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About Endersai

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  1. US Corporations, sure. The MBA you get from a US business school is all about shareholder ROE. But outside the US, less so.
  2. It really depends on whether this is the actions of FFG management, or of their parent entity (Asmodee)...
  3. They're munchkins. Used to be kids who played KOTOR and "I am a goodie Jedi but I want to use froce lightening but its goodie ligthening so i am not dark side". Given they were weened on the prequels, we need to remind them of the Qui-Gon TV spot, in which being a Jedi was a "hard life".
  4. The sequel trilogy will get an era book of considerable size, though. Because as terrible and greedy and myopic as it was, Battlefront II nonetheless had a single player campaign story that underpinned the rise of the First Order and laid foundations for the stormtrooper baby farms Finn spoke about in Force Awakens. Coupled with some awkward prose novels (Wendig ones) and the Resistance TV show and there's a 30 year ish period of time for FFG to cover the rise and fall of key factions, as well as plot points for how the players exist in those times. There's a lot of opportunity here. New era book. New adventure module. Maybe a new career and splatbook.
  5. The description of the bioroid made me think of the BR2049 short "BR2036: Nexus Dawn", for some reason. Also those guns look inferior next to the selections in GM Huzz's sci-fi armoury.
  6. I thought Teemo was in one of the Edge supplements, and there's a generic Hutt crime lord in the cards. I'll have a look when I get home - I don't distrust you or anything, I use the cards often and am doing that annoying "wait, do they? Don't they?" loop in my head right now.
  7. I offer you the chance. (You didn't say it had to be an official offer!)
  8. I am having a senior's moment - they did? Who were the named?
  9. I saw generic NPCs and named PCs - so basically, Adversary Decks + Dawn of Rebellion/Rise of the Separatist stat blocks collated in one source. But on re-reading you could be right.
  10. Except the issue is - the appeal of Star Wars is that it was basically people, ordinary people, doing extra ordinary things. Forget the whole "Chosen One" nonsense - Han, Lando, Jyn, whomever - your PCs could be your campaign's version of them, as you didn't so much interact with the movie as have your own "movie" in the Star Wars universe. Only, when they brought these stats out, the stat lines were all 5/4/4/4/3/3 which is so far outside the reach of players even with several hundred XP invested going for nothing but Dedication-offering talents. So basically, the statted NPCs in Dawn of Rebellion segregated the line between IP characters and player characters in a way that said the latter would rarely, if ever, be able to call the former a true peer. It was disappointing, and not quite a core promise broken but certainly a change in tone from a company whose position was that these sorts of stat blocks are a distraction and unnecessary as the PCs are the big heroes. And on reflection, I feel like the best use of a book containing adversaries and allies would have been for FFG to create unique adversaries and allies based on the existing rules (rather than setting a minimum number of 5s and 4s in heroic statblocks) and present them with sample scenes or adventures to introduce and run them in. I don't mean, per the page shown on the FFG site, a generic barabel bounty hunter but a named barabel who can be integrated into campaigns. The adversary decks in effect do this for generics - they're a quick reference guide for social and martial combat encounters. But adding their own lore to their game (and confusing overzealous Wookiepedians about the canonicity of these characters!) by giving you a set of, say, a named Rebel and Imperial ace who are long term adversaries and rivals and whose rivalry can be inserted to your Age of Rebellion game as a plot point? That would be more useful than knowing the stats of people who died at Scarif in the years before my campaign takes place.
  11. Agreed. They used to talk about the lack of stats as a positive, as a strength of the game - it just distracts PCs into trying to kill famous characters, they're never fully accurate etc. Then they started, and it's just... yeah, I'm not thrilled about this. EDIT: I hope it's filler ahead of some sequel trilogy books (post Episode XI) and not, as @whafrog says, the end of the line (though whafrog I agree, this is what a book like that signals).
  12. Just scrolling through this thread again and saw this; ironically that's a 1978 Porsche 911 SC!
  13. There's a couple of good video games recently that you can mine for inspiration for this setting: Hitman 2 - I'm a Hitman fan from the very first title back in the day, so when the rebooted series came along in 2016 and did away with Absolution's bitter aftertaste, I was delighted. 2018's Hitman 2 is basically Season 2 of the original, and that's worthy of zero complaints. What does this offer GMs? Each mission, each assassination or set of assassinations, is its own sandbox. The demo level takes place at a-WEC style race in Miami, in which the target is a team owner and billionaire, and his LMP-1 racing daughter. You need to infiltrate the event and dispose of your targets, and there are scores of ways in which you can do this. It shows GMs the way to sandbox a modern adventure so that the adventure objective isn't tied to a written adventure path by the GMs but rather, with the narrative dice, an evolving story that creates side quests and unexpected turns. Phantom Doctrine - An X-Com esque turn based Cold War adventure, Phantom Doctrine sees you as a KGB or CIA officer who, with the help of his/her fellow agents, tackles a shadowy conspiracy launched by the Beholder Initiative. Turn based infiltration and combat missions sit side by side with a cork-bork clue analysis game and world map strategy game. And let's face it, if giving your spy a nice suit and a Walther PPK, silenced, is an option you'll always take it. What does it offer GMs? To me at least, shadow organisations are a bit silly and belong in an earlier decade of spy fiction, which is good for PD as it's set in the 1980s. The only exception, to me at least, is Quantum from the first two Daniel Craig 007 films. But this offers you a way to show a shadow organisation, different types of missions for players, and a hub/base type setup. It's also just good atmospherics - offices with big desktop terminals with small screens, Mk I Volkswagen Golfs and W116 Mercedes Benz models parked in streets - it really helps set the scene. But the idea of seeding out clues to your PCs and having them pin them to a board and draw a line between them to unlock new intel isn't something I thought of, in this digital age, and it's a fun activity to immerse the players in the pre-digital intelligence world.
  14. A horror episode, just in time for Mark Latham's One Nation seat in NSW. Well timed!
  15. This was a fantastic episode, thanks to you and Mick. Bloody ripper.
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