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oatesatm

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  1. Something you could try, it's what I generally do with the beginner game adventures being used with player made characters is just change the variables. It takes some work beforehand for the GM but it's worth it, the adventure is still fun and they are not any the wiser. Besides, Lure of the Lost doesn't necessarily have to be a follow up to Mountaintop Rescue, it can become it's own adventure and a spring board for your group to move forward with their own characters. By changing the variables, you are essentially using Lure of the Lost as more of an outline. What I mean by variables are the people and places ... instead of Spintir, use a different planet (Use The Galaxy chapter in the Core rulebook), change names and spieces of NPC's (but you can still keep all their pre-written stats), swap out creatures for other planet-specific animals, and so forth. Instead of using the maps from the beginner games, find different ones online or even draw your own based on the maps from the game, I draw mine but I still like to use all the tokens from the beginner games for the players to use, it helps them visualize. The tokens don't have to be exact, but they can probably get something close for their character, and the adversary groups can be anything (for example, you want Stormtroopers but don't have tokens, use the Hunters from the Beginner game). If that's not what you'd like to do, then maybe you could check out some of the modular encounters (or come up with your own) to bridge the gap ... they go on a short adventure, only to either meet someone to send them back, or they have a force vision that draws them, etc. Maybe they hear about the legend of [their previous characters] and want to go check things out for themselves.
  2. Yes ... I know it's a total pain in the rear end to put them together on an order by order basis, but it seems that the upgrade kits (as they're currently constructed) leaves some wasted parts or doesn't have enough to cover what players may have, possibly forcing them to buy multiple copies of each just to convert everything. What do you think of the option to do A La Carte upgrading? It would probably, pound for pound, be a little more expensive than the upgrade kits, but at least you'd get exactly what you need for what you have invested into the game over the years. It is true that the game has gotten a bit stale and needed to be fixed in a few areas so a 2nd Edition isn't a bad thing ... just expensive, and possibly uber-expensive depending on how much you've invested.
  3. Yeah, I hope they don't waste book space on that. I don't think they are going to do a full-on redesign of combat just to fit in mini's play. I agree with this ... I hope they don't waste space in one of the RPG books on trying to integrate X-Wing. At most, maybe they could post free pdf downloads of rules and such into the player resources sections of the support pages. However, I do own and play X-Wing, but do use the ships, which can be very cool and helpful when used to narrate the RPG as the PC's describe their actions. I use them in the same way I draw maps and use all the chits from the beginner games.
  4. This is an excellent idea ... and there are so many published adventures and encounters you could string several of them together and that will probably give you a good idea of how to start constructing your own (or modifying existing ones). You'll just need to have something in mind to transition between the adventures. And if you've run the Beginner game a couple times already, your group may be ready to create their own characters now ... that will also help you put things together as you'll know what each players strength is so you can construct things in a way that each player will have their opportunity to shine in some way. What I mean by that is, for example, if you have a computer whiz and a beefcake in your group ... have an encounter where the whiz is trying to hack a locked door while the brute deals with the guards ... that's overly simplified, but hopefully you get the idea.
  5. I wasn't able to read through all of this, so I may be doubling up on what others have pointed out ... but a clue to the mindset of your PC's was that he stated a Jedi could have easily tipped over the crates, to me, that sounds like he equates himself as a Jedi because he has some connection to the force and it's powers. He is right, a Jedi probably easily could have done that, but PC's (especially not Knight level) are neither Jedi's nor that close to being such. There is no Jedi temple, Jedi training, apprentices, and so forth in the time frame these books take place in ... so they would be way behind in their training anyways. Something you could try in giving out XP, if you're intent on giving more so they progress quicker, tie it in to how they are using their abilities and force powers so there is a narrative to it rather than an arbitrary hand out just to pacify them. "Sure, you were not able to tip over those crates, but the fact that you tried added to your experience .... here's your 15 XP and an additional 15 for X / Y / Z" Of course, if you do that with force users, you'll have to do the same with the other players when they find ways to use their abilities. They'll be able to level up quicker, but will encourage them to do so within the game and it's opportunities.
  6. I tried to read through it all, so I apologize if this was already said. But the thing about character development in this game is that it stays balanced throughout because of how the characteristics and the skills are related to each other. Take for example Brawn and Melee ... having 3 Brawn with 2 Melee will be the same dice pool as 2 Brawn and 3 Melee (2 Yellow and 1 Green) so depending on how the players want to develop their characters, it will all balance out. However, let me note, that in the early stages the players with higher characteristics will seem to be stronger in some encounters, I think the key for the GM is to involve the other players when developing the adventure (or modifying an existing one) so that players who purchased certain skills or talents are also included. Since a player who really upped a characteristic or two at creation will certainly be lacking in another characteristic as well as many skills, this should be possible with some advance preparation of the encounters your group will run into. I'm not saying it will be easy to please everyone (or even easy to put together), but it's something to consider.
  7. Also read the result text closely as some of the critical results only last until the end of an encounter but many do not, they will carry over, they'll be cumulative ... the result text will tell you if they do. For example, "At the Brink", a roll of 91-95, says the target suffers 1 strain each time he performs an action (as opposed to say, "Head Ringer", a roll of 46-50, that says the target ...... until the end of the encounter). At the Brink will carry over into later encounters if it hasn't been healed, so if another critical injury happens, not only will +10 have to be added to the roll, but the effects will be in addition to those you may already have. This is how a series of seemingly small critical injuries can catch up to you ... the penalty that gets added to the roll, as well as the numerous affects that could hinder/hurt your character.
  8. Finally the Gungans are represented, now we can develop the "real" Jar Jar Binks ... or can we? (just an interesting an fun article by a person who goes by the name of Lumpawarroo, and I saw it's posted in the EotE forum): https://www.reddit.com/r/StarWars/comments/3qvj6w/theory_jar_jar_binks_was_a_trained_force_user/
  9. I guess it depends on the makeup of your group ... for example, from what you know of the players or the characters they created, would they have more fun in battle or would they prefer to go searching for something/someone? (those are just 2 examples, but there could any number of things they'd be interested in) The reason I ask is because how your group is constructed plays a huge role in how you'd seed an adventure. I'd hate to send them on a mission to defeat 17 outposts of Imperial soldiers while trying to free someone from prison in an Empire stronghold when they might be more interested in unlocking the secrets of an ancient vessel that crashed on some barren planet. Both scenarios will have their share of encounters, but in one case they are in fighting mode, where in the other they are trying to use different skills and/or knowledge to accomplish one thing or another. Aspects of fighting/searching/learning/etc. can be found in any adventures, but the focus of your adventures can be tailored to how you think your group will have the most fun.
  10. One option is to take some time and put a story arc together he and you can follow (as suggested above) ... if it's not something you want to pursue, another option is to use it as an opportunity to lure the player(s) into a location or ship, etc., that his former friends were never there and may never be found, but the "drunk" Rodians were used by someone behind the scenes (an enemy, a former associate, and so forth) to attack them because of a/b/c, or capture them (maybe Navik has a price on his head), or even hire them secretly to do some deed but didn't want to reveal any details until they were in his presence ... so, many things could be used to end the search for his friends if indeed that is your intention.
  11. I was thinking something similar as mentioned above ... having 3, or 6 security/assassin droids waiting in the wings, inactive. Although you might consider using them on a of a Threat or 2 to have one of the guards be able to activate them (or maybe use one of their Advantages to activate them as well by pressing an alarm). Another idea is to have the ships sensors activate in some way. Maybe then he might rethink his idea and flee ... of course, as the odds stack against him he could be reminded that the rest of the group is still within distance to catch up to.
  12. If I remember correctly, FFG did renew their contract with Disney for another 4 years. Now I know the line also includes X-Wing, Armada, and The Card Game ... but that leaves hope for the RPG to at least get in all of the career source books, sector books, and some full length adventures. I would also like to see some era specific books, and maybe something that fleshes out the dark side / the empire a bit.
  13. I agree with this, there are lots of good Jedi stories finding a way to help people or keep the peace as you mentioned that will keep the players engaged and bring out all of the skills and talents they've earned ... maybe my post wasn't very clear, because, like you said, a story arc could get limited (maybe even boring) if they are just temple hopping, he had just mentioned that his missions tend to center on the remnants of the Jedi Order, so it was just an example of using Wookiepedia (or other resources too, I guess) to find aspects of those remnants that he can weave into his story. Maybe using them more like "checkpoints" ... where most of the action takes place along the way to those remnants/relics, including opportunities to evolve the story in real-time (for example ... when shopping for supplies they hear of slave traders on a nearby landing pad, etc., etc. ... might also play into their Morality with some of the choices he could present).
  14. Since you're interested in the remnants of the Jedi Order and we don't have much by way of source books yet for FaD ... so you might pop onto Wookiepedia and look up things such as ancient Jedi or Sith temples to see if your group wants to go on adventures to locate and learn the secrets. You will obviously know what worlds they are on and the areas to find them, but have your group piece together information just to locate it and to get there, meeting whatever challenges you have in store for them -- such as running into an Inquisitor, sneaking/fighting past an Imperial brigade, talking to locals, dealing with underworld NPC's, traverse dangerous terrain, finding the trails of other force sensitives on the run from the empire, maybe even helping out the rebel cause along the way. It really just depends on how extensive you want the adventure to be before they find it and move on to the next temple, holocron, or secret Jedi. What the rewards are in each temple or holocron would be up to you based on the make up of the group and their goals for character and story development.
  15. You could do a few things: As noted above, make the battle a little more cinematic, don't have the minions rush in head long against your group and engage in what amounts to a boxing match ... there is no reason a contingent of Troopers can't duck behind cover, call in reinforcements, sneak around and flank the group, etc. And if your minion groups, Rivals and Nemesis come from different areas (or attack in different ways), it may make the players split up a bit to take them on. You could also create environmental hazards that affect the PC's, either natural such as rain or man-made such as a chemical or smoke grenade that has the PC's taking strain or wounds each round, adding setback dice, upgrading the difficulty of the attacks, and so forth. You might consider using the instructions to make an Inquisitor or two, or go through the books and pull out some of the Rival and Nemesis to battle against ... when the battle starts, use them accordingly (you can mix and match characters and their stats to suit your story). Sometimes it can be fun and challenging to let the Rivals and particularly Nemesis get 2 initiative slots each round to simulate their advanced skills/experience in taking on multiple opponents. Then use the destiny to pool with them to upgrade their attacks or defense. Also, when the PC's are engaged with a Nemesis and possibly have him close to defeat ... have another minion group come in a later round to get their attention: "Finally, you have the Inquisitor fatigued and weakening, this battle will soon be over and you can finally be free of his constant pursuit, but as your lightsaber clashes against his, even though the crackle rings in your ears, 2 blaster bolts go whizzing by you and hit the wall off to your right sending mud and brick exploding into the air. Seems the Inquisitor's backup have arrived, their blasters are drawn and they are taking positions not far from you. As you turn to see what you may be up against, the Inquisitor slips around the corner and disappears into the alley, seems you will meet again, when -- you don't know, but for now, that blaster fire needs to be taken care of ....... " [Of course, if your story arc needs him to be defeated here, have him fight on. Whatever the case may be ... narrating a deep story can help make these battles come alive and can help make them easier or more challenging as needed]
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