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Force & Destiny "Commitment"


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#21 Josep Maria

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Posted 20 January 2014 - 02:33 AM

There are a lot of references about those "Power Gamers" (I suffered 2 of them XD).

 

In my opinion its like a football match, of course must exist some rules that make that a Power Gamer doesn't become a "normal fact", but the same way I believe that you don't have to focus on that, I prefer that the game focuses on character recreation.

 

"Cheaters" musn't be considered in the developement of a game mechanics, just focus in the game! If somone want a power "thing" just will have Brawn 23 and 100.000 XP XD

 

So, game develop must be focused on fidelity and design based on the world reality. If Jedis (or similar) are just awesome... then let it be! :D


Edited by Josep Maria, 20 January 2014 - 03:29 AM.

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#22 Donovan Morningfire

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Posted 20 January 2014 - 04:21 PM

So, game develop must be focused on fidelity and design based on the world reality. If Jedis (or similar) are just awesome... then let it be! :D

Then what about the folks that don't want to play a Jedi?  Should they simply be left to play second fiddle to the Jedi in the group?  Be nothing more than a supporting role in the action while the Jedi PCs steal the spotlight and dominate the adventure?

 

Force-users are fairly limited now in terms of power because they can't go above Force Rating 3 (assuming both Exile and Emergent are permitted).  Once Force & Destiny comes out, that cap gets removed, making the potential for Force-users that simply outshine everyone else based upon what powers they've taken.  Influence could very easily be employed, particularly the "affect thoughts" Control Upgrade, to suddenly turn a bunch of enemies that want to gun down the party into disinterested bystanders or even short-term allies.  And there's no telling what other powers will be introduced during the product line.

 

Force-users have always been very powerful characters in any Star Wars RPG, and thus need something more than hoping the player isn't a power-gaming jerk like Logan Ambrose to keep them in check, particularly for new GMs who don't have much (if any) prior experience.  Or newer players who might like to know where the line is between Light and Dark so that they can stay as far away from it as possible like a Jedi actually worthy of the name should.


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#23 Josep Maria

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Posted 20 January 2014 - 05:41 PM

My point of view in this cases its "common sense" and dialogue.

 

In my games I use to advice and delimitate players options. If in a concrete campaign I'm not interested in Force Sensitives, aliens or other things in my game I just tell it to my players and them, nicely, agree and pick another options.

 

Other reasons could be that, as you said, that the other ones no-FS will get apart. Here are two points: Or tell your player that please, take another option or create a "balanced scene". As I used it before, Naboo battle (or something similar) could be a great sample. Padme fights with Jedis againts B1. Also dialogues and investigates things. R2 repairs and, whit not, maybe can assist in so many ways in battle. BUT, when we arrive at a crucial moment like Duel of Fates, Padme fights and equivalent challenge to her (tons of Athletics/Skullduggery checks and Battle B1 droids) while the two Jedi players fight the Sith guy.

 

In my actual game I have one nagai martial assassin, a (alien) archeologist/slicer, a FS/Jedi (or something close) explorer and a Force Shaman/Hunter.

 

In most cases I created scenes where everyone can participate on it in a particular way.

 

Mechanics, probably will never fight Darth Maul because... is asthetic in SW XD Lightsaber duels rules!

I prefer to dialogue with my players instead change (one of the) SW essence. If Jedi are cool/awesome, then let them be!

 

Dialogue+Common Sense= Awesome, Fun and almost canonical games!  :D

 

PS: X from Megaman series is still considered a canon-ical guy? XDDD


Edited by Josep Maria, 20 January 2014 - 05:42 PM.

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