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About Jegergryte

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  • Birthday 09/11/1983

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  1. Jegergryte

    Shadow of the Beanstalk TV/Book inspiration

    In addition to stuff already mentioned: Appleseed (2004) and Appleseed Ex Machina (2007).
  2. Jegergryte

    Rise of the Separatists Era Book

    I was doing so well in this regard, and now you come and tear down everything ...
  3. Jegergryte

    My new campaign and sh...tuff

    Yeah. They took their time - and we had a meal as part of the process - to look through all the career books, read through about their species, build some backstory and finding a suitable universal spec from DoR. Also, it had been a while since they'd made new characters for EotE. We had a good time
  4. Jegergryte

    My new campaign and sh...tuff

    Thank you! I've got stuff for a long time now thanks to you This is ace! You also reminded me a Mantellian Savrip (spl?) Dark Horse comic thing from way back when.
  5. Hola bandola. Disclaimer: this is going to be a long one, but I am interested in ideas and input. If you have anything constructive to add (or not). After a couple of years of playing various other fun (and some not so fun) role-playing games, as a GM and a player, I'm finally back in the SW RPG GM chair. Whether this will actually turn into a multi-year campaign like last time we'll have to see. But one may dream. I have only two players now, while this is far less than ideal, they are good players, and fewer players means less hassle with scheduling and timing (time is becoming more and more a premium for some of us [me just me, their priorities are ... lives of hedonistic computer gaming, junk food eating, sleep when and as much as they see fit, etc.]). So, in fact, it is - to me - an ideal gaming situation. Having merely two players and only a desire to run a game again, I still managed to lure them in - we're also in another larger group (5 players and a GM) together playing another game (which is a seriously fun game - Coriolis). I had no real fleshed out idea about what type of game I wanted to run, other than knowing I wanted to run Star Wars, with these two players. This is not very unlike me and how I start and run games (and have done since I started out around 8-9 years old): I have a rough idea (some times very rough, sometimes just a little rough - this time it was very rough, like ... one massive rock with its top just sticking out of a large heap of gravel just enough to crack your kneecap) and then I improvise and play off player choices, desires, and actions. I'm not one for creating rail-roady adventures, scenarios, campaigns or encounters (I'd love to, but it doesn't seem to work that way for me - and with my current life and work situation, there's no real time, except perhaps today, but I write this instead). My approach has its advantages, but also several drawbacks. Anyhew, this isn't a post about the superiority, or inferiority, of ways of running games. My setup was this: Giving the players an extensive, but limited, list of alien species for them to choose from (no humans, and no "pretty" species - I wanted them to play something new, and fugly). This caused some grumblings, but they were still interested. I forgot to remove two "pretty" species Kalleran and Nautolan (these were the prettiest at least). Then, as a sort of background inducing incentive I gave them 20 free XP to pick a universal specialisation, hinting strongly for them to look at the ones in Dawn of Rebellion. This XP could only be used for that purpose. Then I agreed that we would play knight-level, so they'd have extra XP and cash to increase the competence of their characters, and give them some cool gear. As they arrived just after noon on a Saturday, I just put all the EotE books on the table and said; "Choose a career. And please try to create a synergy in the theme of your character's chosen career." In other words, career choice should matter, in addition to their background uni. spec. 5 hours later, I had a Kalleran colonist marshal (and padawan survivor from DoR - with a Bounty obligation [and Malleabilty and Dogmatic as emotional strength and weakness]) and a Tognath bounty hunter martial artist (and pirate from DoR - with Betrayal and Fame as obligations). I was pretty satisfied with choice of species, and jumped on the marshal theme - lawmen, what a nice idea! I quickly wrote up a star system, Imperial controlled, but with little military presence, as law enforcement for some reason is contracted to Sherek Security, the employer of the PCs. There are three habitable planets, at least two space stations (one a mining platform on a gas giant, and more inspired by the Colossus from SW Resistance than Cloud City), then some uninhabited/uninhabitable rocks - no asteroid field as of yet. Considering they are lawmen (private security force), I had to come up with a crime for them to solve. Quickly establishing that they were usually working on the two frontier planets, that would be farming communities, mining communities, that stuff, like wild-west (think Firefly duh) planets, their character choices made sense. They are hardy characters, with a penchant for violence and roughing up of ne'er-do-wells. The game started as they, in their U-Wing, were approaching the gas mining platform - to investigate a murder of some senior adviser to the big boss-man of the gas mining platform. So, they were out of their element, as one players said: We are used to the culprits starting to shoot as soon as we approach the scene of the crime, here no one wants to tell us anything, and least of all fire a blaster at anyone ... I won't retell the whole session, but in short: they stumbled across corruption, saw the suffering of the poor and unprivileged, met a small family of force-sensitive smugglers (now imprisoned for smuggling), an assassin droid (smuggled on to the platform by said smuggler family - the daughter managed this, and did it for reasons)... and a uniformed man in a hologram who supplied the motivation and reasons for the daughter to do it. In addition they met some incompetent, as well as competent, security colleagues. They solved the crime, have clues to someone ordering the assassination but no identity - just potential rank or station. The game is also set "around Return of the Jedi", so I'm going to drop the end of the Empire on them on some point. So, I know who the man was, and also why he ordered the murder. But before I drop all that on them, before I drop the fall of the Empire (Endor is a Lie!), I need some filler ideas. To establish the system, to get them invested in it. So, I need suggestions for crimes, disputes, and the like, that the players can solve, have fun with, and entwine them in the system, the societies (and the larger meta-plot ideas?) to get them invested. Next session will probably start on the system's capital, where they transported the prisoners and the assassin droid remains. As an image, if the two other inhabited worlds are wild-west frontier planets dotted with small towns, the capital planet would be more like a large provincial European town (or small city) of the same sort of era. So if you get any brain farts with ideas that could fit with this, aim them below. May the Force be with you, and have a happy new year!
  6. I see two paths: 1) You treat "as is", that is your t-shirt and shorts provide the same bonuses as the armored clothing from the CRB after insertion, and you can mod it as per the mod options. Making it a a cheap path to awesome armour, that doesn't look like armour. Yay. Or 2) After application, you have armoured clothing, but beyond the base Soak of 1 (or 0) of the original clothing, you gain no benefit (barring a hard point?), for that you need to start modding. The cost comes closer to buying actual armored clothing, and the superiority of the attachment isn't that great. The ever-present third option is just to ignore its existence. Like the incomplete sentence under the cloaking device starship attachment ...
  7. Got mine yesterday. Slipcase looks swish! Books are awesome - just packed all my other RPG stuff, D6 included, as I'm moving to a new apartment these days, Although. The hard cover edge extends a lot further from the bound pages than usual, so the cover is, or seems, significantly wider than the usual cover for letter size books (I assume it's letter size, could be something else, but for it definitely isn't A4 ) or the pages are smaller. Who knows. Doesn't matter, I just noticed. I'll probably never play this, as I played some 1st edition D6 with Sterling Hershey on Gamer Nation Con this past April, and while fun (I blew up stuff in fun ways!), the D6 1st edition is ... fiddly (granted, no one around the table had played it for a long time, so ... that was a factor too). I could probably do 2nd ed R&E again, with some minor adjustments... but then ... I have Coriolis, 2d20 (Conan), EotE, AoR, F&D and Genesys covering all my gaming needs, for the time being.
  8. I thought Snoke said so, or at least hinted heavily at it, when talking to Rey in his little throne den... but you may be right. I'll just have to watch it again.
  9. Jegergryte

    The One Ring

    This sounds like a fun idea. I'm not too well versed in TOR - never got around to test it with anyone. Mechanically, what are callings? How do they come into play? What do they affect? How do they guide a player, and her/his character? One thing is skill determination, and perhaps talents (I know there have been changes made to how this works compared to Star Wars) ... but how about callings having unique flaws or some obligation or duty like mechanic tied into them? In addition to or instead of the standard options... I may be way off in what you're looking for. I'm no TOR nor Genesys expert... I like the idea though.
  10. Jegergryte

    Magic Breakdown (What We Know)

    Huh, that leaves me with an impression of a simplified and custom-dice version the HARP Fantasy scaling spell-casting system. Cool.
  11. Jegergryte

    Genre Books

    Huh, that's sad to hear. If I ever run it myself, I'll let you know what I get out of the starship combat stuff. I haven't even glanced at it yet. Starship combat systems seem to be difficult to get right. So far most games that include a starship combat system either makes it too abstract or too detailed and boardgamey. I've yet to run a Coriolis space combat, but apparently that one is pretty good, but is more akin to submarine and naval combat than swishy dogfighty space opera combat. I dunno.
  12. Jegergryte

    Genre Books

    Hi! I've not had a chance to do a proper review or read through of the Star Trek CRB no, sorry. Summer holidays and a travelling vacation over the last few weeks took me away from books, shelves and library. Neither am I a big Star Trek fan (although I am trying to understand the big fascination a lot of people have with it because of this game, so I'm watching Enterprise now... I tried DS9 and Voyager and that didn't work out so well), so it's not at the top of my reading list. I can't compare it to any of the systems you mention, as I don't know those systems. Comparing it to Star Wars (if that's scifi) I would say this system is more geared towards hard-ish sci-fi, compared to HARP SF (or Spacemaster), I'd say the 2d20 system is more fun-time-heroics. 2d20 is binary (pass-fail) as opposed to the narrative system, but it has some nice narrative elements and moving parts that are placed more directly in the hands of the players, giving the players in some ways more agency, or more direct effect on the immediate narrative, and less random and confusing (difficult) results. The system is also slightly more "collectivist"in its orientation, by which I mean that some of the narrative resources are shared between the players for a collective gain - so one players good roll can affect everyone else in a good way. To put it in a simple way: Momentum (i.e. Advantages in Star Wars) are generated by individual players, but unspent momentum can be placed in a shared pool, so all the players can benefit during play. The game utilises a variation of the 2d20 system, a bit more dynamic than Conan it seems. There are six attributes and six disciplines (i.e. skills,) and the interaction between disciplines and attributes can vary depending on situation and how the skill applies and/or is applied in the situation. There are also Focuses, that modifies or adds successes/momentum/effects if you roll well. There is also a good list of talents, which as I understand it is not as directly tied to disciplines and talents are linked to skills in Conan - but I may be wrong. The starship itself is also a kind of character with six systems (attributes) and six departments (disciplines), and also has a Trait and can be refitted and modified, all this should be covered in the core book if my understanding is correct. The game has guidelines for NPCs and crew generation, missions and a lot of information about the various eras you can play in. The players can also make supporting characters that the players control during missions, so as not to sit and wait if their main character isn't involved in some or several scenes. Character creation is like in Conan, seemingly pretty complicated and fiddly, but I would suspect it goes quite quickly once you've wrapped your head around the numerous steps. This is perhaps the "weakest" part of the system, by which I mean you apply talents, and/or attributes values and/or discipline values several times in different steps based on background, species, education, career events, and what branch of Starfleet you belong to - science, command or operations, etc. It's not a fast character creation system, but it is detailed and gives you an idea of who your character is, where it is from and potentially answers a few question about motivations, values and demeanour. Personally I really like this aspect of the 2d20 system, as it provides guidelines and depth to your character that is ready as you start the game, but I'm sure some will find this too constricting. There is a faster method presented too, that is less fiddly. I would suspect the game runs pretty smoothly, but as with Star Wars, Genesys and most other games, you need some time to get into it by actually playing it. It is similar enough to FFG's Star Wars RPG in some respects, which means you'll wrap your head quite quickly around some of the logics and ideas, but it is also different enough that you should read the rules carefully and not make too many assumptions coming from Star Wars. As someone who is not a big Star Trek fan, I must say that the shinieness of the book and the amount of information makes me interested in trying to run a game, and I would think that the book provides enough information to let even someone like me - a rookie when it comes to Trek lore and knowledge - run a good genre game in any of the eras the book provides information about.
  13. Jegergryte

    Lifepath System - PEACH

    As for your question about Skulduggery. It's not unusual that there are doubles in career and spec skills in Star Wars. The benefit being you can get two free ranks in the skill before using starting XP. It would certainly be a possibility to do this with this life path system thingy too, depending on player choice/roll of die. Going this 2d20 route that it seems to me you're trying to adapt is a cool idea, but I'm not sure it's easy to make it a perfect or seamless fit.