Jump to content

Hysteria

Members
  • Content Count

    118
  • Joined

  • Last visited

Everything posted by Hysteria

  1. For a surprise attack, I believe the core rules state that the person doing the surprising rolls a Cool check for Initiative, while the surprised person rolls Vigilance. Essentially, what they're trying to simulate is someone with a level head and steel nerves versus someone's overall sense of alertness. Think a sniper versus Spider-Man. Having said that, there are some things you can do to modify the rolls. I might have had the gunslinger make a Stealth check with the difficulty being Brynn's Perception. If the gunslinger succeeds, he could add Boost dice to his Cool roll equal to the amount of successes, or even an upgrade to his Cool dice pool if. Triumph is rolled. Advantages might be used to give Brynn one or two Setback dice to his Vigilance roll.
  2. Okay, I would love to hear how you reduced your oath Obligation down to 5. That's always been one of the hardest bits for me--figuring out how to reduce an Obligation that is either self-imposed or a character trait, like Obsession or Adrenaline Junkie.
  3. Okay...that's a good point. Darn... Here's the thing--it's a mixed group that has about 400xp, with a force-sensitive PC that has really not had a ton of situations that could generate conflict. I was thinking that in this situation, the PCs can take the slavers on and win, but fighting will incur some collateral damage that they could otherwise avoid. I wasn't thinking "screw over the PC with morality," more "present them with a difficult choice the rule books are always suggesting we do.
  4. Maybe...I think it's where Obi-wan kenobi taped his fists and made sure Michaels lost the next match he was supposed to, but I'm not sure.
  5. Whew...there's a lot of good questions here, and I have to admit I haven't thought of all the answers. I'd like to reply to everyone personally, but I think it's best if I just provide all the details in one post: The basic plan of the slavers is to get the PCs to disarm, lock them up in their own ship with the slaves and transport them to a rendevous where the slaves will be taken to one location and the ship will be flown to a chop shop somewhere else. Which definitely will make the PCs want to fight back. I added the slaves as hostages so the PCs would have a moral dilemma on their hands--do they fight the slavers directly and risk slaves getting hurt or killed, or do they play along until the slavers are onboard their ship, retake their gear, and then fight? The slavers have already announced that at the first sign of resistance the enforcer droids should start firing on the slaves, and their demands have steadily gotten higher and higher until they asked the PCs to turn over their weapons, which was the breaking point. Also, to answer BCGaius, this was supposed to be one part roadblock one part moral challenge. They're pretty experienced characters right now, so I want them to have correspondingly difficult challenges.
  6. In my current adventure, my PCs have discovered that the mystery cargo they've been contracted to haul is a group of slaves. The slavers have instructed the droid enforcers surrounding the group of slaves to start killing the slaves if the PCs don't comply with their demands. I was thinking this would give the Force-sensitives in our group some pause, but they've decided to rush the slavers instead and try to kill them all before they have a chance to kill the slaves. I won't say their plan can't succeed, but there is a high chance that at least one slave will get injured or killed. This leads to a problem--how much conflict should the Force-sensitives get for this kind of collateral damage? I'm not really sure if I should give out conflict on a per-slave basis, say 3 points of conflict if a slave is injured, 4 points for a death, or if I should give them a significant amount of conflict, say 7-8 points, and go from there. Any thoughts from other gamemasters about the best way to handle this? Thanks.
  7. I'd also like to suggest that you as the GM can have a lot of impact on where the battle can lead. I don't have the book with me right now, but Inquisitors do have a special ability that lets them move people around. I think that this can be used by the GM to help bring interesting set pieces into play. What if the Inquisitor could force the PC back onto a bridge? What if he attacks and moves back, daring the PC to press forward and attack? What if he just uses Move to fling the PC so that they're hanging on for dear life on the bridge and have to spend an action to pull themselves up while the bad guy comes around to them?
  8. I'm actually going for straight-up Cthulhu.
  9. I'm running a campaign, and at the climax the group is going to come face-to-face with a giant monster. specifically the Terror From Beyond (http://starwars.wikia.com/wiki/Lotek'k). This thing is a massive monster, and I want its stats to reflect that. I'm not entirely sure how to stat it out, though. I was considering making it planetary scale (since in the game it attacks with tentacles first from a distance), but I think that might make it too overpowered. Has anyone tried to make stats for a creature like this? I'd want to dissuade my players from killing it directly, but I also want to have the option to fight it if they so choose. Of course, if they choose they're going to learn in about a round they made the wrong choice, but still...
  10. It kind of depends on how much time I have...usually, I write out an outline of where I want the story to go. I'm currently using OneNote, which is my online note system of choice. This at least helps get my thoughts in place, and also helps me solidify the description of the areas the players investigate in my mind. I think description is one of my weak points, so I want to be sure to get that down. I'm sure enough about my improv abilities that if needs be I can run just based on a quick outline. More often, though, I'm more on my game, which means I have more time. I put up the NPC wounds, strain and soak on a spreadsheet that I can consult, and then roll up Initiative for each combatant NPC. I also make sure that the Obligation that I rolled comes into play somehow, and I also have a secondary and tertiary Obligation rolled just in case one or two players make a no-show. I also try to make sure the adventure has a moment where all of my players can shine. I also usually try to have a map or two ready for the players. These can either be a pre-made map or one I put together. I make sure there are tokens to represent the bad guys, If I'm really, really on my game, I'll be thinking about how the players can throw the adventure off-track, and try to have some contingency plans in place for when they do. What happens if they don't try to steal that Imperial ship and instead decide to hold the director of the spaceport hostage until they get a ship? Stuff like that. I try to let them have free will, but provide a very good reason for them going in the direction that I want.
  11. I have to agree that FaD characters don't tend to outshine those in EotE or AoR. Where I think Force-users do shine is when they've finally invested enough experience to utilize some of the more all-purpose Force skills, like Move and Sense. And yet, even those have to be used in the right way. Crushing battle droids beneath a Heavy Object ? That's fine. Crushing stormtroopers beneath a Heavy Object ? That's probably grounds for Conflict points to be awarded.
  12. How do GMs handle players taking actions that might give them conflict? Do you let them know about it beforehand or let them take their actions and give them conflict afterwards? I usually let my players know what actions they might take that will give them conflict, but as a result my players really aren't tempted to do anything even slightly off the beaten path. Do other GMs face this problem, or am I just not giving my players the kind of difficult situations they need to be placed into as Force-users?
  13. I think there's a lot of good ideas here. Desslok, as always, does a great job of choreographing the fight. Personally, I'm a more by-the-book GM than Desslok, which has its good and bad points. I'd probably go with the idea that Dooku, as a Nemesis, has the option of attacking twice in a round. So my version of the fight would start with Obi-wan, Anakin and Dooku confronting each other. Threats are exchanged and Anakin's player decides to get the party started with what looks like a Hawk Bat Swoop. However, Dooku has the initiative, and proceeds to blast Anakin into the far wall. Anakin is staggered and can't act, which allows Dooku to overpower Obi-wan. I'd say he takes down Obi-wan in two rounds, critting him with the Hamstrung result in the first round, and the second round scoring a Crippled result. Technically, he could have gotten two Crippled results, but let's be realistic. Then there's Anakin's turn, which I think goes about how Desslok thinks it would. For the Yoda fight, most of it is between two really powerful NPCs. However, I would say that if a player was playing Yoda, I'd let them spend a Destiny Point to use the Move power to prevent the column from crushing Obi-wan and Anakin. However, that would be their next action. They could take a maneuver or two when their turn came up, but definitely no more than that. It fits in with Yoda not being able to stop Dooku as he escapes, and more importantly provides a nice framework to present a PC with a hard choice--sacrifice two friends to stop the bad guy, or burn a Destiny Point and let the bad guy escape?
  14. The Imperial sourcebook is a definite must-read if you're trying to run a game from the Imp's point of view, but I think the more helpful book would be Heroes & Rogues. It's mostly a ton of character archetypes complete with supporting examples of said archetypes, but in a break from tradition it also addressed playing Imperials. I would highly recommend it for the amount of ideas it could generate. Also, and it must be said, there are some archetypes in there that are worth the price of the book (like new, not in the collector's market). The Rodian Pacifist and Snivvian Playwright stand out, but I think anyone will get a kick out of it.
  15. Then why have the rules at all? If the GM has to step in then the rules have failed. Okay, I'd like to point out that part of the GM's duty is not just the person who creates the adventure, but also the person who makes sure the adventure runs smoothly. That includes rule judgment and rule arbitration from time to time. The GM has to step in and arbitrate the rules in ANY role-playing game, from the Hero system to, say, Everyone is John. If you want a rules system where the GM doesn't have to arbitrate any rules, then it's time to retire from role-playing and switch to board games instead. I'm not trying to be snarky here, as there are a lot of great board games out there. What I'm saying is that a role-playing game gives players the chance to do anything they want in any way they want, and it's just human nature to want to game the system, even a little bit. So developers have the same problem GMs do, only exponentially harder. They're trying to create a system of rules that can't be exploited or broken, but they're trying to out think hundreds, if not thousands, of players. I appreciate FFG stepping up and saying that the GM does need to use his or her best judgment and not let a player steamroll their way through the system. It's an admission that lets the GM know the kind of decisions he or she will have to make over the course of a campaign.
  16. Personally, I like OneNote. I've been using it to keep all my campaign materials straight, minus the maps, which honestly isn't that important to me. However, I would recommend it. It's also got apps for the iPad and iPhone (and probably other smartphones and tablets, but I'm basing it on what I know).
  17. Good point...Here's the thing though--according to Wookieepedia, the right glove was a Mandalorian crushgaunt fitted around a Sith Amulet, which was apparently done to increase Vader's grip strength. Wookieepedia also states in the "Limbs" section that "His mechanical appendages provided him with more strength than that of an ordinary man. He could adjust the servodrivers and pistons in his forearms to provide his hands with enough strength to crush nearly anything they could grasp. With the power of his arms alone, he had the ability to lift an adult being off the ground. When put to use, his mechanical legs would allow him to leap a considerable distance." http://starwars.wikia.com/wiki/Darth_Vader%27s_armor?action=edit&section=4&editintro=Template%3ALegends_editintro Granted, all this is in the Legends section, but it's what we've got to go on. Having said that, Dono, you do bring up some good points--how do you express this in game terms? Using Enhance is definitely a valid way to play this out, but I'd have to go with the cybernetic enhancements for simplicity's sake. Using Enhance could mean that a statted-out Vader might not be able to use the ability if he needed to--unlikely, but still possible. As far as the substandard materials Palpatine used, I think I might fit those into an Obligation, something like 10 or 15 points of Maintenance. When they come up, Vader needs to get his cybernetics serviced. It doesn't quite cover how Vader's cybernetics affect him, but I think it gets the job done.
  18. I think he could be Charmed, as in you could get on Vader's good side. I think with ranks in Cool (and Cool is a Presence-based skill, which Vader must have about 4 or 5--come on, he's very imposing!), Vader won't be easy to Charm, but Charm doesn't mean Vader falls in love with you (which, given previous relationships, would be VERY BAD for the unlucky player). It just means that you get on his good side, as much as he has one. Sucking up definitely qualifies as Charm. So does trying to impress Vader with your professionalism or competence.
  19. Hmm...I have to disagree with Donovan on this. I think Vader's limbs shouldn't be just replacements. Granted, I'm looking at it from the POV of Palpatine, but still...you've got an apprentice with no limbs and badly burned. You want him to be a useful tool, so why wouldn't you give him cybernetics that enhance his stats? Having said that, I think 7 might be overpowered, but I would have no problem with Vader having a 5 or a 6 for Brawn. Agility...I'd go with a 3. He isn't that agile, and whenever we've seen him doing crazy stunts in the comics it's all been Athletics, which is Brawn based anyway. As far as a Force Rating, I'd give him a 4. Any more than that and he'd be impossible for Luke to defeat. I'd say Luke had a 2 or a 3 Force rating by the time of Return of the Jedi. Given the setup of Dark Side pips to Light Side pips, I think there's a good argument for saying that a Light Side Force User with a Force Rating of 3 would be a match for a Dark Side Force User with a Force Rating of 4. Certainly more than enough to Force choke someone or fling debris towards an opponent! As for the rest...well, definitely a Lightsaber skill of 5. Vader's a good duellist, and even one-handed he was a match for Luke in ESB. When he fought two-handed on the gantry, it was all over for Luke. I'd also give him a decent Cool skill. Vader can be intimidated by the Emperor, but most of the time he is in command, he is the most powerful person in the room, and he knows it. He's also got a pretty good Vigilance skill, although I base that on nothing more than how quickly he reacted to Luke trying to kill the Emperor in RotJ. Not too good, though, because Han Solo got the drop on him in Cloud City! I would say that Vader has no ranks in any Agility-based combat skills, so no Ranged (light) or Ranged (heavy), but I'd feel comfortable giving him a couple of ranks each in Brawl and Melee. He's a strength-based character, after all, and given how he lifted the captain of the Tantive IV up in A New Hope, he doesn't seem to have any issues with using his hands. Also, given how the Sith (in Legends) love their alchemically-strengthened Sith swords, a couple of ranks in Melee seems likely. I'd give him the Inquisitor bonus of two ranks in all Knowledge skills--while he hasn't been shown to have a lot of knowledge, I like this because it makes him as an NPC villain harder to completely surprise. If the players go to an Outer Rim planet that has acid geysers, it's good to have your villain be able to know that as well so your players can't point out that he'd get dissolved. On that note, I think Vader has a Cunning of 4. Throughout the original trilogy, he's setting up traps, coming up with strategies and at least knowing who to hire to ensure he gets what he wants. Finally, he's maxed out both Piloting skills. Some people might disagree, but Vader at least has Piloting (Space) maxed out. You could argue that he only deserves a 3 in Piloting (Planetary), but I'd give him max ranks not only because when he was a 9-year old kid he was Podracing, which strikes me as an activity that he would probably have to have had max ranks in Piloting to win, but also because it fits in beautifully with Vader's overall theme. Vader's a good pilot, and as a GM I think it'd be fun to see the look on PC's faces when they discover that he is just as formidable in atmosphere as he is in space. I might also give him 3 ranks in Mechanics to represent his former life as Anakin. As far as Talents, I'd draw from the Warrior class exclusively. Nothing else really seems to exemplify Vader's path, and all three of the Specializations seem built for him--Aggressor, Shii-Cho Knight, and Starfighter Ace. Edit: After some consideration, I need to retract my statement about having no Agility-based combat skills. He's got to have some ranks in Gunnery. I don't know that he has to has max ranks in it, but I think at least a 3. He can lock on to an enemy fighter and do enough damage to destroy it. He doesn't need to have max ranks in Gunnery (although maxing them out would be appropriate to his threat level), but he does need enough to make sure he's going to hit what he aims at.
  20. Well, why can't you have it both ways? When Palpatine becomes Emperor, he's in Imperial Palace. With renovations, it grows and grows until the Jedi Temple is annexed. Palpatine gets good press for having a rotted burnt-out husk of a building renovated in a bout of urban renewal, and it's a great publicity coup, too--the temple of the Jedi, those Imperial traitors, has been incorporated into the hub of the Galactic Empire! Everyone wins! Of course, for Palpatine, this is an excellent opportunity to study all of the material the Jedi have amassed throughout the centuries, and it provides an excellent excuse to have armed guards at all times--which is why Starkiller had to face off against so many Royal Guard variants in Force Unleashed. Now, Palpatine probably doesn't do much in the way of actual renovation. Why would he? He probably just seals it off, and picks through the Jedi archives at his leisure. No sense in having an underling do that, except possibly for Vader. It wouldn't make sense to have one's potential rivals get too strong, after all. So he probably goes through it himself. The temple falls into disrepair, and by the time the Emperor gets tossed down the shaft by Vader, it's not really thought of by anyone outside of the die-hard Imperial hardliners as part of Imperial Palace.
  21. You know, there's a lot to process... I could see the FFG SWRPG system be turned into a generic RPG system, with a broader set of skills and a number of different specializations that, at least in the core rules, could be generalized, with sourcebooks for different genres, like western, horror, fantasy, sci-fi, etc. Granted, if FFG's present approach is anything to go by, we could see a ton of separate games that all run on the same mechanic. FFG Sci-fi, FFG fantasy, FFG mystery...there would be so many copies of rules, skills and talents that everyone could reference the same rule in a different book and get the same answer! Anyway...I think one of the nice things about RPGs is that there are different systems for every taste, and I think all of them have something to offer. For instance, Call of Cthulhu by Chaosium is a much different beast than any version of the SWRPG. It's slower, built on research and exploration rather than all-out combat. Also, combat against any of the Great Old Ones, Outer Gods or their Servitors is generally very, very bad. Also lethal. Veteran Star Wars players should be full aware of this. I have a huge library of West End Games' D6 system, and I have fond memories about running it, even if my players eventually got so powerful they could shoot a blaster bolt down the barrel of an AT-AT walker's side gun or move space transports with the Force, among several other things. The d20 version was...very D&D 3e at first, and I have to admit I don't know of anyone who really liked it. However, the Revised d20 system I thought was great. Characters had limits that they didn't have in the D6 system, but they could do some interesting things with feats, and each class had enough cool stuff it could do that no one really got bored. Of course, then there were the prestige classes to really make players feel special...and to let them know when an NPC was a serious threat. It wasn't perfect, but I did like seeing my players worrying about making saves and their hit point totals. Granted, it wasn't perfect, the Vitality Point/Wound Point split never really worked, in my opinion, and Reputation system was so cumbersome most people just didn't bother with it...although one of my players used it to get a co-pilot and mechanic for the group's ship. Then came the Saga system, which...well, honestly, I really didn't like it. It was too minis-focused, for my taste, and while it did have some good parts, overall I was unimpressed. It tried to fill two niches and failed at both of them. You absolutely couldn't play it without minis and a gridded map, and the skills were so rigidly defined that thinking outside the box was pretty hard! I still remember when my players wanted to kludge together a makeshift bomb and use the Force to move it towards a Sith Lord. There was no mention of how to use something like Demolition or Mechanics to do something like that, and no guidelines on improvised weapons. It darn near derailed the game for that night. Having said that...I loved the idea that you could customize your character with Talents and Feats, even if it was hard to distinguish between the two. Saga also made the Feats mean something, and I have to admit the approach they took to multiple attacks worked quite well. Now we have FFG, which is radically different from any of the other games which came before it, yet still has elements of all of them. Destiny Points, for one. Talents, for another. Heck, even the current Force power design has echoes of the d6 and d20 versions. My point is there are a lot of systems out there, and a lot of them have at least something to recommend to them. Even famously quirky systems like Palladium RPGs can be a lot of fun, and it's worth getting to play them at least once.
  22. I've been trying to come up with a way to handle mental obligations, since I've got a couple players that have them and after a year or so, the results have been...lackluster, to say the least. Player one has the Addiction Obligation. That's not too bad--he plays it for laughs, and since he has to arrive late thanks to work I usually say it's because he's stoned out of his mind on some spice or another. However, when his Obligation gets rolled, there's usually not a lot of drama. He gets the party faces to make a Streetwise check, bargains with the pusher, and then selects something reasonably non-threatening to indulge in. It's fine, but it's also kind of routine. Player two is Dutybound. He follows a particular warrior's code that says something along the lines of, "never attack first." Also fine, except for the fact that when his Obligation is rolled, he's clever. He won't attack until someone else attacks, but he's pretty skilled in drawing someone out. Both of these Obligations have really lost their luster, so I'm trying to make things more interesting, not to mention give them the sense that these Obligations are things they are living with and trying to control, not just yawning when they come their way. To that end, I've come up with a couple things: With Player One, I'm going to work on the Addiction angle. He says he's addicted to everything, so the next time his Obligation is rolled I'm going to give him a craving for a very specific kind of drug, giving him Setback penalties until he can get his fix. It's also going to be uncontrollable, so he'll want to spend as many credits as he can to get the drugs he needs. With Player Two, I'm going to up his Dutybound Obligation to the point where if his group does anything to provoke combat, he's going also get Setback penalties if he participates. He feels somewhat responsible for them anyway, so I'm going to play up that angle. Having said that, they can attempt to beat or cancel out these urges they have. When their Obligation hits, I plan to allow them to make a Discipline roll against Daunting difficulty, but only if they spend a Destiny Point to do so, and adjudicate the results as if the players had rolled a Fear check. The way I see it, they're trying to fight against their own natures to do so, and so it should cost them something. If they can make their admittedly hard Discipline roll, then they can reduce their Obligation by one. I'd like to hear some other GMs' thoughts on this. I've struggled with how to run mental Obligations for a while now, and this seems like a good way to handle it. There is a cost, but I think it really represents someone having to reach deep inside themselves and succeed against their own nature, which fits in with the heroic nature of Star Wars.
  23. I would say, for a noob GM, the best way to plan adventures is to a.) keep them simple and b.) crib shamelessly from anything. If you're here, you've at least seen the original Star Wars trilogy, and you've probably seen the prequel trilogy as well. Just based on that, you can crib a few storylines. Have the PCs do some smuggling runs, perhaps. (Smuggling for the Rebellion is strictly optional.) Or you could have a bounty hunter who hounds the PCs for some unknown reason and the PCs either have to beat the bounty hunter or get him/her off their backs. After that...as copperbell mentioned, Leverage is a pretty good show if your PCs are interested in thieving or running scams. For straight-up smuggling, I'd recommend watching the anime Black Lagoon and applying the lawlessness of it to Star Wars. However, what really makes Star Wars special to me is how it can combine with pretty much any genre out there while still retaining its own flavor. You can do a hong kong action movie-style adventure that has the PCs fighting their way to their ship and throwing in gunfights, and car (speeder) chases. You can also use the players' Obligation to craft a storyline. Most obligations have a little backstory to them, so if someone has a bounty or is in debt or has a responsibility to a lifelong friend, bring that up. Have the PCs figure out how to make a huge downpayment on the debt or evade the bounty hunter or help that lifelong friend open his new bait shop on Mon Calmari. At the beginning, though, keep the plot simple. Don't try to get too intricate at first--a shootout in a docking bay with some swoop gang members is plenty exciting--you don't have to have minion groups with different numbers, some Rival-level NPCs and a Nemesis NPC when you can just have four or five swoop gang members trying to steal the cargo for their own. Having said that, read the GM section in the EotE book. It has some great guidelines for creating adventures and running them. Finally, don't be afraid to not be perfect. You will make some bad calls--it's the nature of the beast. If you do make a bad call, just admit it and move on from there. You'll have plenty of other chances to adjudicate dice rolls and determine what NPCs are doing. This is a pretty ground-level approach, though. The biggest thing for you to consider is how much fun you're having running the game. If you're like me and most of the posters on here, you'll find out that you love GMing. It's very rewarding--you get to come up with the stories, you set the tone for the group, and you get to wear many hats. Everyone else is playing one character, while you're playing an entire universe of characters! If you do get bit by the GM bug, there are a LOT of resources out there. Explore, have fun, and use any helpful advice to hone your craft. Good luck!
  24. Okay, so...I think everyone has had to deal with late or no-show players a few times, but I think this is a special case. I've got a campaign that I run online that has anywhere from 6-8 players. Here's the thing, though--we're in different time zones, so we game from 8 pm to 11 pm EST, 7 pm to 10 pm CMT. There are also a number of issues that keep about half the group away at the beginning, mostly erratic work schedules to putting their kids to bed to having to wrap up a night class to simply having a crappy Internet connection. So if we start gaming at 8, then by roughly 9:30 everyone is there. That leaves about an hour and a half where everyone's there. These people are friends and family, and they've pretty much all said they'd like to join right when the game starts--it's just that real life gets in the way of that. By and large I'm sympathetic, but it brings up a problem. What do I do in the beginning with the 2-4 players who show up on time? I don't want to give them something they can't handle, which is hard if they're in the middle of an adventure, especially if I wanted to end things on a bit of a cliffhanger the last time. I've been trying to get away from that, but sometimes it's just what works in the session. At least one player has the Addicted Obligation, which works because his PC is usually in a stupor for the first part of the session. With the others, I'm not really sure. Does anyone have some thoughts as to what to do with a fraction of the group? Has anyone had to deal with this before? Thanks.
  25. Okay, Necrovoker, there is a lot going on here. I think a large part of it is your friend, but honestly I don't think I can blame him that much. Who among us hasn't created one or two PCs who we don't really want to acknowledge anymore? I know I've got at least one D&D Ranger who was, shall we say, somewhat influenced by Vampire Hunter D... However, I'm not sure that holding out on XP was the best way to go here. Let's face it--XP is the lifeblood of a character. Players can live with inequality in their equipment, and they can even live with one player getting the spotlight in a session more than the rest. Cut them out of XP, though, and you have a fight on your hands. Let me first echo what other people have said--your friend really needs to learn to communicate better. So he walks out and, honestly, was a bit passive-agressive in how he handles it. That's on him. On the other hand, here's the thing--players circumvent the will of the GM all the time. The old saying, "No adventure survives contact with the players" is out there for a reason. Your player had the right to fly off if he wanted to, and he had the right to get XP for being there and playing his character. You talked of railroading the players when Jamwes said to break their ship. How much more are you railroading players if you give XP only when they do what you want them to? If you say it's frustrating, I agree. However, improvisation is an integral part of every GM's toolkit. If the players go completely off the rails and the best you can do is dock them XP then you may want to reconsider being a GM. That doesn't mean there aren't consequences to their actions. Edge of the Empire allows for PCs being self-serving and backstabbing, but there are consequences to their actions. If your problem player was the only one that bailed, then fine--he gets to try to sell the cargo. This could work out well for him, but perhaps the Hutt who wanted the PCs to check on the mine is a little upset that he bailed--add some Obligation in the form of either debt or a favor. What about the buyers? People who buy stolen cargo are not usually the greatest people. What if they double-cross the PC? There could be a huge adventure that spins out of that. The bottom line is this--you need to let the players do what they want to do. If them doing something would wreck the adventure you have planned out, you may want to deus ex machina something to force them back on the path, like countless horror movies have done with wrecked bridges, paths that lead nowhere and isolated cabins in the woods. If you're worried about that, don't be--most of the time, players can't tell if you're deus ex machina-ing them. If they can, they're at least willing to play along.
×
×
  • Create New...