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Sinkaro

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  1. Like
    Sinkaro got a reaction from Alekzanter in How did you start your Campaign??   
    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."
  2. Like
    Sinkaro got a reaction from bradknowles in How did you start your Campaign??   
    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."
  3. Like
    Sinkaro got a reaction from kaosoe in How many of each color dice maximum for a single roll?   
    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!
  4. Like
    Sinkaro got a reaction from kaosoe in New GM - New to narrative   
    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
  5. Like
    Sinkaro reacted to PaladinSB in Some tips for new GM's   
    Here are a few tips for new GM's (not just new to Edge of the Empire - new in general). Hopefully some other GM's will add their suggestions as well. Enjoy!
     
    Paint With Broad Strokes
     
    Don't spend more time developing locations than you need to. Hoth is a snowy ice planet. Tattooine is a desert world and Coruscant is a planet covered by a city. This isn't "Star Trek" where you might want to detail your Class M planet for the science team - keep your worlds simple. The same goes for locations, whether it's a cantina or a safehouse, a few sentences can set the location's key features in the players' imaginations without you spending a lot of time. If you need a map for miniatures combat, give the players enough detail so they know where there are opportunities for cover and some exits and some options for hiding and sneaking. Don't add a lot of set dressing to your maps (unless you enjoy that part of adventure design).
     
    Central Casting Is Your Friend
     
    Unless you need to create a unique, memorable character, use stock characters whenever possible. A Gamorrean thug can become a Gamorrean speeder mechanic. A medical droid could become an intelligence droid, or a bartender. Don't spend time statting out NPC's who likely won't see combat, and if combat happens unexpectedly, grab a handy stat block and run with it. Your players aren't going to know the Sullistian arms dealer who just drew on them is using an Aqualish thug's stats, they're just going to know they are dealing with an angry alien with a blaster.
     
    Use The Dark Side
     
    Just as players can spend a light side Destiny Point to add to their skill checks or fill in a missing piece of equipment, the GM should feel free to spend a Dark Side destiny point to make their adventure a little more difficult. If the party has chased a suspected assassin to the top of some tall building, the GM could simply decide the villain has a grappling hook to escape with - there's nothing stopping the GM from just doing that. However, the game provides a mechanic for this that not all role-playing games do with the Destiny dice pool. Perhaps you need this villain to appear later in the adventure - by all means give the a way out - but by spending a Dark Side point, you provide the players with a Light Side point they can use in that final battle to do something really special. Maybe they'll even take a page from you and spend a light side point so that one of the players has a grappling hook in their utility belt - the villain doesn't automatically get away, but now you've limited the pursuit to one PC and the rest of the party has to take the long way around to head them off. Whatever the situation, use the flow of Light & Dark destiny points to keep the action moving.
     
    Reward Creative Role-Playing
     
    Your players will, frequently, come up with an idea that is so crazy and off the wall that you couldn't possibly have planned for it. Wing it and let them try. In fact, give them a bonus for coming up with a creative answer to a problem, especially if they can pull off something cool without firing a shot. Think about Han Solo, presented with a stolen AT-ST thanks to Chewbacca in "Return of the Jedi". Anybody could have just gotten into that thing and blasted at the bunker until they got in. Instead, Han puts on the pilot's helmet and convinces the Imperials inside the bunker to open the door. THAT'S ROLE-PLAYING. When you and your players remember their tabletop glories in the months and years to come, they aren't going to remember that time they rolled a natural "20" in a fight, but they will remember the time they convinced an Imperial astromech droid that they were covert ISB agents and it started sabotaging the Star Destroyer's tractor beams and cannons to aid their escape!
  6. Like
    Sinkaro reacted to TUZ in Green Squadron A-Wing Re-Paint   
    Howdo!
     
    Thought I'd have a go at repainting a Green Squadron A-Wing
     
    What do you guys think?  There's a 'how to' guide here
     

     

     
     
  7. Like
    Sinkaro got a reaction from paulydp in X-wing players   
    I believe what he means is: "There's always a bigger fish"
  8. Like
    Sinkaro reacted to Millennium Falsehood in Slave I repaint: Andrasta from X-wing Alliance   
    Yeah, I know it's Rebel. But at least it's a nice stand-in for the Bounty Hunter.
     
    Er . . . yeah.
     
    That's my story and I'm sticking to it.
     
     
     
    Ah, who am I kidding, I just wanted an excuse to fly the Andrasta after all these years.
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