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About PatientWolf

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  • Birthday 07/04/1969

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    Altus, Oklahoma, United States
  1. I would interrupt the tantrum throwing player mid tirade and tell him that I don't behave that way when he is running the game and would appreciate it if he would treat me with same respect I treat him when he is running. For the player that doesn't like guns there is plenty to play in EotE that doesn't require the use of guns or any weapons. One of my players is playing a Colonist Politico that has no combat skills whatsoever other than his razor sharp tongue. There are numerous other possible examples like a Technician Slicer who is a stereotypical computer nerd and hides under a desk during combat or the Smuggler Thief who relies on stealth rather than violence, etc... The important thing is that you, as the GM, have to give those non-combat characters their time in the spotlight outside of combat. You have to include things for them to do and opportunities for them to use their talents and skills.
  2. As others have said you have to respond with realistic consequences to overcome this type of behavior. As extreme as your group is it sounds as if that might actually require TPKing the lot of them, maybe more than once, to get the message across that this type of play style isn't going to work in the current story. For example, in the scenario of Pash and Overseer Brynn above even if Pash managed to kill her with one strike I would have just flipped a destiny point and inform the players that a security droid noticed the act and has sounded the alarm which has sealed all of the exits while reinforcements arrive. Once the characters are subdued you could leave them alive but detained until the rest of the party can get them out somehow. If they attempt to break their friends out with the same level of violence you can up the ante and have the very well armed and prepared spaceport security police wipe the floor with them as well. Then tell them it looks like they will have to start over with new characters.
  3. Yes you can look it up on the internet but then you get the same image in return for searches on a gajillion different models of light freighter.
  4. You make a compelling point and make me want to go watch Kill Bill again. For research, of course. And now I'm wondering what Star Wars: Episode VII would like like if directed by Tarantino. Probably a lot of dinner conversations about Holonet pictures. You're apparently not the first to think about this : https://www.youtube.com/watch?v=w1m51I95PSI That is the single greatest thing my little eyes have ever witnessed.
  5. That's pretty novel. I can't decide if I like scaring my players as much as just making them uncomfortable, which is what a sadistic torturer would probably do to them. Mostly 'cause I've found it easier to do the latter than the former since I don't do a lot of horror or "dis-empowerment" stuff. The crime boss that I've been working on has slowly been mutating into a force sensitive version of Mama from the recent Judge Dredd movie (with Karl Urban). I may run with that, but inject her with some more class (and diversify her profile to include more than just spice smuggling). O-Ren Ishii a.k.a. Cottonmouth, played by Lucy Liu, from Kill Bill is kind of this type of character and would fit very well into a Star Wars game as a crime boss.
  6. "There is no one like me in the galaxy! I am justice! I am the bane of the Jedi! I haunt the dreams of their Padawans! I will drink your fear and spill your blood and my hate will scar the galaxy! I am Aurra Sing!" ―Aurra Sing Aurra Sing is a former padawan turned bounty hunter who specializes in killing Jedi. She even helped the young Boba Fett get his start. She would be a pretty good antagonist for a campaign although the idea of a force sensitive bounty hunter as a villain isn't really a novel concept. In my own campaign I have a force sensitive torturer/mad scientist that works for the Black Sun. He is based on Dr. Kauffman from the Bond movie Tomorrow Never Dies who studied and taught the art of chakra torture when he wasn't busy traveling the world and assassinating folks.
  7. I'm with the start fresh crowd. I would frame it as "finishing up the campaign". Also, as Nimsim suggested, let them go out with a bang. Stage a huge final encounter worthy of a campaign ending. Then as awayputurwpn suggested give them a small, reasonable boost to their new characters as a "reward for successfully completing a campaign". This way they feel a sense of accomplishment and that they finished something rather than having something taken away, being punished or having the campaign arbitrarily shut down on them.
  8. When my group plays on a weeknight the session runs about 4 hrs and on a Saturday we may hit 6 with an extra long session. I think that is pretty standard. As Dante said if I were running for longer than that I would reset the session at 4 hrs and just make that nights game two back to back sessions.
  9. Agreed, I just don't know why there is a Talent for this. You can get the same type of effect from a Triumph, and then it's not limited to the mechanic in the group... My players have found this talent to be quite useful. One example, the slicer in the group was trying to hack open a door and succeeded but rolled a crap ton of disadvantages. I informed him he had succeeded in opening the door but had set off the alarm. He used this talent to cause the alarm circuit connected to that particular door to fail (his tampering had luckily caused it to short out). That is the type of thing that this talent is intended for.
  10. I can see cases where it could be used on weapons that are currently in use. The mechanic whispers over his group's commlinks, "Hey guys I noticed that the light repeating blaster that one stormtrooper is using has a cracked thermal discharge coupler. Draw his fire and I'm sure that thing will overheat when he tries to use it". I think that kind of a use begins to usurp the Sunder effect and weapon damaging options for multiple Advantages and Triumphs. There are often more than one way of accomplishing similar effects. I don't think that it is out of line to allow a once per game session talent to mimic Sunder or the same effects of a single roll of Advantages or Triumph. I kind of think that is the point of the talent. Instead of relying on luck and hoping for those Advantages or Triumphs the mechanic can try to purposefully make something fail but only once a game session. In fact that seems to me to be one of the weaker uses of a one shot per session talent that players could come up with. I mean sure you CAN make that blaster rifle fail but why would you want to blow your use on that?
  11. I can see cases where it could be used on weapons that are currently in use. The mechanic whispers over his group's commlinks, "Hey guys I noticed that the light repeating blaster that one stormtrooper is using has a cracked thermal discharge coupler. Draw his fire and I'm sure that thing will overheat when he tries to use it".
  12. As others have stated it depends on the droid. If it is a PC droid I would not allow it. An independent PC droid doing something critical I would not allow it. An NPC droid that is just being used for something I would allow. For example, if the PCs are being chased by an Y-wing that is using a R2 unit for a navicomp I would certainly allow this talent to cause the R2 unit to fail (hopefully actually due to a bad motivator lol)
  13. I did quick skim of the Corebook here at work and wasn't able to find anything about minimum crew requirements. So I think it would ultimately be a GM call as to what the minimum required crew size would be. I would think that the ships compliment listed is the standard crew size for the ship and that a skeleton crew would be considerably smaller.
  14. The Revenge....oh wait..can't use that. It has already been taken by the Droid pirate Roberts.
  15. I think the problem is that in most other RPGs we are trained that when there are negative circumstances you increase the difficulty, target number, or whatever that system uses. So we are preconditioned to think "Oh the player wants to do X so that will be a DC 15 but then Y condition adds +5 to the difficulty". Then when we play EotE we bring that same mindset and throw on another difficulty die when we should just add a setback die or two. In EotE the intent is that the difficulty is supposed to be how hard something is to accomplish under normal conditions and then boost and setback dice are supposed to be added to reflect benefitial or adverse circumstances. Also as Prost said above there are almost no rolls that I don't add a setback die to. Very few situations come up in the game that don't have some form of complication. If every roll is under normal conditions where is the excitement and drama in the game? Life for the PCs is very rarely ever normal.
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