rogue_09

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  1. I wonder if they're letting the core land softly and will plug the setting books harder. Especially after the shipping snafu, they may have been wary of plugging a product that suddenly could have been very delayed. I agree though, a series of articles like the "Journey of Genesys" as a writer takes the system and builds a setting from scratch, illustrating and hinting at certain core elements, would have been a simple and effective marketing push.
  2. Two of my players are lifelong RP-ers and one of them does this constantly. It really keeps me on my toes because I have to come up with variations he hasn't seen before. In one case, I set up a villain who easily could have become a recurring nemesis NPC. In their first meeting, a classic tense social encounter, that same player said "I'm just gonna shoot him in the face." So I let him. I could have used any number of ways to cheat the NPC out of the line of fire, but I let my player blast the big bad immediately. He had no idea how to handle the situation after that as a GM has never let it happen before. I fooled the same player using parts of the published adventure with the droids taking over the mine. All evidence pointed to a droid uprising and he was all locked and loaded. Turns out the droids were helping the miners fight a different threat. He only managed to blast one battle droid before they figured out the twist.
  3. My players do enjoy rolling on the table to see which crit took out each minion. Makes for some laughs when a Stormtrooper is Hamstrung to death.
  4. You did miss a lot of good content. I certainly can't blame you though. Season one was rough, save for a few episodes (Rookies). But that show got really good as it developed.
  5. In a similar situation, I gave my new player a one-off, pregen character that concentrated mostly on skills with a few choice talents in only one tree. I wanted him to get a feel for the game before committing to his own character. After that session, we sat down for proper character creation and I gave him some bonus XP to start. Every now and then we'll roll a mini encounter before the main game so he can nab 5XP here and there to catch up.
  6. Your party doesn't even need to meet him right away. Have them find the aftermath of his nefarious actions. Maybe a city they were supposed to visit has been destroyed from orbit via turbolaser or a high ranking official that was a potential ally is murdered. Drop hints that all the terrible things happening around them have been committed by Captain Bigbad. You can even go so far as to show him working his way up the Imperial ranks. A sector's Moff is killed or discredited. And who's there to fill the power vacuum? Always have your villains acting in the background, regardless of what the PCs do. Make it hard for them to even access him. If he's that conniving, he won't be walking around personally picking fights with every PC party who comes along. He'll send troops or hire bounty hunters, or just blast at them from the safety of his capital ships.
  7. Not that there's anything wrong with that, but try to encourage a narrative reason why the boost/setback exists. Even if it's as simple as "My shots missed, but they blew up a nearby panel and the shower of sparks illuminated the target, making it easier for my team to blast him!" Even little bits of flavor like that really round out a scene.
  8. I may have mixed up Discipline and Resilience. Either way.
  9. I let my players roll Discipline when recovering Strain after encounters.
  10. The "Raiders" truck chase is an excellent example of how damage works in this system. Are stimpacks traditionally Star Wars? Eh, no, but I don't mind them as this is a game and can't ever be a 1 to 1 analogue of the movies. Something's gotta give. If they bug you, simply reflavor them as a "Shake Off" maneuver with the same mechanical effect. The 25cr cost won't have a long term effect if you drop stimpacks as a physical item. Stimpacks vs. Medicine checks always seemed balanced to me, especially after gnarly combats. My players may use two stimpacks (5 & 4 wounds recovered) and by the end, the doctor will easily heal more wounds than 3. And if they just jab all of their last three to get six back, they're in for a rude awakening the next time any combat comes up. As for Setback dice and related talents, this is definitely part of the GM learning curve. It took me a while to get comfortable with using Setbacks liberally. Because of that, my players avoided the talents. But once I learned to balance the use of Difficulty vs Setback, they instantly bought them and now revel in how easily they toss those black dice back at me. A simple trick that may help your GM: Every time they set a difficulty, remove one purple and add two blacks. Then, narratively justify why those blacks are there. Doing this made those player talents worthwhile and forced me to create more creative scenarios. Example: Slicing a security terminal to get a map of the facility. Seems pretty hard. So... Hard difficulty. But... it's just finding a map; that's pretty average, actually. Ah, but it's Average with two Setbacks. Well, you're short on time and the siren you set off outside is distracting. Oh, right, you have two ranks of Bypass Security. Hand those dice back, you mega-hero you.
  11. What do those do mechanically? I'm pretty lacking in my overall D&D knowledge. Should be pretty simple to find similar mechanics in Genesys.
  12. Admittedly, my eyes glazed a bit working through this thread, so this may have been brought up before. Couldn't Watto just be mistaken/exaggerating? He's particularly strong-willed and has resisted mind tricks before and therefore all Toydarians must be resistant to mind tricks! YEAH TOYDARIANS RULE! EVERYONE ELSE DROOLS!
  13. Turns out the real ghosts were the friends we made along the way.
  14. More XP and a higher Force Rating?
  15. Drop the Inquisitorious into the middle of it. A particularly sneaky Inquisitor is playing the ISB and II against each other. They don't care how many Rebels are caught, but they're fanning the flames to smoke out any Force sensitives.