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About XNtr3k

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    , Colorado, United States
  1. I like the idea of running one session that encompasses a lot of their training as Padawans to potentially take place over the duration of several game years. By the end of the first session (or the second) I would have them graduate as Apprentice Jedi, but not yet Masters, with assignments to go out and practice what they have learned. The purpose of the training would be a way to break new players (and the GM) into the system and learn the rules of Force and Destiny, plus the fun of watching the inexperienced Padawans flail about with routine chores and character building exercises. As it is, I'm trying to think of more of those character building exercises, where the Jedi Master gives the Padawans a vague assignment and leaves the details of how to perform it up to the students. They may choose a lazy way, or the hard way, and the Master will review their lesson and talk about the implication of their choices. I'm trying to think of more 'chores' to have the Padawans run, stuff that might be routine for the characters. As far as lightsabers go, just give the Jedi the crystals over time, and have them make some kind of Force check to see if they're prepared to make the lightsaber, as it isn't something you can just do. It might seem unfair for the rest of the group to have lightsabers while one apprentice still has to use a training lightsaber, but I think it adds to character development if your group is really there to roleplay.
  2. I like to think that Jedi Masters are always kind of vague. You may receive instruction to go someplace without explanation, and be left to your own devices to figure out why. The Force should guide them, right?
  3. The only issue I have is being unable to turn off the unofficial items. For example, the Arc Welder that comes as a free weapon for a droid when you select the Astromech 'subspecies', or the Protective Goggles that I have been unable to locate in any of my books. I can uncheck all the books but one core book and these items still persist.
  4. Are you running the game or just playing? I like to pick what I think the group is lacking, but that is just me. If the rest of the group has already gained experience, then the new player could be given enough experience to catch up and simply buy the skills that are needed? In any game I would suggest just tailoring your campaign to match the skills of the characters, but put in a couple of things they aren't trained in from time to time to hint that maybe someone should take something. I think that if everyone builds their characters for what they think will be fun, and the GM forces a situation in which no one is trained to take care of, then the fun kind of falls out the window.
  5. I lean towards the side of taking out multiple minions at a time. One of my responses to this was to have one minion go down, and then say that one of the other PCs managed to take one down retroactively. But this kind of cuts into the attacking PC's spotlight. It is easier when you have two targets next to each other, so you can just say "The Wookiee swings his vibro-axe and cleaves two of the little buggers in half" but not so much when the minions are in different range bands. One solution I'm thinking of employing when there are not enough minions within range/line of fire, that I hold off on removing a second minion until someone else does even one point of damage and then they get an easy kill (hey, maybe it had a heart condition!) and then continue from there. It'll take a bit of accounting to keep track of how many should be dead, but it'll be easier than having the melee attack take out one he is engaged with and one at medium range.
  6. Some of the novels explain that real-time communication between different systems is expensive and not readily available to all. Just because you are on a planet with a large city does not mean that they will have connection to a 'Galactic' holonet, they may only have access to a local, planetary network. Yeah, they could look up a fact about an obscure planet someplace, but given how isolated the network is they may be pulling obsolete information. Empty planet full of resources? Ours for the taking? Lets go! Wait, it's been garrisoned by Imperials for the last five years???
  7. I had a group that was inside a hangar bay but under attack by mindless(insane) humanoids. The group wanted to take cover while another player got in their ship, powered up the turret and started firing. I was about ready to flip a Destiny Point to upgrade a Difficulty Die to a Challenge Die so that a Despair could represent the shot from the ship gun blasting a hole in the deck plating, exposing part of the bay to space and venting atmosphere. But then the player decided against that. But yeah, you can flip a Destiny Point over to upgrade from Difficulty to Challenge when you want something to be a harder roll. The book says you can use this to represent the Force telling the players they are making a bad decision, that they are supposed to try another avenue of approach, etc. I think it's just fun to use when there is the potential for something hilarious tragic to occurr and you need the Despair to make it that much more delicious. Not that I abuse this, but once in a while I have an idea...
  8. The middle paragraph was basically stating my capabilities when it comes to creating a campaign. I can create plot, but have trouble coming up with ideas sometimes for the game mechanics needed to entertain players. I may have to throw my current introductory adventure I came up with at a group of players and see how I do with sandboxing.
  9. With the advent of resources such as Google Drive and share options allowing for multiple users to access the same document, even at the same time, has it dawned on anyone yet to start a kind of collaborative effort to come up with short adventures and even entire campaigns through the use of a shared document like this? Quickly flipping though the forum on here I did not see any threads up that sounded similar, so why not? I know I can come up with stories and sometimes plots that can weave back in on themselves, but I have trouble filling some of the inbetweens. The kinds of things that give the players something to occupy their time between larger events, or things to round out gameplay so there is an even balance of combat, roleplay, and other mechanics. Is anyone else up for something like this? Maybe a system can be set up where the original author of a document gives the outline of what they want to happen, maybe an idea they have that they just cannot round out, and then others can pop in and add their thoughts and help connect the pieces? Maybe set up a template that follows the kind of organization in the official adventures so that people can end up keeping things recognizable for all contributors?
  10. Well if I play with the group I have in mind, the guy who normally GMs things tries to get everyone squeamish about things and throws up a disclaimer for his games that if he brings up any repressed memories that you should let him know to stop his game. And if I find out they're willingly taking those options and laughing maniacally then I'll know to change it up and task them with guarding a herd of bunnies or something.
  11. I fully intend to make a campaign where I put players in a situation that causes massive amounts of collateral damage. "Well, you picked up that reactor part you needed to power your new secret base, but unfortunately it was a crucial part holding that cloud city airborne." Or Imperials give them a choice that gives a great reward but results in an entire planet being decimated. You know, things to help them sleep at night.
  12. What about the possibility of a rewards roll? Money, weapons, cargo, etc?
  13. I would have no problem with a campaign getting derailed, I just hope I could compensate for it properly and without having to stop to think too much. No, I would rather have serious role players than people who simply decide to defy character background and common sense to do something ridiculous. For example, in one of the club's Pathfinder games the party was making their way through a cavern when a dragon appeared and told them not to continue in that direction by penalty of the kinds of things dragons are want to do. The rest of the party stopped and immediately changed directions, but one character decided that they were going to keep on walking because no one tells them what to do. Cue dragon lightning breath taking the player out in one massive strike. Having joined the game late, I missed the previous session where that player had also made it a point to go out of their way and defy the 'nobles' in the party. The party consisting entirely of Drow, that's generally a bad idea. That one greedy/sexist guy I mentioned before always had a habit in his games of planning from the beginning to overthrow whatever ruling society was in place and start his own Empire. I don't think it helps that most of the club is fresh out of High School meanwhile I'm ten years older than the majority of the club. I would love for people to take a serious approach to gaming with the occasional bad or unexpected idea, but not people who make it their goal in the game to make things as difficult for everyone else as possible. I do fully intend to go over some ground rules for any game I run, that everyone needs to be mature and take the game serious if they plan to be in for any length of time. I had thought of making the R5 unit roll off blaring an alarm when the players killed the shop keeper, but I remembered that the Stormtroopers were about, first. It was also a ridiculous situation, because 41-Vex decided to use a negotiate or coerce roll against the Wookiee to convince him to go along with the plan. In hindsight, neither character was really negotiating and the Wookiee could have just ignored the entire conversation if he wanted. I did enjoy their approach to the docking bay. Nevermind that the map clearly showed 'Maintenance Entrance' on it, the players wanted to go in the front door and one of them had the bright idea to offer up the Wookie. I decided to let Trex's greed for hunting Wookies win over, and it helped that 41-Vex decided to 'sedate' the Wookie with a low dose of tranquilizer or painkiller or something. I told him that there would be side effects because he said he was still injecting the Wookiee, even with a low dose, but I let the Wookiee roll for Resilience and he passed so gained no handicaps, so Trex had the players drag the Wookiee onto the ship under guard by him and the two ramp droids. 41-Vex asked to use the control room to contact Teemo and announce receipt of the delivery and as the rest of the group made their way to the ship Mathus (who had been working on the underside of the ship) following him up and asked what was going on. After everyone else was on the ship, 41-Vex closed the docking bay doors to seal out the other droids and then he and Mathus ran to the base of the ramp. Alerted to door issues by the other droids, Trex stopped the group on the ship and started down the ramp when one of the two players outside used their Comlink to signal the group inside, and then the Wookie grabbed his Vibroaxe and lunged at one of the guard droids. As Trex was starting his way back up the ramp Mathus shot him from behind, with a really great shot with enough advantages that Trex took one to the leg, fell and rolled down the ramp. 41-Vex and Mathus ran inside and raised the ramp and helped the others take out the two droids while Pash runs the long way around the inside of the Krayt Fang to get to the cockpit and launch.
  14. I'm in a campus role playing club and we have plenty of members who are that kind of gamer. Why don't they just go play miniatures games if they like combat and rolling, right? Assuming you're sticking with your current group, have you tried weaning them off combat by providing measurable rewards through active role playing? Or maybe have then get through a combat encouter by encouraging them to use terrain to take out the hostile? And by encourage, I mean take away their guns and let them run in circles until they come up with another option?
  15. Yup. I see the one who played 41-Vex as an issue as a future player. But at the same time, he is the one who donated the Beginner Box to the club. The one who played the Wookie maybe trouble if he keeps thinking a Wookiee can strut into a secure area and expect no one to think this is out of the ordinary, especially when he's trying to get Overseer Brynn to leave the command center (or maybe just drag her into the closet) by saying he is a messenger from Teemo, who I stated she never had business with before (or at least not directly). The guy running Oskara had never played any RPGs before last semester and while he is still learning he seems pretty level-headed. He's a pretty nice guy. The guy running Pash had enough common sense to try and stay out of the starport control room while the Wookie tried his thing. I might let him play in a future campain I run if he plays with a clear head, but I'm undecided with him. And a guy who picked up Mathus after we were underway (they ran into him in the docking bay, working on the ship) is kind of weird and spent most of his time piddling on his Nintendo DS. I may make these guys complete Long Arm of the Hutt before I decide to let them play in a campaign I create, make it part of an audition process. If I'm going to put work into something like this, I don't want it getting majorly derailed. Yeah, Diggles, the extremes of certain fandoms seem populated with the most socially awkward people imaginable (I'm not saying I'm excluded) and I don't plan to play with some of them if I can avoid it. For example, one of the guys in the role playing club tended to be entire selfish and sexist. And that's before he got to his characters. The first game I played with him he nearly died twice in the session due to runnign into a room to loot and setting off traps before anyone else could say a word. In another campaign, he apparently made an undead lich necromancer who apparently went around and used some spell on all the other player characters to make them his servants and do his bidding. As the conclusion for that campaign, the GMs (they had two who alternated for their twelve-player game) and players organized a giant miniature battle using a combination of rules and models from Warhammer Fantasy and Warhammer 40k to represent a fight between their futuristic army (summoned by a wish) and an army of angels. ...there is a reason I'm going to be picky about my players, especially when I'm estimating to have at least 30 students in the club by next Saturday. On the other hand, I know of some responsible role players in the current pool, but most of them were absent from yesterday's meeting.
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