mini playbooks fascinates me & gets to how many space fiction genres have characters are a pastiche of several archetypal touchstones. Cramped Quarters was also incredibly inspiring for me as well! Your stat-neutral Core Moves approach looks really fascinating, & I’m all for condensing combat to single rolls.
On the Advantage thing, I got that from Jacob Randolph’s excellent Fellowship (which also has a 2nd edition now) so it wasn’t even original when I did it. Wherever game design tools come from, use the ones that suit your vision of play.
As for imposter syndrome, that’s something I’ve struggled with a lot too. When UW launched it’s kickstarter I had to fight the urge to give up on Impulse Drive since someone else had made one now. But we both have our own perspectives & design goals that are going to suit different players or even different game premises for the same groups. I love that we now have so many different perspectives on PBTA & forged in the dark space adventures! I love seeing folks explore all these games & find the ones that suit their groups’ needs.
My own ship playsheets went through a lot of iteration during the design process, from having their own stat array, Gear list, & Move ecosystem, to tags that modified the core Character moves. For the longest time there was only one ship playbook, for a millennium falcon style smuggler/merchant ship. It was pretty late in development that I added the 3 other ship playbooks, & the two bonus playbooks got written literally during the Impulse Drive kickstarter.
Thank you for sharing your design process so publicly! It’s wonderful to see another designer going through their process, iterating on ideas, & exploring design possibilities. I think it also helps folks see making games can be approachable for all sorts of folks.
from a fellow space game designer, keep up the great work! I’ll be watching your progress with great interest.
(Also do you struggle answering the how is your game different from / better than X space game?" I want to talk up what my game aims for without sounding like I’m denigrating another designer’s hard work but never feel like I know other folks’ games well enough to highlight their strong points)