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Jegergryte

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About Jegergryte

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  • Birthday 09/11/1983

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  1. Check out and adapt Carousing in the "Keep the Crew Hungry" sidebar on page 151 of the EotE CRB.
  2. Fall of the Empire sourcebook for post-RotJ era. More sector books would be ace - for all three lines, as well as the "universal" line. Theme/genre books similar to sector books, following types of games, plots and suchness. More published adventures along the same lines as they've done so far - perhaps with some tie-in suggestions between adventures, perhaps a long campaign over several books. An errata compendium sort of thing, with updates and redone things for consistency would be ace, but unnecessary as far as I'm concerned.
  3. This really has me excited, and premiering just over a month before IX ... hectic month amid grading exams and Christmas and all. I may have to start a new SW campaign at some point it seems, and the post-RotJ era is currently much more interesting as a starting point than Resistance/Sequel trilogy to me - I need to move between movie-canon events via my own head-campaign-canon.
  4. In addition to stuff already mentioned: Appleseed (2004) and Appleseed Ex Machina (2007).
  5. I was doing so well in this regard, and now you come and tear down everything ...
  6. 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
  7. 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.
  8. 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!
  9. 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 ...
  10. 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.
  11. 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.
  12. 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.
  13. Huh, that leaves me with an impression of a simplified and custom-dice version the HARP Fantasy scaling spell-casting system. Cool.
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