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  1. Yes, thanks for this. Great work. I think studying these will help me calibrate how I add negative dice to checks. Did you read the rules again? Are the formulas accurate?
  2. I'd love a screen that had a thousand Features listed in small print. That sort of thing is valuable for making an NPC on the fly. Caul, I like your advice about Features essentially being skills. I'll handle it this way. One of them should definitely be an occupation, something that encompasses a whole host of smaller skill sets. And maybe a hobby feature, for the same reason. Rather than getting too cutesy with FATE-like Aspects ("Fashionably late to parties," etc.), I'd probably just look at a list of any RPG game and choose the skills that are most important to the character, "Perceptive," "Astronomer," "Rugby Player," "Charming," etc. I also have a feeling that people tend to have a sweet spot for how many interests and faults they have, they sort of normalize, and some fall away as others take precedence, and some are combined and strengthened. The six Feature slots for each category feel like a good cap for a person. Trying to add a seventh will just replace one of them.
  3. The system doesn't seem granular enough to handle complex simulations of weapons. It's more abstracted. Drifting it there could break what's so good about the system as is. The stress tracks are really "story points," a countdown timer letting players make up whatever injuries they want.
  4. That's really elegant, I like it. I'm toying with the idea of using the system for Call of Cthulhu, and constant stress blowback in non-survival-apocalypse situations doesn't seem tonally right, or sustainable, so I was thinking about making checks that don't logically have the chance of stress be "no-stress" checks. Researching something in the library? No-stress check. Running through the stacks trying to find a book while cultists chase you? Stress. I'm also thinking of allowing ranged attack stress blowback to be assigned to any Physical, Mental, or Social stress track. I have a hard time thinking of physical stress to take if I'm sniping someone from a rooftop. Mental? Sure. Remorse, disgust, etc., something that could last a day. Bruised shoulder from the rifle stock? That's going to get silly really fast.
  5. Ha, I give all my villains rocket boots and it's obvious that an escalation is happening. I wouldn't be able to keep a straight face. And if I passive-aggressively let him tear through all competition until there's no drama, then he feels guilty, like he's done something wrong, and eventually starts disrespecting the rules. It finally ends with him facing off against a Sith lord, and they alternate rounds Force dropping each other until one passes out. Thrilling.
  6. Good point. Still, that won't do much when he buys the next range band and drops them from Medium height. Pretty much takes out any Nemesis I have. I'm having a hard time wrapping my head around how to deal with this.
  7. My player levitates enemies and then lets them go. We use the falling damage rules. It's pretty powerful. From Short range, a person falling takes 10 wounds and 10 strain, and the strain cannot be soaked. It's almost instant knockout. And you don't need to purchase the Control upgrade to hurl an object. I'm toying with the idea of forcing a Discipline roll whenever using Move with the goal of injuring people, but for a human-sized target, that's still only a difficulty 1 task.
  8. RedfordBlade, that last bit from the AoR beta sounds great. I might use the barrage rules for that. Thanks!
  9. My group saved Adar Tallon, killed Jodo Kast, and were in a scuffle that resulted in Jabba's apartment blowing up. They also squatted in old Ben's house and met Qui-Gon as a force spirit. Their name is spreading. The story is getting bigger. We'll do the rebellion angle in a year or so. We're having too much fun as smugglers right now.
  10. This is a great way to look at it. Thanks, Krieger!
  11. Right, they aren't just three different rolls. They're tasks, ideas, missions. If the GM gets defensive, sure, they'll sense it and resent it. But when I smile and act like, "awesome, you've just done something so cool, check it out..." they become story-rich moments that allow them the chance to be clever, brave, etc. I should say that I only really do this when they ask for something as if they were summarizing a chapter in a story, like, "I want to discredit a Hutt, can I roll Computers?" And I'd do the same thing to a social-based character. It's interesting...in my games, dice are important. They're moments of pure drama and risk. Rolling is an act that tethers a player and a character (character wants to succeed and player is rolling the dice trying to help them); I believe that you're never so aligned with your character than at the moment you're reaching out and connecting with the dice. And rolling is a tactile ritual (my group is reverent about it, they love the sound, everything). Edge of the Empire is awesome in this capacity. We can't get enough.
  12. Hmm, well, the Imperials have code cylinders to pass access points. Maybe a blipper type thing would work. Keypads feel way more 1970s/1980s, though, so I'd personally use that. We describe our game in terms of the retro-future stuff, aliens with obvious rubber masks, etc.
  13. We play weekly for about 5 - 6 hours per session. I give 20 or 25 XP. I give 40 for closing a scenario. I give XP like candy. I've never met a player that didn't love getting a big fat reward and spending it. It's an almost tactile part of gaming, where meta player desires bleed all over the character. If the act of rolling dice is an exercise in pure drama and gambling, then receiving and spending XP is like doing cocaine and buying yourself presents.
  14. When I run a table with players that all want something other than I want or had planned, I usually just breakdown and shift my frame of mind. To avoid unhappiness, I try to see how happy they get when they play the game their way, and try to pretend it makes me happy too. Sometimes it works! Sensible consequences are important to me and my gaming expectations. I'd feel as frustrated as you do. But if I were running your table, I'd let them chase their credits and do all the absurd stuff that they love to do. You can try to temper their recklessness by attempting to educate them with consequence. But if you, instead, craft situations that use drama to heighten what they do to even greater heights, they'll absolutely freak out and love it. Your group wants to run around and provoke and cause a ruckus. I'd say find the fun in letting them, or suggest a different game. Either way, you can't run the table while you're not having fun! EDIT: I should say that I'm starting a secondary game with another group and it's looking like I'm in your boat. My optimism might sour, ha.
  15. Joker Two really nailed it! You're abstracting too much. He's wanting big things, but you're asking for a single roll. That's boring for him, and hard on you. See, the combat guys get intricate mini-games where they pull off cool narrative flourishes and get the drama of rolling dice, but when it's the slicer's turn to step into the spotlight, he gets one abstracted roll, ha ha. That's why he keeps slicing into everything; he's looking for his combat type drama. Don't say no to his big ideas. Just give him the three steps he needs to accomplish for that big thing to happen. Present them almost as mini-games, side missions. Bonus good feelings if at least one of these steps brings in the other characters in supporting roles, so he can be the star (and none of them grow bored). Break things into smaller parts. It's an easy way to limit his scope without him realizing it. And he'll have more fun failing in part than succeeding an abstracted roll in full.
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