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About Sinkaro

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    Kingston, Ontario, Canada
  1. Thanks for the replies. This is exactly what I was looking for. After entering all the items I own, it tells me exactly what tokens I have and how many I own. And it works as a squad builder. This is the most up-to-date version they have. http://boardgamegeek.com/file/download/nmaehnsly4/X-Wing_Inventory_V3.2.xlsx
  2. Hi guys. It's been awhile since I've accessed my X-Wing stuff, and I've decided to start organizing everything. Now putting all the little tokens into their own little bag is fine and dandy. But I want to ask if there are any known tools for adding up all of my purchased games and expansions, so I can figure out how many tokens I SHOULD have vs. what I currently have. Thanks in advance!
  3. I have one of my players as a co-GM. He knows star wars almost as much as I do (although a lot of it he only knows from fan fiction, and I have to remind him of that). I get him to help me arbitrate the rules, and help the players get them. So far the biggest thing I've had him do for me is sit in on my brain storming sessions and. But other than that, I totally don't know how to utilize his "status" as a co-GM. Any thoughts?
  4. That was just so wrong >.< . . . . Now I'm going to play it before we begin the next session.
  5. I want one more (a fourth) set, before I'll be 100% happy with what I have available. Just to even out my dice pool... 9 ability and 9 difficulty, and only 3 challenge dice? Bah! I need even numbers!
  6. I decided to use this same principle, as well. I had seen GMs have us start off in a tavern or whatever, and be like "you guys are here to deal with this guy, who says he'll give you money for risking your lives." Immediately after, one of the PCs will be like "hmm... yeah, that doesn't interest me. I'm out." To avoid that, I have the earliest member only knowing everyone else by about 3 months, and others going back as far as a year or so. I'm opening up in a cantina post-mission, and giving the PCs a chance to talk and joke about the mission they just finished, and possibly bring up older missions, and create on-the-fly inside jokes. Sort of like the elevator scene in AotC. "Hey remember when you fell into that nest of gundarks? You idiot."
  7. I have a player who's Obsession is Salvery/Slavers. Possibly post-traumatic reaction to being a slave herself. Does anyone have any creative ideas for how I can weave this into the story? I'm opening up a possible confrontation in the first adventure by having her roll a discipline check to not act on the need to confront them (most likely attack). Open to suggestions though.
  8. Thanks Kshatriya, I appreciate the feedback. Personally, I don't think a person should be penalized for picking something out of left field. I always thought that was the beauty of am RPG: you should be able to fly off the handle in any direction you feel like with your character. You should feel that picking any particular class, race, weapon-type or talent is just as useful and easily adjustable to the appropriate playstyle you wanted compared to the "best" choice. And it's really disheartening to realize a few levels later "wow, this just simply sucks. I picked class A to fill role B, but I wanted to use skill X, instead of C, and now I suck at role B." That's half the reason I can't stand D&D. Yes, you can be really awesome, but you're only gonna be super awesome by doing A-B-C. This person being new, I really don't want them to come to me and be like "I'm not having any fun, because I feel next to useless" and then I have to respond "yeah, you made useless choices in character creation." As far as obligation and credits: you are absolutely right. But then I had one player come up to me and say "yeah you pretty much HAVE to get extra obligation to make a lot of specializations useful in combat, or to buy the right gear you need, or else the points I used in character creation are useless and wont help me til later." He topped out his ranged heavy, then realized that ranged heavy weapons are expensive, so he didn't want to have experience points being wasted until he lucked upon a heavy weapon. I had my first 3 players (all vets of RPGs in general) say they had no other choice but to use extra obligation because they felt this way. Now, a lot of this is from the player-vs-GM mentality.. which, at the time, I didn't quite understand what was happening. I've since had that first character lower his obligation, and re-distribute his experience (of his own choice. But that's basically my point: I don't want players to think "the only way to survive is pay for it in obligation." Also, all but 1 of my 6 players elected to take additional obligation. Most put it in experience. I probably should have discouraged this a bit more, but I'll file that under live and learn.. But going back to the range-modifier... I agree, an increase in difficulty is the first step. But I think that's too little. I'd also enforce only a maximum of one range band increase. Also, thinking in terms of real-world weapons, at maximum range, most small arms fire has a significantly reduced velocity. So I'd also argue a -1 or -2 penalty to damage.
  9. If the source material says it shouldn't happen, I would have made it a formidable mechanics check. And I would say for time needed to assemble a complete droid from strewn about, random, mismatched parts would have to be anywhere in the vicinity of at least 24 hours
  10. Hello again, everyone! I have a few more questions about being a new GM, and the system in general. First point I'd like to bring up, is I have 3 people who are brand new to role-playing AND pen and paper. As a new GM, I find this really exciting, because I've seen what bad GMing can be like and I'm happy to let these guys see good things happen for the first game. But I'm also a little worrisome as to how I can keep them interested beyond gimmick of Star Wars/Role-playing/Social activity scenario. What steps can I take to ensure these 3 aren't left behind, and keep them in the fold, as it were?One player in particular has chosen to make a character slightly harder to work on. She's a twi'lek BH gadgeteer. Ex-slave, who has found little reliability in working with guns, and thus devoted herself to using her own physical prowess with personally manufactured and maintained gear. Interesting, no? The player herself also doesn't like guns, and would be more interested in bows and arrows, generally. As much as I like this character concept, I ran a little impromptu encounter with most of my players this past weekend, and found that overall, she wasn't standing out in combat... Which makes sense, as she was facing off against two minions in a fist fight with brass knuckles. Has anyone had a character that specifically ran with brawl as a first-line of defense? Is it viable? I've already planned to start making some homebrew fisticuff weapons (wolverine claws, metal plated gloves, shockboxing ergo worthwhile shock gloves)In an unrelated concept, I'm going over planning for my character's obligation rolls. When writing up everyone's trigger/stressor which forces them to have a reduced strain threshold. The more I thought about it, the more I started to think maybe I should write these down as cards and slip them toward the player. In other words, inform the player secretly. And in turn, I had the idea that maybe I handle all obligation rolls that way: all personal strain threshold reduction handled in secret, giving the character the chance to bring it up to his fellow crew members, or to keep it to himself, opening up story and progression options. On one last note, during the impromptu encounter we had last weekend, the question of weapon ranges came into player. Now from what is in the core book, I assume that a weapon is straight incapable of causing any damage outside of its range. This is all well and good, but if I didn't want to limit my players (who are mostly incapable of acquiring anything beyond a holdout blaster in addition to other gear) to simply short range shooting in our first encounter. Does anyone have any opinion on this should be handled? I can think of a multitude of ways it can be altered: adding setback dice, reducing damage, treating the weapon as inferior, or even going so far as to increase or upgrade difficulty. I would like to see what anyone has thought of.Thanks for the responses, guys. Cheers
  11. Thanks everyone for the posts. They helped a lot. MCV, I grabbed that book, it was a good buy. Veruca, hope your campaign is going well!
  12. Hey all. I'm still new to EotE and GMing, and I wanted to raise a quick question to my fellow GMs. How do you deal with some of the less tangible obligations? Specifically things like Obsession, Addiction and Oath. What ways can I manipulate these types of obligations, positively or negative? How do I build the these options into my encounters? Any help is greatly appreciated.
  13. Ok, so after a year of procrastinating and losing my beta book, I finally picked up the Core book. I got some people who are interested in playing, but the only problem is I'm the only one who's willing to GM. Problem: I have no experience, and the whole concept of making a campaign is scaring the bejeezus out of me! I'm looking for any advice I can for how to start this up, and hopefully I can do it before Christmas, or at least that's my hope. Specific tips (or external links/resources) on how to go about worldcrafting would be fantastic. Also, while reading through the book, and listening to the Order 66 podcast, I certainly understand a lot more about the narrative gameplay. But I'd like to ask: who's in control of the narrative? When do I take control, when do I nudge other players to decide what they're doing when they get the epic triumph? Should I be calling the shots on all the bad things (really bad failures, and threat), or do players also generally get to realize how badly things happened? Again, any help would be appreciated. I'm just a little overwhelmed with the concept of GMing and trying to read through the rulebook.
  14. I knew I was going Rebel... so I tried to get rebels! I had no other choice than to get a YT-1300 to begin with. After that I ordered the a core set and 2x a-wings cuz I love a-wings. When my local store got wave 3, I bought 2 B-wings and a HWK-290. I still need 2 X-wings and Y-wings each. After that it's a matter of biding my time til I can afford more, and get more. Then end up getting Imp stuff.
  15. Sinkaro

    Gozanti Cruiser

    That picture comes from the Wizards of the Coast Star Wars: Role Playing Game Saga Edition source book, Starships of the Galaxy. .. Which I own
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