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LordBritish

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  1. LordBritish

    Does misdirection have feeling?

    *Returns a week later with a bag of popcorn, starts crunching.* I will be talking a little later, just been so busy lately.
  2. LordBritish

    Proud Murderhobos, MotPQ, and Obligation

    If ships were that easy to hack into in the Star Wars universe, there would not be much room for fleets at all. Two factors in the Star Wars universe must be considered, at least in the first two eras of movies. 1) it is an universe where very little automation exists. Weapon systems are operated manually, it takes a large bridge crew to turn a ship, star fighter pilots require an astromech droid to act as a computer for hyper space jumps. Unless it is a simple system such as a starfighter or freighter, there isn't a single console that can operate everything. Most consoles can only do one thing. So likely all coms would link to is a commications network. 2) as such while there is a holonet for information, large by large all systems are analogue and cannot be accessed remotely. Data spikes can allow remote access to a system, but they require someone to plant said spike on the console or maintainace interjunction required for that role. As such, using one system (coms, which are more like walkie talkies and WW2 radios and a phone call centre then actual complicated commutation arrays) to hack into another (life support) is a strict no. This aren't shadow run where everything is linked together. Well, aside from that one time that a reverse hack caused a ship to explode, but that's a kids cartoon so I don't really count that indicent in the larger field. Its important to discuss these expections and sometimes say no when it does not make sense. Remotely hacking ships? The most you can do is get data and maybe mislead their sensors momentarily with some misinformation, that's it without a more direct connection.
  3. LordBritish

    Proud Murderhobos, MotPQ, and Obligation

    The Obligation system is a system generated from consequence however, the PC chose particularly to engage in the option that absolutely devastated the surrounding area then it might warrant an increase in obligation regardless. Probably regardless of any discussion I had, I would have given them a group obligation of at least 20 with their own boss; the stunt they did cost him major and in the same vain as Han Solo working for Jabba, he's gonna get that money back one way or another and the obligation would likely reflect a lack of loyalty from your own boss; it wouldn't be adverse to selling your location out for lump sums to keep other authorities busy. Otherwise there would be nothing keeping the characters actions (not to be mistaken for the players agency) in check. I do agree that discussion of expectation is key in any incidence, so that the players and GM are on the same page about what they are expecting from this game.
  4. LordBritish

    "For Pay" Medical Facility - Fair cost?

    Oh aye, might be worth findin' a doctor at some point, surely your patronage would greatly enrich his well being. ^^ XD That being said it's always good to be a little roughed up if that's the vibe of a campaign. After all there aren't no KO's in the smuggling business, success is determined by your ability to keep gettin' on up.
  5. LordBritish

    Gm rolling dice

    I had a roll off against him in that adventure, even being a 5 Int character myself, it was an intense challenge even though in the grand scheme of things he was a fairly background character. He isn't an antagonist particularly, he's almost more akin to an environmental risk or an obsicale to overcome. That being said, given that we ended up turning to Lando later some time after he left Cloud City, I was under the impression Lobot never forgave me for undermining his security. XD.
  6. LordBritish

    Conflict question.

    It depends. Lying might be worth conflict for the one incident if it disadvantages them. A lie to soften the truth ("Your son died a great man" for example, or lying to save someone the blame from a rigious cause) shouldn't really gain conflict. It has to be something that significantly gives the person a disadvantage or leaves them worse off. Likewise, stealing soap seems a bit silly. Even if say, you gain 1 conflict from stealing an item that has no baring on the instillation as a first. Pc's generally gain conflict for the event, not for each incident, so even following this example all the way to the end, you would have to steal soap from 5 separate hotel rooms before you even risk slipping. The conflict gained for offenses would likely be for something more significant, like stealing the TV and the bed covers to sell on, or stealing the keys or a lot of money, and do it really regularly, especially with the force. I mean I guess I follow that a series of smaller actions can lead to a PC's downfall can occur, but those are usually actions that are worth caring about; stealing a rare artefact from an honest collector, starting a fight with thugs that you know that your superior power can destroy, murdering a person after they have been defeated and colleterial damage that actually means anything beyond a mild inconvenience, as even exceeding wounds only really kills people if the GM deems it logical, and with threats/despairs such examples can come up in the narrative where the PC's must measure their morality against efficacy. Gaining conflict from any little moan or gripe really doesn't seem in the spirit of the system.
  7. LordBritish

    Gm rolling dice

    Well, start handing out randomly large dice pools. Even NPC's of lesser importance might still have a large one. Lobot for example is the ultimate background character, aside from his headband and his importance to Lando, he was effectively a no-body specialist that had a small role in the larger plot. Likewise there might be some information brokers/other trader NPC's who are naturally pretty **** good at their trade, despite having very little apparent interest in the larger plot. Or maybe there are a few body guards that are exceptionally good at coercing people, conveying the importance of their business despite being relatively small players/hired guns. Or just occasionally throw in someone really good into a scene that isn't aligned with the players or the antagonist but rather is aiming to achieve some things in similar optimistic fashion. A series of books about a group of smugglers has a pretty good example of that in Dark Skys/Dark Deeds where a relatively minor background character in one book was more then what they seemed in the next, of a gambling table of a variety of gamblers within a huge criminal empire. Having characters that aren't necessarily dangerous to the PC's, but getting a bit ratty about being outted might prevent "metagaming" based on attributes, which can add a bit of depth to the magittude of certain world events. That being said, in most star wars movies, it's usually fairly obvious who the major players of a scene are anyway and sometimes dispensing with that is a good thing, as long as players accept the result of the roll. Having players harass an NPC because they were successful in not being IDed for example is one of the things I would do. Until another situation came about where the player would interact with that character again, it's no different to failing a race attempt.
  8. My query is on the Misdirect force power, more precisely to get a feel on what people feels they can and cannot do with it. Now, obviously a misdirection cannot physically move anything, a force projected Rancor couldn't throw a person, but can a force illusion. Convey a sense of touch? Like the golden dice Luke gave Leia. Can a misdirection convey a sense of feeling as long as one is actively aware of the contact? Disallow physical entry? E.g. I project a steel wall. Restrain? Can an successful misdirection hold someone captive? Or could it only give the threat of being captive? Communicate silently? On a few occasions me and one other PC have conducted entire silent conversations using misdirection. Just a curiosity really.
  9. LordBritish

    Conflict question.

    Fair enough. I guess it depends on the maturity of the gaming table and what is it that drives a party. If it is a party designed to creating their own traidition after the fall of the order; then having someone fall to depravity makes them more likely to be a future nemesis, and a good player should roleplay into that. For example my PC has obcession, so when he is conflicted, he is often in the grasp of that particular motion, described as spending hours planning and putting people at risk for the end goal of killing every surviving member of the inquisition in the empire, so that his son can have a peaceful life. Like I had one table where a player had fallen to the dark side but the character, on witnessing what it did to other people and the changes within himself got a grip on himself on the edge of the abyss, cut himself off from the force and began to try and lead a less bitter life. This was a AOR campaign where the big mean sith and many inquisitors, so simply falling to the dark side didn't mean you were the biggest fish in the pond, many were bigger and those that became uncooperative was disposed of. Or fled. There was a lot of fleeing that made one particular PC very determined not to have it happen again, even if it meant bringing back just a body bag. Which brings up another good point. What is the campaign? That will dictate what happens best. A good GM and player should have an answer to that early on, even if they don't 100% intend to fall. Usually evil characters don't work because the player usually has objectives that are two small, put in a threat that the two must work together to survive and it creates a beautiful tension, though it's usually more interesting to have a conflicted player and a full paragon together.
  10. The way I figure it is that the Dragoon aren't found on many black markets; it's a vanishingly rare weapon that is prioritised by the armoured divisions that don't necessarily have a lot of spare encumberance to carry a weapon, and thus need a general weapon that will serve as a reliable defence tool, or for a commando unit that might need a weapon flexiable to the situation. I generally would make it pretty difficult for anyone who isn't working in a military organisation to obtain one of these, or alternatively make the descriptions of the individual using it fairly distinctive, kind of like how carrying a heavy blaster around in civilisations. People generally don't carry dragoons unless they are seeking the kind of opportunities some might consider... disruptive to local interest. Making En 2 also makes sense. It's a heavy blaster pistol, it should at least be as bulky as one.
  11. LordBritish

    Jedi Power Level.

    Now we are assuming that all Padawans are indeed skilled combatants. Even Obi-Wan, though a Padawan of Qui-Gon was clearly much more experienced then your average student, being a young adult that his Master trusted to protect himself and treated him more as a wingman he trained then a child to educate. I figured Obi-Wan was on the cursp of becoming a Jedi Knight even before beginning as his very first action, after his master's death was to train young Anakin, something only a Jedi Knight or greater was entitled to do. I mean, if they were that good, then the Jedi that was gunned down by Dooku wouldn't have happened, or Kit Fisto wouldn't have been cut down in a matter of seconds after two other knights despite being in theory much more experienced then them. I'm personally of the opinion that many of the Knights and Masters are a bit lacklustre compared to the heroes we follow; they were largely recruited for their tactical mind and for Sidious's goal of spreading them thin across the galaxy then their ability to fight necessarily. If the masters of that standard, then likely the standards of many students would be lower. It would explain why the hundreds of Jedi didn't simply just wipe out the droids in the arena, most of them weren't that good. Akosha seemed like an anomaly by many standards, a very skilled child right out of the gate that came out to fit in the high level campaign that the current party of two are in; I imagine many more start. I imagine Knight Level fits perfectly a intiative student or a fresh Padawan. They have a defined area of expertise but very rough around the edges. Perhaps lacking in one or two key lessons that could lead to a great bonding between the mentor figure and the PC, or maybe PC to PC if that is the way your campaign is going. At this point we have PC's that are firmly in the master territory, with 1000xp or more, so we are likely to stand in as mentor figures when required.
  12. LordBritish

    Group Implosion and Video Games

    Friendship is magic! AND MAGIC IS HERESY! RIP AND TEAR
  13. Sounded like a fun session, given the mood around the table it was probably best not to get too heavy on the impending consquences as you did, they clearly wanted a cut loose plan. I donno, why don't you make your next session about stealing something from a moving train? That should be pretty fun.
  14. Y-wings were naked. They actually took all the armour off that thing. No wonder they were shot down in the movies! XD
  15. I donno. I for one don't think aircraft are especially resistant to blaster fire, especially when grounded. Just most of the time, in real life and fantasy, the main problem is the craft just moves too quickly. Given an Xwings rear end is largely exposed wiring and engine components? Yeah, the craft just aren't as heavily armoured as this system makes out. I mean, Thrawn shot a Tie Defender down with a blaster pistol and a blind man shot down a tie fighter by being a mystical Asian man torn right out of the 70s/err the force- errr being blind! Did I mention I wasn't a huge fan of rogue 1? I really disliked its "core plot". But yeah, apparently fighters aren't tough at all. All you need is enough blaster bolts into the right section, or enough guts to repress your survival instinct and shoot back.
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