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progressions

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Everything posted by progressions

  1. Great, thanks! At first I thought I should just read the block text. I'll give them the full details in future.
  2. Are we meant to give the players the specific mission conditions when the mission starts? Often the mission description just says "Investigate the base and do it fast." Do we tell them, "You have 7 rounds to activate all 3 terminals"?
  3. Ten THOUSAND? We could almost buy our own ship for that. Anyway, I think it's a bit silly to have such a problem over this. In my campaign, 10,000 credits per player would have been a veritable windfall. They barely had enough to keep their ship in the air. They weren't really concerned over gear or credits, though, they were interested mostly in their characters' stories. I also think it's silly to say that the payout could run into the hundreds of thousands, or whatever. If the book says "10k per crew member", is it trying to suggest that if your party has 4 people, then the payout is 40k? And if you have 5 people then the payout is 50k? Unless it's specifically called out that whoever's offering the bounty is counting up how many people are in your party and giving them 10k credits, that's how I would play it.
  4. Here's something that might serve a similar purpose: https://melsmifgames.wordpress.com/2015/12/09/city-of-brass/ No idea if it's good, but it is another option.
  5. I definitely find it worthwhile, as I have a number of campaigns and I like to customize the CSS (my Star Wars EOTE campaign, for example, uses EOTE-style colors and fonts). I haven't noticed much in the way of bugs but I have just exported the campaigns I care about so I have their data locally in case anything happens to them.
  6. Sounds like your players are a bunch of little whiny babies. That's a lot of hassle over one single round of combat.
  7. I agree with everyone who recommended minions, a "squad" of a Rival surrounded by minions, and of using terrain complications like moving parts or things in the area which can be affected by the combat and make it more treacherous. Also keep in mind your Rival(s) or Nemesis(es) don't need to appear in the first Initiative round or two anyway. You can introduce them after the heroes have had to fight a wave or two of minions first! That's the point of having bad guys protect themselves with minions in the first place
  8. My players had landed on a planet where a bunch of aliens from all over had been kidnapped to do slave labor building a massive ziggurat. The new player's character was one of those aliens, rescued by the party who then helped them complete their quest. A departing player's character stayed behind on the planet and the new one joined the party when they left.
  9. My standard solution is to ask the players. Especially if you're having a session zero, this is a perfect time for it. As they're developing their backgrounds and Obligations, etc, have them determine how they met up and started adventuring together. If you have it all in place when you start adventuring, that's great! But you don't even need to have that. You could have them fill in the details as they go along.
  10. Ask her to tie her shoe. That should be a challenge!
  11. Alternately, you could just set up the situation and then listen to the players brainstorm how they think they can escape. They'll suggest a few solutions, pick the one you like best and let them attempt it!
  12. 1. I wouldn't worry about it. They continue to make new books that include information based on previous Expanded Universe sources and they haven't indicated what effect, if any, Episode VII's new continuity will have on their games. 2. If you're at this level of Star Wars knowledge, then I'd especially say not to worry about the 'canon' situation. You can definitely make use of as little or as much SW knowledge as you have. As others mentioned, having low or intermediate knowledge wouldn't hurt your game at all, you can definitely read what's in the books and get information from there, or just make up your own planets, races, factions, crimelords, etc. 3. This system EXCELS at social encounters! It's a lot of fun and the skill system is really well developed to support using player stats and dice results in social encounters. The narrative dice system add a lot to it, and there are a lot of social skills.
  13. Just wanted to note that I wasn't suggesting "torture is wrong because it's inefficient". I mean, torture DOES frequently produce wrong or fraudulent information. If we're talking about real-world politics stuff, then, yes, I agree torture is just bad and I'm opposed to it because it's wrong. That said, if people in your ROLEPLAYING GAME are using torture because they make a die roll and the NPC tells them where the bad guy is hiding, one solution is to have torture produce false information or phony leads. IN ADDITION, if the players are constantly going into detail about how they're torturing NPCs, I would ALSO just tell them "hey guys, this amount of torture is gross to me and doesn't fit with how I'd like to spend my time when playing a game." I'd say that as a player OR as a GM of a game where that was happening a lot.
  14. This is the point at which I'd probably try to have an honest chat with the players. Personally, I prefer to keep closer to the range of stuff you might actually see in a Star Wars movie or TV show. People get their arms cut off in combat, and people are tortured every now and then, but generally 'off camera'. They showed Han Solo strapped to that electrical thing and then closed the door. They showed the ball droid with the syringe floating toward Leia and then closed the door. If that's how you feel, I'd talk to the players about it. Now, the other part about torture is that it generally doesn't actually work. It always works on shows like 24 but if you have your players' victims tell them ANYTHING to get the torture to stop. So the PCs spend time and resources following up leads which are phony and unreliable. That's if they're torturing for information. If they're torturing for FUN, then ... back to having a chat with the players.
  15. Kael, why derail this thread over this? I've been an artist myself and I understand the difference between big companies holding 'contests' to design logos or create artwork for projects they're going to sell and make money off, versus somebody in a community doing something out of love for the game and asking if anyone else would lend their talents and skills to the effort. There's nothing wrong with that. Whether you're right that they shouldn't expect a lot of responses or not, what's the problem with asking? If as an artist you don't want to participate, that's your prerogative, but this isn't freakin' Showtime trying to get free artwork for a huge boxing match, it's a simple free game supplement they're making for free and plan to give away for free. To my mind it just seems like the wrong thing to derail the whole thread over this issue.
  16. Here's a great article by Keith Kappel with some great anecdotes about running games for kids. He mentions one of the PCs slicing a terminal and throwing a pizza party for Stormtroopers to distract them. That's probably not something I'd let fly in a serious, ongoing game for adults, but for a game for kids I think it's awesome! http://www.d20radio.com/main/?p=2180
  17. Rodian or Toydarian would seem great to me. I could see a Devaronian being a fun slimy lawyer-type character too. They already look like devils!
  18. Sure, it would be easier and less dramatic or less prone to conflict to have your Klatooinian character stay out of Hutt Space. Were your players hoping their characters' lives would be easy with little drama and no conflict? There could be all kinds of reasons for a character who doesn't like Hutts to be in Hutt Space, in my opinion it's a fertile ground for the kinds of drama and conflict which could make a fun campaign.
  19. Like Krieger22, if the PCs need the clue to proceed, I like to have them make a check which determines that they either get the clue with difficulty and consequences (failure) or get the clue with ease (success). In the SWRP system, unlike some others, I like having them make a skill check because you can still use the narrative dice to inspire other cool aspects to the challenge.
  20. Also remember, if you have players who say "Can't I just count down from zero like I'm used to, what's the difference?"... Thresholds for wounds and strain can be variable. Your threshold might be lowered by your Obligation coming up, or by other factors. It's a lot easier to say "I've got 9 strain, and my strain threshold is usually 12 but my Obligation came up so today my threshold is 10" than it is to say "I've got 12 total strain and I'm now at 3 points but my Obligation came up so ... I now have 1 point? I now go unconscious at 2 rather than zero? Uhh..." A lot of the rules are based around counting wounds and strain up from zero so it just makes it easier on everybody to go with it.
  21. The point is not whether it's 'realistic', but that it's specifically the story George wanted to tell. He wanted to tell a story of a primitive culture helping to defeat a more powerful but overconfident Empire.
  22. There's precedent for stuff from previous games making it into the canonical stories like Clone Wars and Rebels, so you never know!
  23. I don't have a problem with them at all. It's a very clear analogy, the US Military didn't think that primitive people in Vietnam would be able to fight so effectively either, but with knowledge of the terrain and their own kind of sophistication it can happen. It also fits in with the very progressive themes that the Rebellion is open to communicating and collaborating with people different than they are, while the Empire dismisses and oppresses those who are different. This leads to the Empire's downfall, because if the Rebels hadn't made friends with the Ewoks they would have lost. Stories like this aren't mechanical simulations of whether Ewoks could defeat the Empire, they're stories constructed around themes with a purpose, and I think this is the purpose of the Ewoks' story.
  24. Everything Snickett said was the kind of stuff I was about to post. If you're up against an AT-ST-type enemy, the challenge doesn't have to be specifically firepower. Slice into a loading crane and use it to knock the thing over. Open a torpedo loading bay so it rolls on them like the logs in ROTJ. Give them a variety of options which don't require just shooting it with their guns, it should be a lot of fun!
  25. Grayfax makes a great point. If you have an idea of a prompt like this for one of your players who doesn't necessarily have the fastest improvisational personality, you might email them before the session. "In this week's session, your character's going to see somebody from your past who you might not have seen in a while. Who do you think it might be?" And you could give them some ideas: "It could be an old rival, maybe a romantic flame you lost track of, or even a long-lost relative who might owe you money." Some people will really appreciate having a day or two to think of something, while others might thrive at off-the-cuff improvisation.
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