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About NatemusMaximus

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  • Birthday 01/10/1984

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    Texas, USA
  1. I love the smell of a freshly printed book. Remember when video games used to come with instruction manuals? Same smell, and it's great! Yeah I'm weird.
  2. You say that now, but there are a lot of Supernerds on these forums. Gives me something to aspire to.
  3. It's nice to know I'm not going crazy. Thanks guys. I think I'll try this. Besides the price I was thinking of sticking with the weave precedent and making it take up 2 HP as well. Seems fair to me. Thanks!
  4. So one of the players in group was asking about weapons with the Cortosis quality. In both CRBs it says that a weapon with the Cortosis quality is immune to Sunder. However, I haven't seen any weapons with this quality or any mods that would give a weapon this quality. The only mod that I've seen that does this is the armor mod "Cortosis Weave." So did I miss something? Are there weapons with the Cortosis quality or weapon mods that imbue this? I have all the published materials but maybe I haven't searched thoroughly enough. Or has anyone created a custom mod that gives the Cortosis quality to a weapon? Thanks. (If this has been covered before than a brief synopsis or friendly link will do.)
  5. I have been a running GMPC for quite a few sessions now. At this point I feel like I am part of the group. There are a few really important things to keep in mind (in addition to what's been said). Your primary role is to GM. If playing a GMPC inhibits this in anyway, you need to modify your play style or accept that it might not be possible in your group. The other PCs are the heros. Even if you are running a story based around your character (which you should do only in moderation), the other PCs must make the big decisions and save the day. Otherwise, they won't get the enjoyment of watching how their decisions affect the story. Always play fair and stick to your character's knowledge. In a session I ran a few weeks ago, I went into a combat encounter knowing (from the GM's perspective) that I was woefully unprepared for the encounter. Had I prepared for this encounter, the whole thing would have felt artificial and unfair. Ask for feedback from you PCs frequently. This is to make sure that, among other things, your group is OK with the way things are playing out and to make sure everyone is still having fun. I should also point out that I GM'd probably half a dozen sessions or so before I added my character to the party. And before I did so, I made sure that it was OK with everyone else in the group. Just remember that the main goal is for everyone to have fun. If the fun stops then what's the point?
  6. I just wanted to thank you guys. I used this in the session I ran on Saturday and things went so much smoother. No more digging through all my books to find the stats I'm looking for. Thanks again.
  7. That's an even better solution. Thanks for being one step ahead of me! Sounds good to me.
  8. This is certainly a useful resource. One minor thing. The use of the abbreviation "CRB" is getting to the point where it probably shouldn't be used anymore. Now that AoR will be out soon, that book is also technically a "CRB." Using the term "EotE" will make things clearing after future releases. IMHO.
  9. I'm with whafrog on this. If you are just starting out keep it simple. You mentioned adding "a few NPCs" to rescue your PCs. Running an NPC that is part of the party is a challenge itself. If you decide to add some NPCs I would start with just one and see how it goes. You can use this character to give hints and suggestions to your group without giving too much away. You can also spec him so that he fills in the gaps of what is lacking in your group. To make the game more suitable for your group I would tone back the difficulty a little. In the back of the Core Rule Book there is an encounter in Trouble Brewing where minions act individually and not as a group. Having minion level stats on individual enemies will make the game's combat less difficult. With those 2 suggestions in mind, I would take whafrog's advice and start with simple published adventures to learn the ropes. Make sure you know the narrative well. Very well, as in read it more than once. Knowing an NPCs motivations and goals will help you adjust quickly when your group throws something unexpected at you. Also keep in mind what the PCs are working towards. Use your NPC helper to guide them but ultimately let them choose how they handle the different encounters. After you've run a few sessions of the simple stuff you'll become more skilled and confident in your GMing. Then you can run something more complex like Beyond the Rim or Jewel of Yavin. I'd also read over the GM chapter in the core rule book, as there are a lot of good tips that will help you out. If your group insists on complicating things for you have a candid talk with them out of the game. Let them know this is a learning process for everyone and you need some time before you can attend to everyone's requests. Best of luck to you.
  10. I agree completely. However, in the context of the Trouble Brewing adventure, the information that everyone is interested in is the navigational data of the Kessel Run and surrounding system. I would say this is more technical than experiential.
  11. When I ran this adventure, it was part of a larger adventure where my PCs wanted the data on the R4 for themselves as well to help navigate through the Kessel Run. I would only allow my PCs to acquire the data if the droid willing gave it to them, as the droid is manumitted and appears to be sentient as well. So, assuming the droid is more sophisticated, I'd rule that if the PCs can convince the droid to give them whatever information they want willing, the droid is able to make a portable copy for them to use. If, however, they are trying to take it against the droids will, it requires a skilled slicer and a lot of time to go through all the information stored in the droid's memory. Probably a Daunting or Formidable task.
  12. Just a note on your timings: My group, while combat heavy, does like to plan things out. That being said it took us 2 sessions to run Trouble Brewing. Under the Black Sun was the first adventure I've run as a GM and we got through that in a single session. And, in another EotE group I'm in as a player, we are 3 sessions in for Beyond the Rim and I'm guessing we have at least 1 or 2 more to go, though that group runs a little bit slower than the group I GM. Just a heads up.
  13. I found this scene quite difficult to run and felt like I didn't prepare enough for it. I also ran it as is. Being a relatively new GM when I ran this, I set up the party in rounds. I got about 12 rounds worked out in advance. During each round I had the location of each person at the party, who they were talking to or what they were doing etc. The PCs were free to talk to anyone who wasn't already speaking to someone, or they could interrupt a group of people already engaged in conversation. After a mini encounter where the PCs would talk to an NPC, I would advance the party to the next round. Once nice thing about this is that I could easily where everyone was and what they were doing. I could even throw in surprises that would happen in certain rounds where someone would make a scene and get thrown out or someone would draw everyone's attention by making an announcement or something. However, my group is more combat heavy than socializers, so this scene really didn't interest them on the whole. If I were to do it over I would get rid of one of the Duke's as well, as this confused everyone. I would also change the make-up of the party and get rid of some of the NPCs and replace them with more interesting ones, or I would alter their personalities to liven the party everyone. This ran more like a cocktail party than a kegger, which in my opinion is not as interesting.
  14. I actually ran the first part of this last weekend. In our game, this is more of a side quest as our group has been playing for some time now. At the beginning there are several mini encounters the book says you can use to make Formos feel like a living, breathing place. Just be careful at how you incorporate them. Since they don't affect the outcome of the main story arc, they can become a distraction as the PCs may initially believe it is part of the main story. You aren't given much information on where to go with them, and the PCs may continue to press the encounter. So if you use them, be prepared to go off the rails a bit. For example, in the encounter where the smuggling deal is made and the swoop bikes speed off, my group immediately went up to the remaining NPCs that were standing there and demanded to know what was going on. A short time later I had to come up with stats on the fly as a fight ensued when the NPCs refused to share any information other than "check the cantina" (which is what the book says to do). My group ended chasing the NPCs on foot through the streets and killing a couple of them. Then they broke into the cellar under the house looking for drugs to sell. And they found some with a couple good rolls. And it was a lot of fun. So be prepared to do some improve. It doesn't have to be perfect, and your PCs will enjoy handling things the way they want to.
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