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Doc, the Weasel

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  1. Like
    Doc, the Weasel got a reaction from GM Stark in House rules?   
    I wouldn't tie XP to rolls. I've seen something like this (houserules for permanent repercussions from simple rolls) in WFRP turn people off from attempting mundane things, like making a Perception check to search a room. Add the bonus XP on a Triumph, and you are going to see some rolls avoided (when they shouldn't be) and others rolled more than they should be.
     
    If you don't have enough "kick" from Triumph or Despair, then you should narrate bigger effects.
  2. Like
    Doc, the Weasel got a reaction from Daredhnu in Make Adversary Cards!!!!   
    I am not very interested in talent cards (which can already be easily referenced on a single page).
     
    What I think we need are cards with adversary stats on them. Some ready made baddies that I (as a GM) can whip out in a pinch, with all their pertinent data. 
     
    You could theme the packs, like Imperials, Gangsters, Corporate, Pirates, etc.
     
    Who's with me here? 
  3. Like
    Doc, the Weasel reacted to torquemadaza in Well I decided to give GMing a shot   
    Rule 0: Have fun. 
     
    Rule 1: Make it your game. Meaning, don't get drowned out by the Know-It-Alls in the group. It's a pretty big galaxy, and as much as they have read, there is always more to discover.
     
    "Yes Kashyyyk is the Wookiee homeworld you're familiar with, BUT their true origins lie in the Walking Carpet Sector, on a small unknown planet called Wootown." 
     
    Use the resources lists to help with check lists and other rules you may have to look up during play. 
     
    It also helps to assign one of the players a certain responsibility if you're feeling swamped. Like, if you need a rule check or a combat action explained... have an "assistant" do that while you keep the game flowing as best you can. It also helps to say give one player personal combat and another vehicle combat to learn - you'll have to know it too, but it helps if you've got back up. Choose people who you know would love those sections or is a bit of a rules mongerer.
     
    And good luck. I'm in the same boat knowledge wise. Reading a lot of fluff and lore... wow it just keeps on growing in my mind. Watching the clone war tv series that I thought was too kiddy, but is actually not bad at all. I'm a long time rp'er, so I've been he in a new world, in a new system before... and it's really exciting to me when there is so much potential. I played WEG's SW back in the 80s and loved that game, but we never played it enough (too hung up on Shadowrun at the time). This time I'm jumping in with both legs.
  4. Like
    Doc, the Weasel got a reaction from FreeXenon in Printable talent trees   
    I wasn't planning on it. Originally I decided against it because it was just added clutter for something you only need once when you make your character.
     
    Now, with Age of Rebellion out, I'm considering having them list all the careers a spec is part of. With that being the case, I think I'm leaving them off.
  5. Like
    Doc, the Weasel got a reaction from Strylith in Printable talent trees   
    I'll go ahead and throw mine into the ring:
     
    https://www.dropbox.com/s/bi2nb51pkrj5s6s/TalentTrees.pdf
  6. Like
    Doc, the Weasel got a reaction from Rikoshi in About the Force...   
    The same can effectively be done by anyone spending a triumph or rolling a despair, so I don't think it's a big deal.
  7. Like
    Doc, the Weasel reacted to Edward_D in Session 0 - Involving Players in Campaign Creation   
    Nuts, I thought if I stayed silent he may slip up and give us some insight. 
  8. Like
    Doc, the Weasel reacted to Kallabecca in Gaining new specializations   
    They aren't higher because different characters will want different Characteristics raised over others. The knowledge types would want a higher Intellect; the fighters might want a higher Agility or Brawn, etc... And some might not even bother raising them at all, choosing instead to spend the XP on Talents and skills.
  9. Like
    Doc, the Weasel got a reaction from Mychal'el in Make Adversary Cards!!!!   
    I am not very interested in talent cards (which can already be easily referenced on a single page).
     
    What I think we need are cards with adversary stats on them. Some ready made baddies that I (as a GM) can whip out in a pinch, with all their pertinent data. 
     
    You could theme the packs, like Imperials, Gangsters, Corporate, Pirates, etc.
     
    Who's with me here? 
  10. Like
    Doc, the Weasel got a reaction from Keeop in Specialization Cards   
    Regardless of how useful these specific cards are, I hope they either sell enough to continue making products like them.
     
    There is a lot of potential here, and I don't want the whole PoD thing flushed because they opened with the wrong product.
  11. Like
    Doc, the Weasel got a reaction from willmanx in Printable talent trees   
    Here is the black and white version for any interested: https://www.dropbox.com/s/jxbhxtzmwj0l5yo/TalentTrees-BW.pdf
  12. Like
    Doc, the Weasel got a reaction from OB-1 in Printable talent trees   
    I'll look into that.
  13. Like
    Doc, the Weasel got a reaction from Col. Orange in Printable talent trees   
    I'll go ahead and throw mine into the ring:
     
    https://www.dropbox.com/s/bi2nb51pkrj5s6s/TalentTrees.pdf
  14. Like
    Doc, the Weasel got a reaction from The Black Man in Make Adversary Cards!!!!   
    I am not very interested in talent cards (which can already be easily referenced on a single page).
     
    What I think we need are cards with adversary stats on them. Some ready made baddies that I (as a GM) can whip out in a pinch, with all their pertinent data. 
     
    You could theme the packs, like Imperials, Gangsters, Corporate, Pirates, etc.
     
    Who's with me here? 
  15. Like
    Doc, the Weasel got a reaction from kelann08 in Specialization Cards   
    From the post:
    "Signature abilities add new talents to the bottom of one of the character’s existing talent trees, granting further advancement deeper into that character’s area of expertise."
     
    You are right. They add talents.
  16. Like
    Doc, the Weasel got a reaction from FuriousGreg in Specialization Cards   
    I would buy cards that had ready-made stats for common enemies in a heartbeat.
  17. Like
    Doc, the Weasel got a reaction from Tamati Khan in Make Adversary Cards!!!!   
    I am not very interested in talent cards (which can already be easily referenced on a single page).
     
    What I think we need are cards with adversary stats on them. Some ready made baddies that I (as a GM) can whip out in a pinch, with all their pertinent data. 
     
    You could theme the packs, like Imperials, Gangsters, Corporate, Pirates, etc.
     
    Who's with me here? 
  18. Like
    Doc, the Weasel got a reaction from CastleAlec in Specialization Cards   
    I would buy cards that had ready-made stats for common enemies in a heartbeat.
  19. Like
    Doc, the Weasel reacted to HappyDaze in Specializations occur in multiple careers   
    This increases my confidence that they are keeping the games seamlessly compatible.
  20. Like
    Doc, the Weasel got a reaction from LOBrow in Session 0 - Involving Players in Campaign Creation   
    Our group just finished our last game out and are now moving on to EotE. This time around, instead of writing a short campaign, I decided to try my hand at having the players do it. 

     

    The plan is to have a "Session 0," before the game begins. I normally do something like this to make characters, but this time the players will be hashing out the details of the setting and then make characters. 

     

    What I hope to walk away from this session with is a set of NPCs and locations that are tied to both each other and the PCs. From there, I'll make an adventure for the party.

     

    I've seen this kind of thing in games such as The Dresden Files and Smallville, but have never tried it. What I hope to gain from it is to have a party that is intimately tied into what is going on. With this game specifically, I didn't want to have a "main" setting/npcs/plots, with everyone having their own little personal settings through their Obligations. 

     

    The other thing I want to see is how much less work this is for me as a GM. This one may be hard, because my normal process is a lot of work up front and less week to week. This process inverts it a little, so it may be hard to compare.

     

    I plan on writing up my planned process in the next day or two, and then following up with how it plays out (we meet this Saturday). By posting it here, I'm hoping to a) solicit feedback and ideas and b) share with others who may be interested in doing this.

     

    Does anyone have any experience with games that do this? Are there any pitfalls to avoid or advice to make it better?
  21. Like
    Doc, the Weasel reacted to Jamescuk in Session 0 - Involving Players in Campaign Creation   
    I am stealing all of this just so you know.
  22. Like
    Doc, the Weasel reacted to FangGrip in Gruesome Injury--permanent?   
    ...and you never have to deal with that player again.  Sounds like a win/win.
  23. Like
    Doc, the Weasel reacted to Lorne in Gruesome Injury--permanent?   
    GM:  ...and that is when the Dark lord stands close and says, "Luke, you've only begun to realize your importance..."
     
    Player: OMFG! You just cut off my character's f***ing hand, you a**hole!
     
    GM: ...wut? wait...
     
    Player: My special snowflake is ruined! Now he'll never become a Jedi! Never!
     
    GM: ...dude, there's like cybernetics and...
     
    Player: F*** that! I'm outta here...
  24. Like
    Doc, the Weasel got a reaction from FangGrip in Session 0 - Involving Players in Campaign Creation   
    So here is how I plan to run Session 0. 

     

    I created some Setting Creation Sheets to help guide this process.

     

    This may seem too structured for some, but it doesn't have to be. I'm giving it this much of a system so that if things start to slow down, I can point to the next action and move to it rather than wait for someone to do something. If the group starts writing stuff on their own, without turns or anything, then I'm going to let them.

     

    I do have some rules.

     

    1. Everyone participates

    No one can leave the session without adding one setting detail. I'm not worried about this, but some groups may be.

     

    2. Everyone gets at least one thing they want

    If everyone wants criminals as NPCs but just one player wants some Imperial antagonists, that person gets one. The fun part is then as a group fitting the seemingly odd piece into the greater setting.

     

    3. Everything someone creates is shared

    I don't want someone writing stuff out in their corner, without engaging the group. They have to put it out there for everyone to see and react to. That may lead to dialogue about how to improve the idea, or it could lead to someone figuring out a connection between it and something else. 

     

    4. The GM is a participant (and just a participant)

    This isn't ONLY owned by the players. The GM has to play with this material too, so they should have as much say as the other players, and gets a turn like everyone else. That said, the GM does not get veto power over the group in this instance. If everyone else wants something, they get it.

     

    5. Anything left blank is the GM's

    If there is a detail not filled in by the group, the GM will do it on his/her own. As a player, you may not like the outcome.

     

     

    With that in mind, here's the system:

     

    Step 1. Discuss Overall Direction of Game

    Is this a full on criminal group, or are they legit traders? Maybe they are somewhere in the middle. Do they take odd jobs, or do they have a single employer?

     

    For my group, I'm just going to ask them to choose 1-5, with 1 being totally legit, 5 being totally criminal, and 3 being a mix. This is more for them to work it out amongst themselves before making characters, so my involvement will be minimal.

     

    Step 2. Roll Obligation

    For people used to the standard character creation method, this may seem out of order but it really doesn't have an impact on character creation. Not a negative one, at least.

     

    Why I want to do this first is so that when the group is creating the NPCs and locations, they are doing so with an eye out for connections to their characters. 

     

    Step 3: Select/Create Planet(s)

    This is more about broad strokes than specifics (though you can jump to specifics if your group is ready). The goal here is to look at what kinds of settings the group wants to play in. Do they want a city planet like Coruscant, or a wasteland like Tatooine? Are they canon planets, or are they invented?

     

    Step 4: Create NPCs and Locations

    This is the meat of Session 0. 

     

    In turn each player creates one NPC and/or location.  Ideally, they create an NPC with some details, and then a place to find them. If that's not possible, or they don't have any ideas, or they are tying their idea to an existing location or NPC, then no worries. 

     

    After everyone has had one turn, continue, but now after making an NPC or location, you should also make a connection between NPCs (or locations if it makes sense). This connection does not need to involve what you just created. Maybe you want two existing smuggler NPCs to hate each other, or maybe you want a forbidden love between Rebel and Imperial agents. You could also just see an NPC and make a friend or rival for them (making the new NPC and connection at once). The more conflict you create here, the better. 

     

    There are going to be more ideas thrown out there than just the individual NPCs and locations. Maybe the NPCs are part of an organization, or maybe the locations belong to a single city that needs some detailing. Let that all flow and write it all down. 

     

    In the attachment, I have some sections labeled "details • choose x" in which the creator has to choose that many of those details to fill in. They are free to add more, or someone else could do so, but that's the bare minimum.

     

    Continue this until you have close to your target number of NPCs and Locations. For my session, I'm aiming for 12 of each. Don't worry about hitting those numbers exactly, just use them as a ballpark. If I end up with 9 locations and 13 NPCs with an awesome story then it's a victory.

     

    Step 4a: Tie Obligations into NPCs

    While this is all going on, players should be thinking of – and talking about – which NPCs play into their Obligations. This may change as the session moves on, but it should be settled before the end of Step 4.

     

    Step 4b: Develop Themes and Issues

    After a while, there should be enough material to start looking at the big picture. What are the major issues on a planet – or at least which issues will the game be dealing with. By thinking about these things, we can not only create something more than a random group of unrelated NPCs, but the issue itself can be used as inspiration for what NPCs/locations the setting is lacking.

     

    In the end, you want to have 2-3 issues per planet by the end of Step 4.

     

    Step 4: Create Characters

    After having made the setting and connected the Obligations to people, now make the characters. Once you have them, you have everything you need to create a campaign.

     

     

    What do you all think? Are there any things I'm missing. Does anyone have any suggestions?

     

    My plan is to try this out Saturday (schedules willing). I'll post our results and share any insights.

  25. Like
    Doc, the Weasel got a reaction from AustinKatan in So I had a problem with Space Combat yesterday...   
    Part of the issue is that having a hotshot pilot lies in talents, not in the skill. Most of the awesome piloting are special bonuses and actions found in the Pilot specialization (boosting speed, adding defense), and unless you are navigating an asteroid field then the skill itself isn't rolled as often.
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