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  1. I am planning on doing what the OP wants to do as well but after skimming over the adventures I am changing the order. I'll start with Lessons from the Past and follow it up with Hidden Depths. At this point I would run Mountaintop Rescue and Lure of the Lost. I will be tweaking the beginner's box stuff so it would probably end up being tougher than it is as written. I think starting with Lessons will set things up better by having the players start by searching out Jedi lore and dealing with the threat of being discovered by the Empire. Then while they are on their way to Phemis in Hidden Depths they can work on constructing their lightsabers. They'll have them for final battle in the adventure. They'll have them for the beginner game adventures which I think is appropriate because they'll be facing dark side users and doing more heroic things. It would also be easier to adjust the rewards in Rescue and Lure than it would be for Hidden Depths (at least to me). I figure they can scrounge up some lightsaber mods in the temple or something. I'll probably have them use the temple as kind of a home base. Even though I will be introducing the adventure later, I will most likely use Hethan Romund from Mountaintop Rescue as a way to bring the players together. I will either have it where she introduced the characters to each other beforehand or run a few scenes where they are introduced. Basically she will send the players off to meet Ashur Sungazer who she knows. She will tell them she is looking into a promising lead and wants them to help Ashur in the meantime. At the end of Hidden Depths the players will be alerted to her being captured. Depending if I Chronicles of the Gatekeeper is out by then I may use it or follow up with Lost Knowledge.
  2. When I start the campaign i'm planning right now I will most likely reduce the per session xp I give out. I had been giving 10xp for a 2 to 3 hour session. Problem with that is we don't always get a lot done. What I think I will do now is give 5xp for sessions where a good amount or significant events took place in. I will off set the lower per session xp by upping the amount I give for completing objectives. Overall I will be adjusting how I do xp over the course of the campaign until I find a good balance. I have been discussing this with my players so this won't be a surprise for them.
  3. I wouldn't be afraid to split the minion group mid fight. During the turn they split I would just have them use the same action/maneuver pool. They wouldn't get their own set of actions until the next round. I would probably also put them in the initiative order either right after the original group or just stick them in at the very bottom of the order. I would probably do the very bottom of the order in my games. For the purposes of targeting the now split groups i would treat them as separate groups after they split. That could give the splitting group an advantage but it could also put them at a disadvantage too. Depending on the situation it would balance out.
  4. One thing I love to do is to use destiny points to influence the narrative. It is too easy just to use them to buff checks and all of that. As a GM it is a great way to justify throwing a wrench into the works. It also shows the players another way to use them as well. One example I can think of is if the group were moving down a busy street. They're wanted by the imperials but they aren't being actively searched for and aren't easily known when seen. There is a patrol of stormtroopers nearby but they aren't looking toward the group. I could as GM just say the troopers turn and look at the PC's but since it was a spur of the moment thought to create the encounter I would use a destiny point. It could be as simple as a PC kicking an empty can on accident as they walked. It gets the troopers' attention. Then what plays out could be the face of the group BS'ing their way through it or a fight breaks out. Another piece of advice that comes to mind is let another player play as the PC whose player is away. At the very least have them do that for combat. Since the character is a droid and a pilot it would be easy enough just to leave them looking after the ship. If the player is going to miss a lot of sessions you might want to stat the droid out as an npc. It would be easier for another player or you, to play as them if they weren't a full blown PC. I would just avoid trying to play a PC as the GM. You can use the effort it would take to play the PC and put it into the story and characters the players come across.
  5. Definitely been a while since i've seen Talespin. I had forgotten about that. Haven't seen Tales of the Gold Monkey though. I'll have to check it out. I'll definitely have to lift some stuff from those. Ideally with all the trade goods and what not I won't be using any specific charts. Mostly what I hope to have is info that I can draw upon to give to them when they do knowledge checks. Speaking of charts, I was thinking of creating some encounters that I could toss at them on occasion. While traveling in space they might get attacked by pirates or run into some type of space hazard they didn't expect. I could roll and see what pops up when certain criteria is met on their travels. I was also considering making some of them have a bit more weight to them. Create a few that give them a chance to make new friends and enemies. For example they might make some good contacts if they decide to help a disable freighter. I've done a bit of the random encounter stuff in D&D in the past but really haven't messed with it in EotE. Mostly i've run published stuff from FF supplemented by a bit of my own. Hopefully tonight our group will be able to get together and I can pick their brains before we start our current adventure.
  6. That is what i'm trying to find and come up with right now. I'm hoping to scrounge up info on what different planets make. At the very least just guess on what kind of goods they'd import and export. I'd also try to factor in outside reasons for why the need certain goods. Stuff like a rise in pirate attacks making a planet or system want more starship parts and weapons.
  7. I actually have been thinking of firefly when reading up on this. We haven't made characters yet but I do plan for them to fully flesh out their backgrounds and how they relate to each other before we start. I will only be playing with 2 to 3 players so I won't have to worry too much about people pulling the story in all directions. Also, knowing my players they will get their characters into trouble so I won't have to worry too much about it becoming boring. Mainly I want to use the trading as the reason for them to be moving around and their main way to make money. I imagine they will run afoul of customs agents, law enforcement and other government types as well as the underworld during their travels. Hopefully that will help it not become boring. I do like the idea of using threat and despair to add in the element of parts breaking. I guess I could tie in astrogation to determine when those checks would need to be made and how many in some cases. Maybe create a list of parts of the ship that could be broken, and roll to see what breaks.
  8. I recently had a player tell me that he would like to do a campaign where the PCs were traders, where the focus of the adventure was making money by trading. I told him I'd be up for it if I could figure out how do it well. So here I am. I've read through the core book section about trading. Using that and wookieepedia I imagine I'll be able to give them destinations to go and have some idea of what trade goods they can buy. However I would like to expand beyond just that stuff and after searching the forums a bit I haven't come across anything I could use. Since traveling will be a big part of the experience I want to make the cost of travel a bigger deal than I usually make it. I want them to have to pay upkeep on the ship beyond repair of battle damage. I'd also like have some type of system that simulates parts on the ship breaking. Parts failing due to normal wear and tear. At the beginning I want it to feel like things are held together by duct tape and bailing wire. Fuel may also play a bigger role. Overall I want to give the players a lot of freedom of where they go and what they do. I'll have npcs that may become allies, rivals, or enemies. I want to create those in response to what the players do. I'm open to any and all suggestions. I'm sure there is stuff i'm not thinking of that would add a lot to things.
  9. With this system its definitely a lot easier to let the party split up. I've had it happen a few times with the current group I have. However I won't always adjust fights if it makes absolutely no sense for me to do so. I had a player decide to confront the crew from a ship that was in the middle of stealing a droid they were supposed to meet. He was cocky and opening fire on them. He was promptly shot up and left bleeding on the group. The crew stole his favorite gun. (He'll get the chance to get it back.)
  10. I would just do some athletics checks, give some setback dice on the check if they are over encumbered. If there is a time limit i would just figure out how many check should succeed to make it to the ship. If they fail they could take some strain and of course not make progress. With the amount of stuff people can carry I usually take into consideration how they are carrying it. If it would make sense in real life then I probably let it go. With this system I've found that if i try to handle a situation that starts requiring a lot of math then I probably need to rethink my way of doing it. Its best to just do what makes sense and is fun.
  11. I agree with most of what has been suggested (i.e. use most starting xp on characteristics, etc.). I'd definitely encourage your group to do a session just where you figure out how your characters know each other and how they got together. If they don't know each other before the beginning of the first sessions you should figure out why they will be getting together. This will also give you GM some great stuff to help pull your characters into whatever adventure they have planned.
  12. On the chart there are two options to grant boost die to characters. One is to the next PC's turn and another one that allows you to give a boost to anyone. So you could technically give the next PC 2 boost on their turn.
  13. 141 is the first place on the chart that will directly lead to character death. Without any critical injuries you would need to be shot by a disruptor rifle to get you to that point in one hit (plus a high roll on the crit chart). In this system death most likely won't occur unless the players are very foolish or careless.
  14. I run mine where the base encumbrance is like how the OP describes. However I probably use it a bit looser terms than they do. Basically items and weapons that can't be stored inside a backpack or belt count against the base encumbrance. I do allow them to use base encumbrance on stuff that is stored in pouches. I also have it where the PC's can utilize multiple belts. I would allow two belts around the waist if one was used as a holster and the other like an ammo belt. I'd also allow two bandoliers across the chest. The belts could also be used as a sheath for melee weapons. I have also allowed players to use more than one backpack but the extra ones were redone as bandoliers or belts that only contained a certain thing. Two examples would be extra power packs for blasters or a belt/bandolier for grenades. Those would be the only things that could be stored in those. If they players can justify it I don't have a problem considering it. I do also remind them that they may not be able to wear all the extra stuff in all situations. A bandolier of grenades would probably be frowned upon at a dinner party.
  15. One way I control players making multiple checks on the same thing is using threat and advantage. I really like doing it this way because it takes the problem of me saying no away. The players dice are making the decision. For example, negotiating. The player rolls for negotiation on the price for something. They make their offer and roll. They fail the check but also roll 4 advantage. I would rule this as they didn't get the price lowered but the shopkeep was impressed that they'd actually try to negotiate that price. In that case I would allow another roll. Of course if they failed and rolled threat that would be the end of it. He wouldn't negotiate with anyone associated with the group. If they were examining a footprint to try and determine species I would have the threat generated cause them to damage the print to a point they could no longer examine it. If they were searching a room for something and failed the check but had advantage I might tell them they found nothing but your character has a gut feeling they missed something and allow another roll. I also don't always make it an exact reroll. Depending on the situation the difficulty of the check might be increased or upgraded. Setback dice may also be added. Overall doing it this way places the reasons why they can or can't keep doing checks on the players themselves. On my checks it also gives some good narrative fuel for me as the GM.
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