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Tyberius_Deangelo

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Posts posted by Tyberius_Deangelo


  1. Hi Everyone,

    This coming Saturday a couple of friends and I are going to start our very first campaign with the Dunwich Legacy.  I am trying to stay as spoiler free about the campaign as I can so I can experience the thrill of the new experience, but I do know you can add some allies from The House Always Wins and Extra Curricular Activities.  When you add allies from the campaign when you upgrade your deck for the XP earned, do you still have to honor your deck building limit?  For example, if we earn Professor Warren Rice do we have  31 card deck or do we have to take a card out of deck to make up for earning the ally?  My second question is when you do earn XP and buy extra ammo, can you give a weapon that uses ammo more ammo than the card allows.  For example .32 Colts 6 ammo.  I play Extra Ammunition so can I add +3 ammo to the .32 for 9 ammo total on the card?

     

    Thank you for your help!


  2. Thanks for the replies; you have given me some stuff to think about and consider.  My collection is not as robust as most people's:  I own four copies of the core set, the entire Dunwich Legacy cycle, I own the Path to Carosa, Echos of the Past, Unspeakable Oath, and a Phantom of Truth.  I also own the Circle Undone but none of its expansions.  

     

    I have wondered about Jenny Barnes and anyone from the Rouge class if they might be useful in a three player campaign.  I have thought about proxying Tony Morgan and his weakness/two guns to see how he would work, but I still have not decided on a investigator yet.


  3. On September 14, a couple of friends of mine are going to begin our very first playthrough of the Dunwich Legacy Campaign.  One person is playing Daisy Walker and the other is playing Agnes Baker.  That gives us a clue hound with Daisy and a fairly versatile character in Agnes with spell options.  I am wondering if I should choose a fighter-based character?  Do you have any suggestions what would be a good third investigator for the Dunwich Campaign?  In terms of fighters, I own Roland Banks, Zoey Samara, Mark Harrigan, and Joe Diamond.  I am wondering if Joe might not be a good fit since he could help out with clues and be a fighter at the same time.  Any comments/suggestions would really be helpful! 


  4. Hi Everyone,

    Unfortunately, my ability to find time to play Arkham Horror has fallen this past year and I have not been able to keep up with game content.  I am currently trying to build a solo Joe Diamond deck and I noticed that Higher Education and Christopher Milan have been changed with Higher Ed costing more XP (I think it is 8 xp now) and Milan's ability is once per turn unless you can find a way to ready him.  Could someone explain why these changes were made?  Were they shewing the game in some unintended way?


  5. I bought the Saga Edition core books and several of the supplements back in 2009-2011 but I never had a chance to play their version of the Star Wars RPG due to being in graduate school at the time and not being able to find people that were interested in role playing games.  Unfortunately, those books have never hit the table and they still to this day sit on my bookshelves.   Then in 2013 FFG's Star Wars game hit the stores and people in my area became enthralled with the mechanics and adventures.  There is a sold FFG Star Wars group that meets twice a month to play.

    So, my questions is:  Besides the dice systems, how is Saga Edition and FFG's version of Star Wars different in terms of capturing the feeling of the universe, the narrative, and/or any thing that either system did better on when comparing the two systems, whether that be using the Force in the game, balancing Force users with non-Force users combat, space combat, etc?  After all these years, I am just curious what people think of Star Wars now with FFG compared to what Wizards did with Star Wars in Saga Edition.

    Thanks for sharing your thoughts!

     


  6. I have been wondering for a while now if FFG ever creates Sister Mary for the LCG, what do you think her Deckbuilding Options and Requirements will be?  I liked playing her in the 2E board game because of blessed but I don't know how to translate her board game version into the card game would work.  Do you all have any suggestions?


  7. Thank you for your replies and comments.  Over Facebook, I had a long group chat on this situation and I made it clear that I goofed big time letting the Falleen character use his pheromones on PCs and that would not happen again unless it is okay with the PC.  We would have out of game conversations if the players are okay with what the Falleen player wants to do.  

     


  8. Hi Everyone,  this past weekend I GM'ed my first Star Wars game with a group of friends using the Edge of the Empire Beginner game.  During the course of the game an issue happened that has cause out of party disagreements and I don't know how to find a compromise.  In the game the group decided to take a droid that was an acquaintance of Jaken, a force-sensitive player character, strap explosives on it, and blow it up to cause a distraction to get inside the hanger bay for Trex's ship.  Jaken did not want to harm the droid so the leader of the group - another player character named Sirru Wedd - used his Falleen species ability to take  two strain and "convince" Jaken to kill the droid by using a charm check.   The way I did this was I took Wedd's charm dice pool and added the difficulty based on Jaken's Discipline dice pool.  The dice roll succeeded for Weed and the droid was killed in a horrible way.  In retaliation later in the game Jaken outright murdered Trex.   Because of the murder of the droid and Trex the group has taken morality losses down to 40 points.  

    After the game, the player playing Jaken was upset that the character could be coerced into doing things they didn't want to do and equated the experience to being date raped.  The player playing Weed argued it was within his character's ability to convince them to see his point of view on issues.   I think I may have screwed up in GMing my first game by allowing this to happen and the group may not get back together because of this.  Speaking with some of my friends who have GM'ed for years about this incident I was told that is it NEVER good form to allow people's characters to be taken over by another player.  How to I fix this? 


  9. 5 hours ago, Maelora said:

    This is just the kind of 'outside the box' thinking many GMs and players need. 

    The movies are great, but a movie necessarily has to be small and focused, where the best RPGs think big.

    I started by just asking the players: 'How would you change Star Wars?' and took it from there.

    And it didn't come all at once; many things were developed as we went along and the books were released.  By the time AOR came out, we knew what the Alliance would be for us, and by the time of Force and Destiny, we knew what we wanted from the Jedi and the Force itself.

    Maybe I could do a 'MarcyVerse' thread if there was interest.

    This is something I really do need to think about.  How would my group change Star Wars?  Would they want to see a "Negan" style villain like the The Walking Dead has?  Do they want to keep it whimsical like on Rebels.  I have been listening to Campaign on the OneShot Podcast and I have been loving what those players have been doing with the game.


  10. Last night I was watching on YouTube  Half in the Bag's review of the Last Jedi and one of the hosts, Rich, made the comment that there is not much writers and directors can do with the Star Wars universe except have a "doomsday device", lightsaber battles,  space dog fights with x-wings, and a villain  of the week type character to face off against.  I wanted to get input from GMs out there on your thoughts about this statement.   I am hosting with a group of friends this coming weekend a campaign that  starts with the Edge of the Empire Beginner Game and then we will go forward from there.  My goal is to create a HUGE universe where my players are not constantly having to face off against the Empire, and I am hoping my players will make in game decisions to help me think of ideas to expand the universe.


  11. 7 minutes ago, Ahrimon said:

    For many of the same reasons any military does any big personnel change.  The big one being money.  Clones are aging rapidly and the healthcare costs are going to begin to skyrocket.  It's cheaper to train a bunch of fresh recruits that you can field after a year of training vice a clone that takes 10 years to grow and train.  Plus their effectiveness will drop quickly as their age increases.  Also, consider that the empire isn't fighting a full blown war anymore.  They don't need a highly trained army.  They need a paramilitary police force.  Something to keep the citizens in line and quell the occasional uprising and civil disturbance.  A bunch of throwaway storm troopers are much more cost effective than clones.

    I know it's the big joke that storm troopers can't hit the broad side of a barn, but in reality they were pretty accurate.  Our heroes just have plot armor.  The movies and shows wouldn't get very far if they dropped 2 minutes in.

    At what point in the time line would the Empire start moving away from using clone troopers and developing Stormtroopers?  I am setting this campaign 5 years after Episode III so the clones would have to be around 8 years old?????


  12. In the coming weeks a few friends of mine are going to try the Star Wars FFG version of the RPG for the first time.  I am starting them off on the Edge of the Empire Beginner Game and move them forward from their.  The campaign I have in mind is set roughly five years after Episode III with the newly formed Galactic Empire still trying to consolidate its hold over a war torn and ravaged galaxy following the end of the Clone Wars and the Jedi Purge with Order 66.  I need some help coming up with various story threads that would in a realistic way describe how the Galactic Empire would begin to rebuild the galaxy while at the same time begin to extend its hold over the galaxy.  Some story ideas I have are the Empire sending relief packages to devastated world but the packs have stipulations placed on it to receive additional aid...... can you all help me out?


  13. On Monday my play group is meeting to start the first adventure of our campaign set between Episode III and IV.  In the first part of the adventure  the players will ("might")  come across a mechanic/junker who will be willing to trade the group a droid.  I want to get away from the R2-D2 type Astromech droids.  I have thought about using a BB unit but doing research tonight on the background of this droid-type it looks like it came into large use after ROTJ.   Can you all help me think of a logical way to incorporate a BB unit into the time between Ep. III and IV?  Thanks!


  14. I am thinking about having a chase scene in one of my games soon where the players will be riding animals in a chase against agents of the empire.  But I have noticed there is not an animal handling type skill check like there is in D&D 5th edition.  Can someone help me figure out which skill the players should use when rolling dice to make skill checks?  Thanks for your help!


  15. I am curious if anyone else is having a hard time getting a hold of the expansion packs for Arkham Horror LCG?  I don't have a game store where I live and I have to do all my shopping through websites like Miniature Market .  Every time a mythos pack becomes available it quickly has the out of stock symbol come up.  I have yet to be able to purchase an expansion pack as a result.  It is really frustrating.  Is anyone else having this issue? 


  16. 2 hours ago, whafrog said:

    It's not really about the dice.  That takes about 20 minutes to settle in, even for stodgy old-timers like my group, and the skill progression is pretty intuitive.  It's more about how to spend advantages and threat, the usefulness of boost and setback dice, and the value of talents that upgrade or downgrade pools, or remove setback.  If your mechanic isn't going "dang, I sure wish I could get rid of those setback you keep applying...wait, what's this 'Gearhead' thing?", then your group hasn't really grokked the system.

    So I think the beginner game is a good idea, never mind that it comes with a set of dice, and you can download a PDF extension to each adventure which gives you anywhere from 2 to 5 extra sessions depending on how much you add yourself or how many wrinkles the PCs introduce.  It might be useful to just treat the beginner game as a one-off, that way when the players create their PCs they'll have a much better idea what choices to make.

    Any of the beginner games (if you follow through with the PDF add-on) will probably give enough player experience.  Personally I think the F&D game is the worst of the three; EotE has a great start, and a moderate followup that is a bit linear; and AoR has an okay start and a great followup that is very modular.

    Thank you for the information in the beginner games.  That is exactly what I needed.


  17. 9 hours ago, Daronil said:

    Just a couple of observations off the top of my head:

    One of the lovely things about FFG is that advancement / XP isn't tied to combat, whereas SAGA is very D&D-ish; "CR 4 nets you n XP" etc. DoD, therefore, is more combat-heavy than I would like. One of the things I tried to do for most of the encounters was drop in ways for the PCs to achieve a particular goal, rather than "Fight this guy". So, for example, in the opening scenario, DoD as it stands has a fight with a couple of stormtroopers and a couple of informants, from memory. The idea behind it is that they are trying to rescue Maya to get the information she has. Rather than "FIght!", I reset the encounter so that the goal was "Get Maya's information". How they get it is entirely up to them - they might initiate combat, or they might create a diversion by revving up the crowd, or use a droid to hack a nearby console to spew smoke so they hide Maya and hustle her off the Promenade, etc, etc. 

    I did this in my conversion of "Planet of the Mists", and it worked extremely well - I would guess about half the combat encounters become other-than-combat encounters. Some are purely roleplaying, some become and environmental hazard, some become a problem-solving scenario, etc. Point is that because XP is now decoupled from combat, and instead attached to goals, you can really have some fun with the encounters. 

    The other thing I'm doing is changing one of the major premises of the campaign.

     

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    I found the idea that Operation Sarlacc is about the construction of the Sovereign-class SD to be a bit anti-climactic. Instead, I'm dropping hints about the movement of materials regarding Operation Sarlacc being about kyber crystals. My players will assume it's to do with the Death Star construction, but it's actually going to be about the "precursor" to the DS - the Eclipse-class SD with a superlaser spinal mount, from the "Dark Empire" series. The idea is that the heroes will eventually disrupt the construction of the Eclipse, which was being used as a test-bed for the superlaser. This brings about the delays to the project for which Krennic hunts down Erso to fix - I just have to fiddle about to make sure I get the timeline right! :)

     

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    I have noticed that the Dawn adventures are very hack and slash in their narrative, and like you I need to change that up a bit to provide more roleplaying and giving the players other options to achieve goals.  I loved your idea for modifying Dawn; do you mind if I steal your concept?


  18. 17 minutes ago, Daronil said:

    Or get the app for a phone or tablet. We don't use any physical dice at the table, just the app. Makes life a lot easier!

    I'm in the process of converting Dawn of Defiance over at the moment, as well. If you have any questions, I'm happy to help!

    I do have the app installed on my tablet that I will use when I GM.   I would love to hear your thoughts on Dawn as you progress.  I am about half way through the first scenario.


  19. A few weeks ago I posted on this forum that I wanted to convert the Dawn of Defiance games over to the FFG template.  Since posting that  thread I have met with my friends and talked about the campaign setting.  I have three people who will be playing in the campaign and they chose  the following character types: a force sensitive character on the path to becoming a Jedi (or he hopes), a rebel ace pilot, and a smuggler bounty hunter.  I was really hoping they would pull characters from the same core book, but I also wanted them to have the freedom to play what they wanted and to have fun.

    Now my next issue is how to start them off.  Dawn of Defiance has a good introduction scenario, but I think given the dice mechanics of FFG's system is so different from D&D, which my friends are more accustomed to, they need to start off with one of the beginner games.  But I have no clue which one would be best?  Do you recommend the EoE, AoR, or FaD beginner game and why?

    Once again thank you so much for your help.  I have been very appreciative of everyone's helpful remarks in the past! 

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