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CaptainRaspberry

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About CaptainRaspberry

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  • Birthday 07/02/1989

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    Acton, MA, USA

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  1. Just stopping by to say goodbye to the RPG team. They were lovely folks, always helpful when contacted for questions or playtesting issues. I sincerely hope they land on their feet. I'm definitely mourning what appears to be the de-facto end of the SWRPG line. I haven't been a big fan of the compilation books, but that hasn't stopped me from buying them and understanding why some people probably love them. If Starships and Speeders comes out (which by all appearances it will) I'll definitely get it. I was very much looking forward to at least one sequel-era sourcebook, and I hope beyond hope that it was in development and might still see the light of day. Unfortunately, I always figured this day would come. RPGs are a niche market among gamers, no matter how popular D&D might be in a given news cycle. At least we got a fairly complete game line out of the deal, with enough material that I feel confident kitbashing or adapting the system to whatever I need. Combined with what we got from Genesys, I'm looking forward to many more years with this game. I doubt I'll follow the license to another publisher, if that happens. So good luck, and may the Force be with you. If you'll excuse me, I'm off to spend my Christmas money to pick up the L5R books I'm missing...
  2. I've done this before with varying degrees of success. In general, my approach is an informal "sit around and chat" approach to character creation. We go through the process one step at a time and think out loud; I'll also feed my players some relevant details about my campaign. For example, if I tell them where the campaign will be starting (like a specific planet) and say each player should have a connection with it. Then, based on whatever the players come up with, I might do a quick narrative scene where they get the chance to feel out their character. As an example, using Edge of the Empire: Step one is choosing a background, so I would ask everyone to consider where in the galaxy their character comes from. Are they from an upper-class family that fell on hard times, or maybe they specifically had a fall from grace? Did they grow up in slums or the wilderness, where everything they had they fought for? Did they live an otherwise unremarkable life, except for one choice or mistake that got them in trouble with the authorities? At this stage, I encourage them to think as generally as possible, while writing down any ideas they have. Step two is choosing their Obligation, and that involves some specific thinking. With the general idea about a background, I ask them to think of what problems they might be facing. If nobody has a firm idea what they want their Obligation to be (which I describe to new players as "the part of your character's past they can't escape from, no matter how hard they try") I suggest picking two or three that sound promising, writing them down, and moving on. Step three is choosing a species, which is pretty straightforward already. I ask them to tie it back to what they thought for a background, maybe pinning down details about where they're from or what happened to push them to the fringes. Step four is choosing their career and first specialization, at which point I ask whether the character's previous life had any bearing on what they do on the edge of the galaxy, and if not, how they responded to their new situation—bearing in mind their Obligation, if they already picked one. Steps five through nine are all pretty straightforward, so we just go through one at a time. We spend more time on Motivations than any other single part, but I also have a house rule that makes Motivations more relevant in social encounters. I say that their first Motivation should address either where they came from in their background or where they hope to go, while the second can either address the other part of that or introduce something new and/or surprising about the character. We also hammer down any lingering details, like Obligation and anything they want to have written in stone about their background. (I tell them they're free to leave as much of their background fuzzy as they like, but anything they don't fill in with details I will.) So by the end, I've got a pretty good idea of who the characters are and what hooks I can include in the first session. And if the opportunity comes up to roleplay a little, I take it.
  3. No, what I said was that both Ahch-To and Ossus could be interpreted as the location of the first Jedi temple, under the reasoning that the term "Jedi" might have referred to discrete orders throughout history. So, Ahch-To might be the site of the first temple used by the Jedi Order that began 6,000 years ago, while Ossus (or Tython or Jedha or wherever, take your pick) might be the site of the first temple used by the Jedi Order that existed prior to that. Since we're talking about different Jedi Orders that existed separately, whether or not they resembled each other, both Ahch-To and Ossus can be said to be the site of the first Jedi temple. The question is only: the first of which order?
  4. Wait a minute. Your lord is letting you faff about in combat without a yojimbo you can boss around? Sounds like it's time for some protest-seppuku. In all seriousness, I think a Performance check would serve in that case. Your goal could be to agitate your foes and keep them off-balance, or else to pump up your fellow samurai—maybe by composing the battle poem in the moment. I think you could also make actual combat rolls, just from more defensive stances. (I'm AFB right now, so I don't remember if "Fanning the Flames" requires the Fire stance or not.)
  5. It took my group two sessions. We have five-hour sessions, which usually translates to four hours of actual gameplay. If you're thinking of adding on the "In the Palace of the Emerald Champion" online module, that took an additional three sessions.
  6. We've also seen that the Jedi Order has this nasty habit of being wiped out on occasion. It could be that this "Prime Jedi" was the Luke/Rey of that iteration, after some period of time during which the previous iteration of Jedi met their end and this person had to rebuild. Heck, there's reason to doubt that the Prime Jedi's iteration is even the same iteration that we saw in the prequels. To copy @penpenpen: "Ahch-To was the first Jedi temple. Ossus was the first Jedi temple. Both of these statements are true."
  7. That certainly seems possible, and it's definitely intriguing. I'd allow it. I don't remember reading or hearing anything about the clones being sterile. It would make sense from a certain point of view, and it would probably be a minor matter for the Kaminoans to make the change to Jango's genetic template. (Or maybe they didn't need to, if you think him wanting a clone for a son isn't just for his ego.) But I would also believe them just not bothering, or if you only need it for a specific character, maybe it's not an infallible process.
  8. Pretty much every specialization-focused book has tables like that, depending on the specialization. Savage Spirits has tables for wilderness, as does Enter the Unknown. I don't remember if Stay on Target's tables are environmental, or if they're related to using threats and advantages in vehicle combat. EDIT: Wait, I remember at least one table. It's about spending threats and advantages when flying in dangerous terrain, such as a pitched capital ship battle or in a dense asteroid field.
  9. There's no substitute for reading the rules, certainly. But if you're already familiar with the Star Wars RPG, you already know most of it. There's no change to what the symbols mean, and the dice even have the same distribution. You'll know the hardest parts of the system, including using advantages, threats, triumphs, and despairs. Instead, here's a list of areas where you can focus on the few key differences: You'll need to learn how Story Points are different from Destiny Points. Read up on how archetypes and careers work. Archetypes aren't necessarily the same as species, and while careers are similar to how they are in Star Wars, there are a few important changes. You'll need to familiarize yourself with how players buy talents, i.e., build a talent pyramid. Most of the skills are the same or similar, but there are a few handy sidebars in the book that describe why some skills might get simplified and grouped together while others are split up into new skills. ("Computers" becoming "Hacking" and "Sysops" is one example.) One of the major changes I actually really like and have incorporated into my Star Wars games is the beefed-up social encounter rules. You'll want to read those. And of course, if your planned setting uses magic, you'll want to read that part and decide how you want magic to work in your game. Otherwise, you're pretty much ready to go.
  10. Their role as negotiators/mediators was almost entirely driven by the Republic. When Qui-Gon and Obi-Wan went to Naboo, it was at the behest of the chancellor. The Jedi served as the leaders of the Grand Army of the Republic by request of the Senate. Virtually all the times we see the Jedi intercede in any affair, it's because a request was made by the government of the Republic to the Jedi Council. So in that sense, they have the weight of the Republic behind them. They can't pass laws, authorize spending, or impose sanctions, but they're acting as the representatives of those who can. Jedi involvement is respected, in part because of their martial skill and their command over a mystical power no one else really understands. So when it seems like an official Republic delegation won't be respected, they call on the Jedi. For what it's worth, recent stories—particularly in the comics—have indicated that the Jedi aren't entirely comfortable with this role. Not so much the "acting as good-faith mediators" part, but the "being used by the Senate for their own purposes" part.
  11. I don't really see how this is an issue. I could play a session of this game every day for the rest of my life, and we still couldn't fill up every day of a 6,000-year period. I doubt we could even manage a 1,000-year period.
  12. You can't upload your own avatars on these forums. You have to choose from the list of available avatars, but unfortunately, there's a glitch in the software that prevents them from loading on virtually all browsers. FFG/Asmodee have shown zero interest in fixing the glitch, too.
  13. When you buy a new specialization, you only get the additional career skills. If it's outside your starting career, you don't gain the regular career skills as well. You also don't get any free ranks in them.
  14. I'd call that valid on a case-by-case basis. If they have the weapon drawn and are performing a check that would require the use of their hands otherwise—such as plugging in an astrogation course—I could see upgrading that check as well. My reasoning would be that, since the weapon is too cumbersome for them to begin with, it's making secondary tasks difficult, too. But I'd probably let it slide for a social check. Maybe ding them with a Setback die, since it's hard to coerce someone when you can barely hold up the weapon you're using to threaten them.
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