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Orlandun

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  1. Like
    Orlandun reacted to Tom Cruise in [3.1 Update!] Dark Heresy (Warhammer 40,000) in Genesys   
    Here's the next few psychic powers. Chugging along!

    Looking at the EPG magic rules, Predict covers the same kind of ground as Augury, so I might have to look at how I can revise Augury to implement some ideas from Predict. Or wholesale replace it if Predict is better. Mask I think could work as a Telepathy power, but it's kinda already covered by some of the effects of Compel, not sure if I want a whole extra power dedicated to illusions. Transform doesn't really have much application in 40k so I think I'm safe to leave that out entirely. 
    As for the magic talents I'm sure there's some good ideas in there to borrow, will look through at some point and port over the relevant stuff, or even just throw together a quick document summarising what you should and shouldn't use from EPG.

    \

  2. Like
    Orlandun got a reaction from bradknowles in Saying no to players that want to join your group..   
    Generally I would say either be honest and tell him why you don't want him there, or you can also bring up your concerns with him before letting him play again. You can say "hey, if you want to play you need to understand there are certain things I don't want at my table."
     
    I recently had to do this with a player who very much wanted a "grab the loot and get paid" style of game. I let him know that if he was going to aggressively try and derail the game like he did in the last campaign just to load up his loot bag than he might want to find something else. That and he was always super aggressive in a way that kind ruined things for the rest of the party.
     
    I let him play and what ended up happening was he did the same exact thing, so I did something I usually kind of hand wave and started enforcing encumberence. After he found out he couldn't carry six heavy blaster rifles with his three sets of armor he intended to sell to absolutely no one becuase they were on a military base which wasn't going to give him top dollar for anything (running the Assault on Arda adventure) he quit.
     
    We found it humorous.
  3. Like
    Orlandun reacted to Nytwyng in Satisfying the players   
    Is he (narratively) building it himself, or finding one?
     
    If building one, he's not overly skilled in doing so. His construction (at this point) results in an "underpowered" lightsaber.
     
    If finding one, it's damaged and underpowered.
     
    As far as "blaster is better," think Ezra in season 1 of Rebels. The reason he built his saber with an integrated stun blaster was because, in his own words, "I may not be able to sword fight, but I can shoot." Your player isn't properly trained in lightsaber use, so throw some setback dice his way and/or increase difficulty when he tries to use it. His proficiency with a blaster will be much more effective for a time.
  4. Like
    Orlandun got a reaction from thatwalshguy in Star Wars Rebels sourcebook?   
    Am I alone in not really wanting this to be a thing?
     
    Maybe having bits of it show up in other source books, sure, but I feel like their time could be better utilized with other types supplements.
     
    I'm not super opposed to the idea or anything, it just doesn't feel like it's the right for what the game is to me.
  5. Like
    Orlandun got a reaction from Atraangelis in GM's Have any of you forced Gender ratios for your players in your games??   
    This honestly just sounds like it could be a hard thing to find. At least in my area, we take what we can get, male or female. I wouldn't necessarily fault you for trying to invite players to get a good gender mix if you have a player pool that allows you to do so, but making it a rule of your game just feels rigid to me and at least on my end would create a problem in finding the right amount of female players willing to join you.
  6. Like
    Orlandun got a reaction from DanteRotterdam in Star Wars Rebels sourcebook?   
    Am I alone in not really wanting this to be a thing?
     
    Maybe having bits of it show up in other source books, sure, but I feel like their time could be better utilized with other types supplements.
     
    I'm not super opposed to the idea or anything, it just doesn't feel like it's the right for what the game is to me.
  7. Like
    Orlandun got a reaction from Maelora in Star Wars Rebels sourcebook?   
    Am I alone in not really wanting this to be a thing?
     
    Maybe having bits of it show up in other source books, sure, but I feel like their time could be better utilized with other types supplements.
     
    I'm not super opposed to the idea or anything, it just doesn't feel like it's the right for what the game is to me.
  8. Like
    Orlandun reacted to Castlecruncher in Star Wars RPG Galaxy: A Community Effort   
    Hello all! A while back, there was a post about the Living Star Wars RPG. Well, I want to take it to the next level by putting up a page where GMs and Players can create an entire Star Wars Galaxy where they can interact with other groups and their creations.
     
    Introducing the Star Wars RPG Galaxy!
     
    This will be a play-by-post game where multiple GMs create their own groups that play in the same atmosphere. This will allow the GMs to intermingle their games when desired or use the material of other GMs. In theory, it should basically create a galaxy where events happen outside of the group. Pretty cool, huh?
     
    The game can be found here: http://rpol.net/game.cgi?gi=61554&date=1412997599
     
    You will be able to find the rules in the above post. If anyone wants to join, feel free to contact me or post so. If you wish to start a group, you can post about it on this page. I hope to get a good amount of people on board (hoping for maybe three groups, or more if I'm lucky), so if you ever have spare time and also wish you had more Star Wars in your life (who doesn't?), then come on and join!
     
    May the Force be With You!
  9. Like
    Orlandun got a reaction from whafrog in Star Wars Rebels sourcebook?   
    Am I alone in not really wanting this to be a thing?
     
    Maybe having bits of it show up in other source books, sure, but I feel like their time could be better utilized with other types supplements.
     
    I'm not super opposed to the idea or anything, it just doesn't feel like it's the right for what the game is to me.
  10. Like
    Orlandun reacted to ianinak in Attention real estate agents (and opinionated people): how much for a ship hanger?   
    Also, if you ever have trouble finding costs for big things use it as a source of obligation.  Since the obligation to credit ratio depends on the GM story, varying wildly even between several characters for the same thing, you can make it whatever you want. 
     
    "Sorry guys, all the hangars are purchased, but you could rent one out for a few small favors (5-15 group obligation/month).  I might be able to procure one on a more permanent basis, but you'd owe me BIG time (20-40 group obligation)."
  11. Like
    Orlandun reacted to OggDude in Who went to Rebellion Day?   
    Well, Rebellion Day has some and gone.  Who all went?
     
    I drove my nephew to San Mateo to play at Gator Games (actually owned by an old friend from my BBS days in the 1980's).  They started at 3pm and ended about 5:30, so we got about 2 1/2 hours of play out of it.  Thumbing through the adventure afterwards, we probably skipped a bit, but the store closed at 6pm and it couldn't go over that.
     
    Besides my nephew and myself, there was one other guy playing, so we only had 3 in the party.  Without going into too much spoiler info, it was a pretty straightforward prisoner rescue, and we ended up causing havoc galore.  Here are a few pics:
     

     

     

     
    Anyway, people who played, let everyone else know what you thought!  For me, it wasn't a bad little adventure, although I would have liked to have played more of it.  We ended up using the "Chewbacca Maneuver" (Don't worry, Chewie, I think I know what he has in mind...) to get the Bothan past the guards.  I find this is used quite a bit to get non-humans through Imperial security  We could also have used a human PC or two that had Deception, since the one PC that did (the Bothan) was acting as the "prisoner".
     
    Still, I relish any chance I get to play, since I'm always GMing.  Oh, and in case anyone's wondering, that's five sets of dice
     
  12. Like
    Orlandun got a reaction from kaosoe in I Wonder How Many Teams Are Working on Star Wars   
    Almost every movie has a few plot holes, I just hope it's not a pile of garbage at this point.
     
    That said, dem practical effects, man.
  13. Like
    Orlandun reacted to Robin Graves in Players Who Obsessively Loot   
    Actualy might not be THAT out of character: scum/smugglers would loot their foes for all they could get and then black market the hell out of it. Rebel guerillia forces might also try to aqquire more equipment from defeated imperials. Now lemme guess, it's the jedi characters who are stealing speeder bikes right?
     
    Solution to exxessive greed(o) and hoarding gear:
    Have jawas steal their stuff when they are asleep. (and nail the gaming table to floor, because they might flip it)
     
    I roll "need".
  14. Like
    Orlandun reacted to LibrariaNPC in Help me make my purchase   
    This really does boil down to "What do you think you'll need?"
     
    Progressions is pretty spot on, but allow me to expand a bit:
     
    --Beyond the Rim--
    This is the one adventure I didn't buy, mainly because I don't normally buy adventures. I am tempted, though, as it has some useful NPCs and vessels that have caught my interest from conversations and what I've seen when I borrowed a copy from a friend.
    The book does seem idea for a party of Explorers, but it also seems like a good starting point for just about any group makeup that is out making money.
     
    --Jewel of Yavin--
    I did buy this one; it was one part a mistake from my FLGS (ordered the wrong book and I didn't want them losing the sale and shipping costs) and one part interest due to the NPCs statted (Lando and Lobot). I will say that this has a nice feel that would fit a group that likes to be subtle and there's something for everyone; a job for pilots, a section where it's brilliant to have a slicer, someone with social graces can work wonders, and much more.
    If you want NPCs for a more civilized area, it's not a bad book to grab.
     
    --Suns of Fortune--
    As one of my players mentioned, this is THE book for gear for character creation: the gear section really focuses on cheap weapons and armor that will let you go further with your starting 500 credits while providing some higher quality options for later purchase goals. The book also includes a few extra species (including a Human Offshoot, which gives some help with statting humans native to other planets, like the political debaters from Chandrila), plenty of Corellian and a few Nubian made ships (fastest out there, after all!), and mundane items to spice up the life of that Corellian Smuggler With a Heart of Gold.
    If you don't want more crunch in your game, there are two really fun things included with Suns of Forture: an overview of the Sector and the Modular Encounters.
    The overview is very well done and not horribly dry. It includes a lot of the major planets, written in a way that introducing story hooks for each planet is pretty easy. These notes also include useful things like trade routes and how the Empire is functioning. I like it because it not only gives great information for the sector, but also shows the thought that goes into making planets.
    The Modular Encounters are awesome, as they are rife with NPCs and provide idea fodder for short sessions or springboards into a bigger session.
     
    All said and done, I'd buy Suns of Fortune again in a heartbeat, and I would HIGHLY suggest it as one of your purchases if you are just starting out buying books as you get the most bang for your buck.
     
    ==Career Splatbooks==
    As a quick note, these may be a mixed bag for you. On one hand, they provide a great deal of gear ranging from weapons and armor, ships and vehicles, and a good slew of "mundane" gear focused on the task at hand.
     
    You also get three new career specializations in each one, all with varying abilities that add depth to the career while not breaking the game.
     
    The only "game breaking" thing in each book is the pair of Signature Abilities, as they allow a mechanical way to alter the narrative and the rules at hand (i.e. Last One Standing allows you to kill every Minion in a battle). These are VERY expensive to get, as you need at least 100XP just to line up the talents needed to acquire it, followed by another 30XP to buy the talent itself. Said talent also costs 2 Destiny Points to use before upgrades, making it pretty steep to use (especially if you roll like my players; they often only have 1 Destiny Point, if any, each game).
    Essentially, you'd need about 350XP to be "game breaking," and even then, opposition at that point is going to be pretty tough, and the "breaking" only occurs within set perameters, so things really do balance out.
     
    --Enter The Unknown--
    The three specializations are pretty well done and add some combat abilities to the Explorer career. The gear is almost a necessity for living out in the wilds (tents, shovels, MREs, bag types, clothing, etc), and the weapons are both great fluff and pretty awesome. Additionally, if you like slugthrowers (I personally do), there's an example for alternate ammunition types, making these weapons a little more plausible for characters.
    I also found that the ship collection to be rather awesome as it has a great collection of starting ships and wonderful ideas to build up to.
    Fluff wise, there are tips for making adventures fitting for explorers. This is pretty solid overall, but if you're an experienced GM, a lot of it is redundant.
     
    Of the three career books out, this is the one I would highly recommend if you want something that isn't combat heavy but still gives the great elements of the Outer Rim. As a catch-all, it probably offers the most for beginning GMs and players who want more ship and mundane gear options.
     
    --Dangerous Covenants--
    If you're looking for a fight, this is the book for you. The three career specializations add new ways of killing everything and a specialization that works as a Politico of the Underworld. 
    The gear section is a bit light in weapons, but the weapons really add some flavor without going too over the top. The best part of the gear section is really the armor, as it greatly expands on the core book's limited selection by adding things like beat hide armor and the first powered suit.
    The ships are meh and not really ideal for character creation, but there's a sweet gunship to use as opposition should the need arise. The most useful part of this section to me as a GM was the collection of rules to "militarize" a vessel by slapping on weapons and bonuses with assigned penalties. Really makes it easy to make a pirate fleet in short order or a guerrilla militia at a moment's notice. 
    Outside of the crunch that players will love, the GM is given a section dedicated to not only designing adventures (which is relatively short), but ideas and guidelines regarding how much pay is received for the work assigned (i.e. bodyguards are paid X amount for the job, while a soldier is paid Y) and even how many XP should be given out for combat heavy sessions and campaigns.
     
    That said, if you are planning on running a lot of combat, this book is what you'll want to snag, hands down. It's not as useful for the players at the start, and it could be a number grab after a while, but it's pretty useful as a GM toolkit.
     
    --Far Horizons--
    I haven't finished reading this one yet, but from what I've read, it's both my least favorite and a solid runner for most useful.
     
    I like the new specialization options, but there's a bit of redundancy (Trader and Entrepreneur are pretty close in capabilities), and the new combat-capable Colonist isn't at the top of my list of options but could grow on me. The new species are interesting, though, but the Gran become redundant if you have (or plan on having) Age of Rebellion.
     
    The ships are relatively mixed between great and eh; my group looked through them for ideas for their ship (they didn't have one yet), and the one that caught their eye the most was shot down as soon as they saw how poorly armored it was. Still some fun ships I can use, especially that HWK-290.
    The gear is also mixed. The majority of it is geared for stunning (or capturing) creatures (or sentients) alive, so unless you have players being a Marshal at a colony or want to capture bounties alive, the weapons section is something you can pass over.
    The rest of the equipment section has some useful things that expand on what we already see in the core book and add some great things for the new careers (like instruments and a crime scene investigation kit). We also see some specific stand-alone bits of technology that you'd see on a fringe world, like moisture evaporators. From what I can tell, a lot of the gear is really there to help explain how a colony can exist or be a McGuffin for the storyline. 
    I didn't get a chance to read the last section in detail, but from what I heard and can guess, there's plots for making a "stay at home" style game. 
     
    As a GM, it seems like there's some useful information, but there isn't very much that my players are horribly interested in at the moment. If you want more "local fare" in your game, go with this book, otherwise, pick one of the others.
     
     
     
    I've probably given you FAR more information that you bargained for, but I'd rather see you get what you can use than not like the product and stop supporting it (because the more of us that still support it, the longer it can possibly last).
  15. Like
    Orlandun got a reaction from progressions in Droid Start EXP   
    A couple of my players have made droids and they all have had a lot of fun making exactly what they want and managed to be pretty entertaining as characters.
     
    Like some people have said, they are generally best at being the best at one or two things that's about it. However, I wouldn't say they are at any particularly significant disadvantage.
  16. Like
    Orlandun reacted to knasserII in Star Wars: Rebels   
    For me it's because without the extra nuance, depth and restraint that can be applied to them (as in the OT) but all too often isn't, they become essentially a childish power-fantasy for people who want to be more special than everyone else.
    Also there's a tendency to make everyone that matters a jedi or Sith. It's like that debacle in Shadowrun where they had a character who was an immortal elf and that was fine, but then in 3rd edition suddenly they're everywhere as various author's fantasy stand-ins and half the famous people were secretly elves. We like room for other people to matter and be special too. Again, the OT does this, many other things do not.
    That's why they wont be in my game for a good long time if ever, and if a player wants to play one that's okay but only if I think the player will do an interesting and measured character with it, not if they just want to be some silly over the top super-being.
  17. Like
    Orlandun reacted to Desslok in Stay on Target article up   
    Well, it looks like it's time for this GIF again. . . .
     

    (A pic of the Death Star blowing up a wallet instead of Alderaan)
  18. Like
    Orlandun reacted to Desslok in Official FFG Adversary Decks   
    (Reaction gif of Stephen Colbert saying "Give it to me now")
  19. Like
    Orlandun got a reaction from kaosoe in EotE needs a Beast Rider spec!   
    I'm a bit surprised they would hold onto an idea like this for an AoR book. The idea seems more fitting for an EotE style campaign setting.
     
    Or maybe not, since you are possibly more likely to be in a situation where you are staying in one place long enough without access to a proper vehicle while holding out on some remote military installation or something.
     
    Still, there is no reason you can't buy the book and use it for EotE, they were designed to be used together anyways.
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