Jump to content

awayputurwpn

Members
  • Content Count

    6,936
  • Joined

  • Last visited

1 Follower

About awayputurwpn

  • Rank
    Member
  • Birthday 05/19/1984

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Tacoma, Washington, USA

Recent Profile Visitors

2,705 profile views
  1. The Opposed Check is the base difficulty. You then increase or upgrade the difficulty, or add setbacks, based on the situations. This way, it is much more difficult to put the charm on a Disciplined pirate captain than a lowly deckhand. For example: you have a high-ranking NPC businessman with 3 Willpower and 2 ranks in Discipline. You try and convince him to spill some piece of information by seducing him. The base difficulty of CCD could be modified by how closely he guards that secret (increased difficulty), how much he dislikes something about you (setbacks), and/or the proximity of his colleagues/coworkers (difficulty upgrades). It could also be modified by how intoxicated he is, or by how much he already likes you (boost dice). In the example of stopping a fight using Charm, you would use the base (opposed) difficulty, then modify things per the situation. If the fight is in progress, that's a ton of setbacks right there, like four of them, with liberal upgrades based on how intense the fight is. You could just go straight to the "Impossible check" rules and require the players to spend a destiny point to even attempt it. Deception or Coercion, on the other hand, might have a much better chance of succeeding in stopping a fight (all things being equal). In the example of the trying to obtain a ship using Charm, it would first greatly depend on the value of the ship, the attachment the NPC feels to the ship, how much the NPC likes the player characters, and what the terms are—like, if it's a permanent transfer of ownership, an indefinite loan, or a temporary lease. Or if they are part of a crew and they are trying to convince the NPC to step aside as captain but remain the owner of the ship. If they're trying to just outright convince some random NPC to give up his starship, then that sounds more like a specific mini adventure. Like a long con, rather than a single Charm check. Unless, again, you wanted to get into Impossible check territory with the right set of circumstances.
  2. You need three things: Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  3. There's two things one should consider: The Trade Federation already know about their impending invasion, so they are acting as a guilty party might act towards otherwise unwitting peacekeepers, who have only been sent as mediators in a tense situation. The Jedi are mysterious. There are precious few of them at the time of The Phantom Menace, and their powers are the stuff of legend. It is readily apparent in the fear that the Federation types have for the pair of Jedi, the trepidation with which they treat the situation, the bumbling nature of their defenses. "Gas! Ah...battle droids! Ah...close the doors! Ah...close the blast doors!! Ah...send in the droidekas! Ah, that worked! Ha ha! See, they're no match for droidekas!" Problem is, Neimoidians are already cowardly and scheming, obsessed with wealth, politics, and intrigue. And these ones here are under direct command of a Sith lord, who is actively trying to start a galactic conflict! So it's not that Qui Gonn would have taken drastic actions to stop the blockade; rather, the Neimoidians have allowed themselves to jump to that conclusion and are taking drastic measures to preclude that eventuality.
  4. With the dynamic initiative system it's easy to run large groups (I've run 9 players a few times with very few headaches), but I would suggest a solid group of 3-5 players is optimal.
  5. No, but you could probably houserule something like that.
  6. To follow up on what @vilainn6 said, there is no roll, but the committing of the die does require an action (as per usual when activating a Force power).
  7. #7 might work if the character has some way of obtaining a third maneuver, such as the Explorer's Unmatched Mobility. The rules on vehicle maneuvers are unclear; they don't explicitly allow for a ship to perform more than two maneuvers, although they don't outright forbid it like they do for characters. The only plain restriction on vehicle maneuvers is that a Silhouette 5 starship/vehicle can't benefit from more than one Pilot Only maneuver per round.
  8. I think that's the key, the understanding that combat rounds and ranges are basically "as long as you need them to be."
  9. I see what you're saying. The little talent box in the talent tree is primarily designed as a reference, and the actual rules for the talent are in the talent section a few pages later in Keeping the Peace. So if there is ever any confusion as to the wording or meaning of a talent entry within a specialization, you can just look up the talent in the talent section of the given book for a full explanation of how the talent works! I agree that the talent could be worded better, but I don't think the semicolon is the problem.
  10. Semicolons are used to link two clauses that have similar thoughts. In this case, the rules are saying "Do this incidental; here's what this incidental does." It's the way semicolons work: you make a clause, and then after the semicolon you follow it up with a new clause that basically contains the same thought, but perhaps expounded or with an example/illustration. Semicolons aren't used to separate two different lines of thought; mild cheddar cheese is the best thing to use for grilled cheese sandwiches.
  11. Hey I've been there! County Cork is one of my legit favorite places ever. Hope you find some more gamers up your way! Have you tried www.meetup.com?
  12. I think there's two forces at work here: the desire to scale difficulty so that everything isn't a cakewalk, and also the desire for XP to actually mean something. If you want your skill advancement to matter, then you'll want some jobs to become easier as your characters advance. The stronger I get, the easier the same rope is to climb. However, also the stronger I get, the more difficult stuff I can do. So that is where scaling comes in. You don't want to make it so that the same stormtroopers that you players fight over and over just keep getting tougher, with higher wound thresholds and better armor—if you do, then XP is meaningless. But you can throw way more stormtroopers at them, or stormtroopers kitted out with E-Webs, when they attain higher levels. Now it's exciting, because your players can look back and say, "Man, when we started several months back, that encounter would have wiped us out!"
  13. I find with high quality miniature maps, the details of the map often give you ideas as to how to go about detailing environmental effects. Also, in Star Wars there are flying vehicles, droids, and any myriad number of ways to get from point A to point B vertically. The real beauty is in the sheer scope. You can get knocked down a level or two, and now the entire combat encounter is vastly different! I would advise against running a chase using a miniature-scaled map, though. They are too small for an adequate chase sequence to take place, IMO. Chases are best left to theater of the mind, or to occasional graphics (if you run that kind of game). If you do use miniatures in a chase scene, I would only use them for tracking relative distances, not for to-scale movement.
  14. Here's another PvP example of movement in a fight scene. Feel free to skim past all the OOC discussion, the whole of the duel is kept to the first 3 pages of the thread.
×
×
  • Create New...