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About diversionArchitect

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  1. I am thoroughly enjoying these, mullet cheese. The what-if-ness is super cool. i love the Yavin-Sith connection. I always forget about that. Do either of you guys do audio recordings/podcasty things? I would love to listen in.
  2. outbound flight!? /drool. I'm just starting over re-reading the Thrawn Trilogy and I'd like to run something related to it. So cool. Yeah def post when you have time.
  3. I just realized this event was pre-Yavin. That sounds better realizing that. I am still not sure on the imperial stance of it. But it seems reasonable. More importantly- I just really love the "save the children" idea. I kind of hope more adventures that get published use this idea. We have waaaaaaay too many holocron and lightsaber stories. Do you have any other ideas for Force Sensitives to pursue?
  4. I love much of this idea. The only points I'd make are as KnasserII made below and I would focus on the force in the second Act- save lightsabers for later. There are so many good resources for this. In fact you might have their discovery involve THE Kyber crystal. I wouldn't build them as PCs, too much work. Use pre-built NPCs. For badass troopers protecting younglings, use Stormtrooper Seargents, for the Master use a Dark Jedi with simple tweaks for being a Jedi master. Play it loose- also you may want to foreshadow the death of the Jedi by having him or her injured repeatedly in the mission. Cheatsheet on manuevers, and space combat if you're expecting it- in fact only when you're expecting it haha. I don't make maps- I just use soda cans, tissue boxes whatever and the tokens from the beginner game. Best version of "maps" i've played with. Two specs is really fine. Worst case is it takes longer between sessions to decide on what traits. I really think its a great idea and a fun way to show the passage of time. Agreed on both of these
  5. Actually yea thats not a bad idea. You could just have your "list of bad things" and just apply something as often as you can. The terrain effects could help you drum up some more setback dice- which is always good. You might just shoot for something happening every turn, with something huge (despair worthy) at the top of every round. The effects could even assist the players in subduing the BBEG while hurting the players. Adds the notion that "****, if that tunnel hadn't collapsed when it did, we might not have walked away from that." Hmm, I may want to just try to incorporate more environmental effects to hurt everyone always and shorten these combats by a few rounds haha.
  6. The Lair actions are, I believe, to showcase that the landscape itself is dangerous. The Villain is aware of the dangers and so they don't bother them, but the PCs are effected by them. Its a great way of making a the environment come to life. They could be natural, maybe a cave-in/collapse or perhaps as GM Stark mentioned this could be a mechanical danger by design. I think its a great way to add more excitement to a fight without adding a minion group. You may even allow players the opportunity to address these dangers- a non-combat objective in the combat, which is always cool. Legendary actions are hard to really say are different from the "extra initiative per PC" deal. I would maybe just come up with a good list of actions and have them on hand for any boss fight. Let them do these in between PC turns and have them happen without a roll, to keep the pacing fast and the tension higher?
  7. Well, I would think that most money would be in the form of cred sticks. And you never know what’s on a cred stick, or who the previous owner might be. Maybe this would be a way to pass around a Star Wars version of the BadUSB or Thunderstrike hardware viruses. Or, once you plug in that cred stick to see what’s on it, you set off an alarm that the Prince of Purrzia has had his Royal Bank account robbed, and you suddenly get put on the “most wanted” list in every guild hall in the galaxy? Or maybe certain people tend to leave behind prank exploding coins? I can see lots of different ways to discourage that kind of thing. Also you could tell the player to stop because its annoying and detracts from the atmosphere of game you're trying to play. I had a player constantly looting bodies which while a smart move in video games, really didn't fit with my vision of the setting. We talked it out and he stopped. It could be due to the player feeling like they're not getting enough credits to do the things they want to in game, which is a worthwhile thing to talk out too. But it sounds like silly play for silly play's sake.
  8. Yeah as written BBEG is underwhelming. Also might be worth looking at the followup adventure's BBEG. Whatever changes you make to the first one, shouldn't make him scarier than the later one. So if you upscale, maybe upscale both? Also tie them to the main plot hook (natch) Probably a good idea to bring Romund up during your character creation.
  9. Oh I forgot a third perception option, best utilized when you want a perception check, but honestly it would screw up the game if they didn't discover it. 3) Just like 2, but instead give them that interesting bit on a success AND the information they need for the game, on a fail only give them the information they need so you can progress.
  10. In regard to perception checks I've seen a few good alternatives- 1) Roll in secret. You need their stats in order to do this. In fact, you could make several rolls as part of your prep and then when it calls for it, you just tell them if they noticed by your rolls. 2) Come up with something interesting, but not particularly useful for every perception roll. If they fail- give them that. Only tell the person that rolled best of the group- then the rest assume they failed and that person passed.
  11. I would probably just use the EotE stats and adversaries for your WEG adventures. The narrative nature of EotE seems like it would flow well enough. But I have not actually looked into it. WEG uses different skills and seems to focus on different abilities, but I don't think that is much of an issue for just using their storylines. I might though- I have the old Thrawn book and the WEG core book. Maybe I can run some players through that
  12. Yeah I wouldn't add extra complexity as conditions of various tiers, but from what I remembered of Exalted (not much) wasn't there some thing like if you interact with X, Y and Z you can get up to 3 boosts? I would reduce that to use one or more to get a single boost die- to avoid inflating the dice pool, which could have balance issues. X- Describe your action in a cool way that you have not used before Y- Describe your action in a way that interacts with the environment Z- Describe your action in a way that interacts with a character not directly involved in your action (an ally, or an NPC) That game-ifies it enough that the players always have a surefire way of gaining a boost and adding to the narative, but not overly inflated to impact the balance of the mechanics Regarding your original idea, I wouldn't involve setback dice or strain: I do agree that you shouldn't take away setback dice because that undermines talents I am not sure how I feel about strain- strain always feels like it gets underused at my table, I may be doing it wrong though. ALTHOUGH- using it as a reactionary thing to ADD a setback die to enemy moves seems like a useful way of getting players to care about opposed actions
  13. Anytime you get some kind of timing cue like 2 rounds etc, its really asking- how do the players react? They will generally either: -attack -hold back and wait for some trigger to do something else As kaosoe described, just describe things in excited tones (like you would any epic combat) and pause at some point(s) you think they might like to jump in. Cue them by giving them something directly interacting with them. -Maybe after the first guard is roughed up, the thugs notice the PCs and tells the toughest looking one to move along. -Or after the first attack is landed, a child that is able to witness it lets out a sharp cry of alarm and turns its horrified expression, locking eyes with a certain PC. This kind of thing helps make it clear that they have to CHOOSE to either get involved, or CHOOSE not to get involved. Once the group establishes they've made a choice, then you take it from there what the NPCs do
  14. One question also might be how much to discuss with your players in advance. If they're aware that they'll be doing a pre-66 and then a post-Yavin game, they'll likely be fine with staying somewhat on the rails. For plot-rail games like this, its a really good idea to plan out your key plot points you want to occur during your game and give several possible outcomes that actually will matter to the game long term. For example, you could plan to have NPCs, items, ships or locations come into play during the pre-66 story and implement them with the idea that players will likely evoke a change in regards to the major action by scene's end. I usually try to have 3 different avenues, like a high-middle-low: maybe on an axis of morality, or one on an axis of success/failure at a task- etc Then, in the post-Yavin time frame, have those things crop back up again, complicated by the time that has passed, but also with the experience remembered or recounted from when a group of troopers and their jedi charges passed through.
  15. I like this idea a lot- I would however instead of going with a narative prologue- stretch out the first act into three acts, then let them begin knight play after having set it up nicely. Ideally run the first three acts before a break - say before the winter holidays? ACT1: Give them a sense of dependence and camaradarie with the clone troopers. This would make the impact of order 66 much more powerful. Give them identities, have them confide in the PCs. At best, have the troopers be protecting the PCs while on their fledgling missions- along with the Jedi mentor. ACT2: The Lightsaber mission and their ultimate betrayal. maybe not all of the troopers try to kill them- maybe some join them in exile ACT3: The path to exile- Where the PCs find a place to hide and escape the empires notice. Perhaps having to finally put down an inquisitor-esque jedi hunter who had been tailing their mentor (and killed)- and abandon a place they had found and thought safe. Perhaps they will have to leave what few friends they know (any troopers who didn't turn on them) and their lightsabers behind as they sign on with a crew of vagabonds. ---- Open later at knight level with their new careers established. Anyway i really like this concept. It would make sense that now that the empire is reeling from the death star attack they feel more brazen- or perhaps their smuggling days uncovered a relic from the days before the empire, perhaps even from before the republic. Hope that gives you some ideas you can use
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