rogue_09

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  1. 'Lead by Example' has, I believe, the most robust ruleset for Mass Combat. The AoR GM screen has a watered down version and some of the published adventures include it, but tend to have pre-determined dice pools.
  2. I'm close to that too. Some friends have been asking me to introduce them to roleplaying, D&D specifically. I don't think it would be hard to switch them to Genesys, but they're chomping at the bit to get started.
  3. Let them? Sometimes no rails can hold a group and the adventure becomes something entirely new. It helps to keep a "Fail Forward" mindset with this game. Their big plan may have failed to achieve one specific goal, but you can use Advantages or other narrative means to guide them back to the storyline. Could you provide an example?
  4. I also call for Morality rolls based on narrative time, not per session. Super-murder=Insta-dark makes a lot of sense to me. If I felt compelled to keep within the existing rules, I'd at least double the recommended Conflict were a Paragon to do something obviously heinous. Whatever is so bad to drive an otherwise bastion of good to cold blood murder, I'd stack at least 20 on them. Definitely enough to pull them below the 70 Morality threshold and start them down the proverbial dark path.
  5. I've been noodling with trying PbP for the first time and this is the exact style of game I'd love to play. I only get to GM live, so this would certainly scratch my player itch.
  6. I'm curious to see if this will happen as it would certainly speak to the popularity of the system.
  7. But a Triumph and a Destiny Point flip....
  8. I like @Nightone's thinking. Could you look at the wrist rockets from 'No Disintegrations' as a basis for creating an "ammo template"? Obviously those are more powerful than slugthrower rounds or arrows, but it may offer guidance. As for your players in general, what's your campaign like so far? Is it every player or just two who would rather craft than adventure? You could run a more focused campaign that revolves around their trade. Use the business rules from 'Far Horizons' to give them a home base, and in downtime they can craft things to be sold. Then offer adventures that relate back to that. The PCs made some weapons and ammo for a far off colony to defend against wild beasts, but now a nearby village reports a murder obviously committed using one of those custom blasters/vibroswords/arrows. They must solve the mystery to clear their customers, or prove their guilt. Maybe the culprit is a business rival who wants to besmirch the PCs' names. A new shop is in town boasting better gear at lower prices. They start cutting hard into the PCs' profits, but it's obvious there's something fishy. Why is the Empire secretly supplying a small outpost with cheap weapons? An enthusiastic customer is always spending a ton of credits on newer and better armor and gear. Turns out she's been playing Hawk-Batman but is almost always getting people more hurt than she is helping. The PCs have to track her down and convince her to rethink her vigilanteism. Those are pretty similar thematically, but show how you could tie crafting into adventures. Just owning a business gives characters Obligation that can come up. Classic "we got robbed!" adventure if nothing else. I'm sure 'Special Modifications' would have suggestions for Mechanics focused adventures as well.
  9. Aha. Well, agree to disagree.
  10. Hard comparison to make as NarDS has been around far less time. You'd have to compare NarDS 25 years from now to d6 now, especially since it had many years of support and revisions. We've yet to see NarDS's full potential and it came out of the gate swinging.
  11. My players always jump on the "Surprise Inspection" ruse. One or two impersonate officers and try to strong-arm their way in while the others sneak and slice their way in elsewhere. If you have a dedicated slicer player, definitely set up a counter-slicer who is actively defending the base's systems. Then you can use Threats and Despairs to close off access, or pinpoint where the PC is and send security directly to them. Example: Success with a Despair means the PC gains access to the base's security cameras, but the counter-slicer has actually fed them a loop of outdated footage so when guiding the insertion team, they're actually facing more troops than originally thought. Or the NPC plants false leads. The slicer locates the exact server node where the information is stored, but wait, here it is again on this server two rooms over. And over here one floor down. Which node is holds the real data? Do they delete all three to be safe?
  12. I'd like to request that the two of you take this conversation to PMs so we can keep this thread on the topic of this amazing service.
  13. Between my friend and I, we have a big pile of the WotC minis. I have a stack of Armored Cartographer maps I'll bust out sometimes. Usually we scratch out a map on a large Battlemat. While certainly not necessary for this system, it sure is fun scooting minis around the table.
  14. Absolutely! It's been an interesting discussion to read. In the end, we have three very different and viable base systems for Star Wars that we can all use and borrow from as we see fit. With FFG, the d6 Holocron and my old Saga Edition books, I have decades worth of games I can create. To speak to the lack of pilot actions, I think the intention is for the 'Gain the Advantage' action and 'Evasive Maneuvers'...maneuver... to cover the majority of what you're describing. It just needs some descriptive fluff. When my pilot player says he's performing Evasive Maneuvers, I ask him *how* he's evasively maneuvering. That could very well be a barrel roll or bootleg turn.