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Funk Fu master

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Everything posted by Funk Fu master

  1. Hi all, So continuing on from my rambles over in the SW GM forum I have since switched settings and therefore crossed to Genesys for our travelling RPG whilst on Holiday in Europe. I will be using @GM Chris harry potter setting I will be running welcome to hogwarts for my wife and 6yr old daughter, where they will be beginning as first years, set only a couple years after infant harry first defeated Voldemort. Character gen will be our first session, and done narratively. and I am thinking a bit reversy-styly. Step 1: Shopping and wand selection at Olivanders: this is where the two will meet. Step 2: Chatting on the hogwarts express: This will give a chance for them to develop there back story, motivations, and pick their career Step 3: Sorting hat - where they get housed (archetype). I have stolen some of the questions from the pottermore website After this, I will run some first lessons in different classes to teach them the basics of using magic/flying etc And now I am stumped. So now I am asking on you dear GMs, to throw my my way any ideas/ scenes/encounters that would fit this setting. I would probably see only running this an hour or two at a time (6yr old attention span) She has read up to book 2 in the series, and plays at school with others who have read more, so is aware of the over all concepts of the universe. Should I even develop a big bad, or maybe just a couple of annoying bullys from Slytherin and keep it episodic Anywho, will keep a running log on how this progresses over the 3 weeks, and will put together a a recap and travel guide for others who want to attempt mile-high rpg
  2. Well genesys is the same system as star wars, just stripped of the SW setting, and made a universal system to make your own settings and universes
  3. Thanks for all the advice from everyone. We are going down a slightly different path, and giving GENESYS a crack, with @GM Chris's Harry Potter theme. Little one has almost finished the second book in the series and plays it at school with her friends all the time (to the point where she spoils the books for herself). So I picked up the core rulebook, the Setting from D20Radio and a few other resources, which I Will print out in A5 and get some little clipboards to match. I like the tweeks they have done with talents and GMDaves method for magic seems very elegant. @KRKappel thanks for the advice in regards to char gen on the plane as first session. The setting leads excellently towards doing a narrative based character build. I will be setting it as first years attending Hogwarts, 2 years after Voldemort is first defeated by baby harry and the school is getting back on its feet after the war. This way I do not have to make up all new Professors and other characters as much. Chargen should be fun, I will have the 2 girls meet in Diagon Alley, where they can generate their first wands (and maybe pick up a pet). Then on to the Hogwarts express where they can chat about what they want to be when they grow up (pick a career). Finally on to the sorting hat which will ask them a series of questions (which I stole from Pottermore) to sort them into their houses (picking archetypes[species]) A week to go, this should be fun!
  4. Pharmasist is arguably one of the most powerful and vital characters. Its the only ability I have seen that heals physical damage. Sushi chef is also excellent at staying alive away from camp Yes. Scenerio 5 is competitive and you can attack each other
  5. I have found so far in the 4 games the wife and I have played, that if you don't cooperate, you die. you seriously need to coordinate your actions and ever dwindling health in order to acheive the objectives. That being said we haven't played the 5th, competitive scenerio yet. that may change.
  6. Yes. As there is still a lot of randomness to each play. We have played another two games, scenario 2 and 3 (3 is badlands). I died in the second game but we acheived the mission. We were both wiped out in the third game. The badlands is quite different to the desert, which is good. And we are getting the undertones of a connected subplot between everything. I can see us playing this a dozen times or so, and then looking to swap our box with someone or buy another pre-opened to get different biomes. I can also see a market for expansions that give new biomes/scenerios/encounters. Our biggest gripe now is that the landmark numbers are fixed to the board, and so are repeated. If there was a randomness mechanic to it it would aid in replayability.
  7. Ok quick first impression after first game...(2 player, desert, scenario 1) I don't know if I like it or not.... The encounter and theat cards were fun to draw and read, but the chain reaction encounters (draw this # card, then draw thus # card, were cumbersome) The lethal combat was...weird. you just kept rolling until you or the threat died. Other monsters were fun through. The cards, map and symbols seemed tiny and hard to see for my (bespectacled) wife Night time was alreadys dreaded, which was fun. But we both still want to play the next scenario to see where it leads, so thats good, right?
  8. I picked up my copy of the game today. I scored Desert and Badlands. Thematic for linking up the games. Not very varied in topography though... Oh well. Good excuse to buy our friends copies for xmas
  9. Beacuse I don't own and/or play AH with my group and have know idea what a GOO is? But the point is you know who all the investigators are beacuse you own them too. I don't know who my survivor will be at my friends house until I sit down and play ther copy
  10. I have all of them. I am trying to avoid bringing any physical components though beyond character sheets
  11. Righto, I just pre-ordered. What appeals to me is the fact that my group can play this at my house and have one experience, and then a few weeks later we could be at a friends house, pull out his copy of the game, and have a completely different experience with components that I have not memorised/stratagized and optimised. it will be fresh. It will be like as a kid going to a friends house and playing Lego. Yes you have a lot of lego, but so do they, and different lego. the mechanics are the same, but the experience and fun is unique! Also, I can see them releasing season packs. A new series of characters/biomes/quests that you buy one of to upgrade your game, and your mates buy another. it expands each game, but again keeps each one unique. Buying more than one will risk double ups though, until the next season.
  12. There is an entire printable campaign from the FFG website that follows up from the Whisper base beginner adventure Operation Shadowpoint https://www.fantasyflightgames.com/en/products/star-wars-age-of-rebellion-beginner-game/#/support-section
  13. Hi all, So this xmas period the family and I (Wifey - Regular player, and 6 year old daughter - loves star wars, boardgames, and has dabbled with kid RPGs) are treating ourselves with a VERY white xmas by spending 3 weeks in Finland and Estonia. I bit different to our usual sweltering 42*C in Australia. anywho, we have a good 50+ hours stuck on a plane to burn (read keep the youngling entertained) and I was thinking of developing a campaign for the trip to run. Obvious issues are space and noise. My thoughts so far are to use the dice app on the daughters tablet, and have A5 size character sheets with little clipboards. I have a surface pro aswell that I can use to run GM notes, and draw maps on. What is stumping me is a campaign appropriate to the age. Has anyone written/run adventures for younger groups. and are suitable for small (2 PC) groups. Alternatively would a pre-written published campaign be the way to go. Also, character sheets. best to keep with small paper prints? or would an IT solution work. Printouts would be fine to start with, but later on if they buy new specialisations, I would have to ensure I have them ready to go. That could work if I limit what specialisations they can choose from (I.E only one game series), otherwise I will need 120+ pages ready, just-in-case. This all takes up valuable carry-on space. Anyway. I welcome thoughts, opinions and ideas. Is this a feasable plan, or am I dreaming.
  14. Another thing that is encouraged, and within the remit of the GM, is to reward good narration. So yes, they can pass that boost. But if they describe what their PC is doing narratively, in character, with voices! you can easily throw another boost at them, or remove a setback, or make it an upgrade or some other reward (give mutliple players boosts due to their actions, stagger a NPC etc). This will encourage narration. Now you don't have to do it every time, and can ease off once the narration becomes second nature.
  15. Im not sure of the point your trying to make? yes she rolls 1Y. but the squad rolls 4Y with a blaster rifle.......
  16. Hi all, So in the game I GM, my wifes PC, a Diplomat-Analyst, has recently picked up a squad of Rebel Soldiers as bodyguard/Ablative armour. Normal squad rules dictate that they do not attack in combat per se, but can make a free attack when the controlling PC's attack role generates a triumph. (and they spend it on that) Ok, thats fine for combat oriented PCs who probably have a better role than 4Y from the squad, or a better gun than the standard issue blaster rifle that they carry. But what about the non combat PC. My wifes character has a pissy little plaster pistol, and only sports 1Y1G for shooting it. In character, her PC is more likely to be hunkering down or observing the combat and shouting orders to the squad, than shooting herself. So I thought of (and trialed last game) reversing the rule and her action could be the squad shooting under her advice , with any triumphs allowing her PC to also get a shot off (if she chose to, over, say, CRITING!) think Piggy from Wriath Squadron It didn't slow down the combat at all, as it was still only one check. She seemed happy with the ruling as it made her PC relevant to the battle. I also thought of her conducting some non-combat checks that utilse her Analyst talents/skills to observe/predict/deduce advantages to the battle, and if she generated enough success/advantage/triumph the squad can attack (with boosts/bonuses depending on her role). Is reversing the rule OP? does it break the squad rules too much?
  17. Also, don't be afraid to buy multiple beginner boxes. Expeccially for kids They are amazing value for the amount of stuff you get. Each one has a full dice set, plus heaps of maps and tokens that can be used for anything. I didn't buy a single dice pack, I just bought all 4 beginner boxes! And each one has an adventure with a printable followup campaign to continue each story. Each one has 2 more printable pre-gen characters too. I use the pre-gen character sheets (which are full colour and reusable) all the time for one shot adventures and teaching new players. I swap and mix them aswell, using Force users in Age of Rebellion and vice versa. This way you can try out each setting before you settle on the core rulebook you want (which is a big investment, I only have one (AOR) but I play with all 3 settings)
  18. oh ho, no, some were really bummed at the last minute turn of events (they thought the adventure was wrapping up and tea and medals all round) it was glorious (cue GM manic cackling) Ironically the force user is quite excited, as he will have the opportunity soon to unlock lightsaber skills and talents
  19. There is a bit a bit of confusion in regards to the stacking of ranged defence. Different sources of ranged defence that say "this gives the character a range defence of 1/2/3" do not stack. such as armour and some talents However sources that say "increase the range defence of the character byt 1/2/3 etc" do stack. such as cover, smoke/ ionised dust particles, and other talents So cover "increases" range defence, and thus stacks, whereas two bits of armour that have a ranged defence of 1 do not stack. So someone in armour (ranged defence 1) and in light cover would get 2 blacks. Wording is criticle. So to give a boost for someone out in the open is not neccessary, as that is the base state. The "ideal circumstance" that the purple dice on their own factor in. it would be double dipping
  20. Hi all, So I wrapped up episode II of my groups current adventure last night, loosely based on "Onslaught at Arda I" I have injected an Inquisitor to "deal" with our force using starfighter ace. So end of the session, Var Narek has captured the Senior Advisor, and the Inquisitor showed up to play with and capture the Force user. Team is left split, heavily wounded and without their pilot. My questions are, with a month to plan for the opening of episode III. 1) Inquisitorial torture: How have people dealt with this. I want the end result to be that the player has a greater understanding of the force (opening up the lightsaber style specialisations), but going down a dark dangerous path. Are there rules for torture? (I have cyphers and masks inbound in the mail) 2) Entire session (probably) split party. keeping everyone engaged while the other scene is playing out. tips and tricks please sex in advance for any and all advice.
  21. You also must consider, what is the point of your game. Is it to win at all costs, or tell and awesome story with memorable encounters that you will be telling your friends about for years to come. The golden rule. This is a "yes, and...." system. PCs can, and should be encourged, to do anything they want in this system, as long as they can justify the logic of the action to the GM. As to doing something that is covered by a talent they do not possess, I completely agree with what others have said. Let them do it, AND Ensure that their check is harder than what it would be if they had the talent. and also INFORM them that the talent exists and where they can get it. IF they start to abuse this, just incrementally increase the difficulty until it becomes unfeasable unless they buy the talent. but also record their successes in performing said action, so that if they do eventually purchase the talent (and specilalisation), you can reward them with a discount in purchasing the talent as they have already dipped their toe into its use.
  22. Sounds like a case of the GM as meticulously written out a in-depth and detailed story, and must ensure that the players bask in the glory of every carefully crafted description and line of dialogue. Easy trap for GMs to fall into, and I did that with my first few homebrew adventures. If he is not open to a direct chat about this, Its up to you as good players to take his on rails interactive novel so far off script that he realises that is not how to run this system. Thats how I learnt not to over script my adventures.
  23. Is it easier though? Erratas are currently out to change wording of an upgrade? yet they don't seem interested in errating points costs of an upgrade. whats the difference. Currently their system to change points costs on things, in either armada or X-wing, is a nebulous upgrade that takes up a slot and has a negative points value. that has to come with a physical purchase. Surely a live, interactive doc, in the form of an APP, is much more elegant. That way you can track changes on what is the current version of a ship/upgrade without having to buy anything new.
  24. We may be argueing semantics on version control, but I do not think so. X-Wing 2.0 is a new build for every ship, you can't use 1.0 ship templates, cards and upgrades, they are incompatible. What I am suggesting is just UPDATING points costs for ships and upgrades for balance. So that the app points cost are the authority over the printed card. Errated wording will also be added to the upgrades, but that should be highlighted when you pick said upgrade (reprints of errated cards do this too, just takes a lot longer). So Armada 1.0 ships are still valid in this model (call it 1.5), there points have just been updated and adjusted. I am not suggesting ship cards and templates need replacing/updating, as that will incur a much bigger change to the game system that is not required.
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