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LordBritish

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  1. Oh aye that's just it really. If anything, they all failed pretty hard. Leia ended up spending every minute of her life in a fight that likely never ended for her, to end up in the poltical sectrum. Han inevitably would tire of a life in the lime light and would look to take up some of his older schemes. Given their fairly fiercely independ lifestyles, not too surprising really. Hmmm I will have look at it soon as I get the free moment, been looking to listen to something to ease boredom at work. Thanks for the recommendation!
  2. I GMed once before and found it a bit bewildering. Genesys has been something that has interested me as a more general ruleset, just the group I am with mainly plays in the star wars setting, so star wars is, large and large, is what I get. At the moment I am very invested because my character has incredibly strong links in the world, becoming something close to a Jacen Borne of the star wars setting in that he was probably one of the alliance's greatest operatives, but people within and without all want him dead, all because of his conditioned tendencies to use people and discard them as his handler had done. Thus navigating an environment with such strong character driven politics, of friendships and enemies in a story that is a series of damaged people looking to make the best of a corrupt galaxy, I wouldn't give that up for anything. Well, at least until Tobin Stryder dies then I will find someone else to live as. That being said, had a craving for some oldie style fantasy setting, with swords, magic and just generally a bit more rural. I haven't a huge interest in wandering dungeons just because, but I do find it fascinating to explore civilisations, not all civil toward me, to escort an merchant friend for a fee to be challenged with sword. To me it's having connections and living in a breathing world that makes roleplaying for me; that even a lone wolf has connections in the world, through old smuggler friends, old rivals that are either of a progressive nature or foes that hate me and likewise. To me the setting just adds flavour; to me there is little difference between a Ronin of the sith, taught by a disgraced master who had been shunned by his clan and want's revenge, and a force emergent who encountered a lightsabre that corrupted him mentally to be a perfect weapon before discarding him abruptly when a better vessel came along, those are effectively the same to me just the environment is different. What matters to me much more is the stories told along the road and, perhaps more importantly, feeling like I made an impact in the universe. Canto Bite kinda felt like "well the big leaguers have something to do. Let's send Finn on a child's errand." Again, I felt there was just too many different things going on in the middle of the movie, 2 well developed arcs are better then 3 developed in a minimalistic manner. Now don't get me wrong, I didn't strongly dislike it, I just had aspects of the movie I preferred and some parts that I felt could be tighter ran. Again, not a huge star wars fan so it was really just a light show without much emotional impact on me. Phasma meanwhile is a complete tool, which is a shame, her actress had such incredible presence! I just felt it would have been better served had she not been randomly thrown onto the scene like an bit of an afterthought. Though I can see why she would be an effective icon; she just looks so distinctive and chrome! XD On a side note; I do agree that the story surrounding Kylo Ren is still too light; there's really no context that lead to the scene of Luke standing over Kylo Ren with a lightsabre. Not much context, only that Snoke had apparently had gotten to Kylo before he was sent Luke, which indicates that somewhere along the like Snoke was a major political player like Palpatine once was, perhaps with an existing history with Luke given his scarred body. Surethere is probably enough context there; but again I feel it comes back to the three arcs problem; it was really starting to lose sight of the original story it actually needed to tell in order to explore all these tangents. That being said; being incredibly vague to the point of being unhelpful is a star wars trope that dates back to the OT, so at least that is being kept consistent. One thing that is clear is that Han and Leia were pretty terrible parents in order to further their respective careers. And that makes things fun!
  3. Overall: 6. Our campaign features a commando unit, thus actually detailing everything that happened in it's entirety would be exhausting. Let me take the best bits: Bespin. Our group knew Lando Callrisian really well, which made the Jewel of Yavin super interesting, as we knew we were dangerous smugglers at some point. A commando raid on Kamino. Put an end to a large cloning facility there. A venture into wild space to hunt an inquisitor Cabel. Where we met two ematic factions, the Empire of the Hand, and the Celestials. My PC found meeting them very disappointing; that they were an young, old race living in their own time bubble that never learnt from their mistakes. Several incursions into Hutt space, including access to one of the Hutt Purse worlds for not just one, but two granie noplas. We also went into Zygerian space twice, once to procure aid for a shipyard, the second time to assassinate the Zygerian king for a Hutt benefactor, and to provide additional assistance. Coruscant twice, both times featuring break ins. We were present at both Hoth and Endor as the defence team (met Vader. it was a huge retreating battle) and the first in commando team, where we successfully disabled the second shield generator (woooo) and two members destabilised the death star core (though it was such an incredible tale of literally lobbing one of the huge Kyber Crystals down the beam shaft, the incident was kept to themselves. No one would likely believe htem after all.) We were at Yavin, though our campaign started after the battle of Yavin, thus we raided it twice. One to uncover some plans for something that went badly when we discovered it to be an inquisitor head quarters of some kind, and again when one of us was captured and we needed to bust him out. Sulist, Canto Bite, Ode Mantel were used. In all honesty I can't remember half the places we have been by name, just by encounter. Yeah. While we are in contact with the major heroes of the setting occasionally, our battles are very much on different fronts. Really gives a sense of scale as to how big our campaign is.
  4. I can agree with all of these points actually. The main part I liked about the arc was the bitter Luke since he had spent his entire life up to this point re-building the Jedi order, only to evaporate because of a bad impulsive decision he almost made but didn't go through with. I actually felt that particular part of the movie was done pretty well all things considered, it gave some shape to Rey's training (which, lets face it, is largely as much on screen time training as Luke had in Episode 5.) and it established Kylo's Ren's strong motivation in wanting to be corrupted in darkness as he was betrayed by the one person he should have been able to absolutely trust. And Luke is a character who made a lot of impulsive decisions in the OT, he almost struck his own father down before he redeemed him and it took conscious effort to draw himself back. Just this time almost wasn't good enough and undid his life's work. I just think that Finn's story arc was executed in an incredibly ham-fisted manner, Phasma was reheated like last week's Pizza, Rose was basically his lacky and Poe's arc, although an interesting concept honestly served to really stagment didn't really warrant him becoming a full screen character like he did. Three separate story arcs is way too much for a time deprivied environment to tell a great story I feel and when you effectively double the "main cast", you spend more time talking them you do telling a story. I felt it had a strong beginning and end, but the middle portion of the movie was a bit awkward to say the least, and honestly could have been streamlined to focus on two perspectives (Finn, Rey) and done much better for it. At least in Empire the perspective changed between two perspectives, Luke and his friends. It then didn't go on to tell the incredible story of Wedge Attilies about how he tried to keep his crewmates together after taking relatively stable losses at Hoth, nor did it cut to the perspective of several admirals being chased by the imperial fleet deliberating whether or not they should just pack up their things and go home. It deliberately chose two perspectives to focus on, with a third cut away to remind us of what the main antagonist is doing and that's really it. Even the avengers movies only really work because they aren't telling the stories of the characters involved at all; the characters have an established history and the story is about the conflict of the movie. That's it. Again, I'm super casual. If I weren't roleplaying in this system for 4/5 years I wouldn't be interested, I mainly watch to see where my character might potentially fit in within that particular time frame and go "well. Given my character's development now, this is what I want to aim for. I'm going to improve the sequel trilogy with my story!" Because I am not a star wars fan, I am just a roleplaying fan at heart that just happens to be playing this system. ^___^ That being said, I would probably recommend everyone just stepping away from their keyboards tonight and just having a chill out and discuss tomorrow.
  5. Aye and just for clarification on my stance, I believe the Dark side acts on the same way on some people, falling to the dark side is just falling to some manner of depravity that the person mightn't be aware of. I guess that's what they intended to happen with Biass Offe, who had just eventually desensitised so much that she didn't really give too much thought toward throwing one of her friends under a bus because she was able to justify it from her perspective of making some kind of statement. That being said, never watched the show, I only really know of the example, something I haven't found time for yet. I fluff morality more as an mechanic toward representing my moral strengths and weaknesses, curiosity and obsession. When my character is really conflicted (below 45) he expresses his obsession much more strongly then usual, sometimes even going lone wolf if it is dramatically appropriate, but when he is closer and beyond 70 he expresses a broader range of interests; like he originality built a lightsabre because it was a curious relic that called out to him, or that he will sometimes as the parties artisan just craft something up for the sake of experimentation, or he will even use his force powers in interesting ways. He commonly uses misdirect as a tool of silent communication and he and one of his "apprentices" (I use the term loosely, it was more of a mutual partnership) were able to have entire conversations silently, and indeed he's going to start using Influence as a potential rehab measure. "This is what you feel currently, and this is what you could be if you give up on abusing the force and just accept things as they are." I really like playing my character when he's curious, the amount of unconventional ideas he can generate is fun to play out on a table perspective compared to a more traditional Jedi view of minimalistic use of the force, though it ties in quite nicely with obsession which he will stop at nothing to achieve a goal (in this case, wipe out the sith, as in our setting my character was largely responsible for the return of a sith lord who has claimed a deserter of the party as his vessel.) and will get increasingly frustrated at lower morality ratings; believing that others are much less committed toward the war against Darkness then himself. It creates a nice bit of table tension and also some nice arcs where he discovers that sometimes, taking some time to prepare is much more advantageous then charging after the first solution, but also to show that the quickest route isn't always the correct route; a danger when it comes to obsession as it can one day force a character to take that last step into personal corruption. Key thing with any dark sider is that they should have a very self orientated view, it's partly why they are obsessed with power and personal freedom that ends with other people, they see themselves as the solution to the problem. As @Luahk put eloquently out, making sure the table understands the expectations of the setting is pretty cool. That and I felt Star Wars isn't a setting worth losing my hair over; partly because I am naturally bald but also because I feel that a hobby isn't worth being negative about. At the end of the day the star wars as a franchise is casual and fickle; looking for any serious depth or explanation within this series will only leave one grossly disappointed.
  6. The best way of putting falling to the dark side is that the character becomes unable to see everyone else as either an opportunity to exploit to exhaustion, or a hinderance that must be dealt with. That ultimately characterises all Darksiders, big, small, psychotic or sociopathic. The one universal aspect is their capacity to destroy their foes with powers that are unnatural and manipulate the environment so that it benefits them, and anyone they deem useful. To them using their powers at their full is an unbridled joy as they want to be feared and respected and most potently of all; they have no respect for the status quo or the natural order of things. If the Force is the river that flows to an finite end point into the great ocean, the dark side is a dammed river that grows stagnant able to defy fate itself to corrupt it's surrounding environment. In short, anyone who falls to it's influence will steadily become a corrupted version of themselves the longer they spend immersed in it. While the dark side can manipulate you up to the point of standing on the edge of the abyss however; it can't force you to take a final step into darkness rather the character themselves must make that step. We see it in Anakin who must choice to destroy the entire Jedi order after cutting windu's hand off, the children included. We see it in Dooku who decided, somewhere along the line that he didn't want to be at the beck and call of the force, but wanted to take controlling the galaxy into his own hands. Falling to the dark side is never an accident, but a conscious choice to become corrupted. Way I see it, falling to the dark side doesn't "just happen." but rather it's the effect of either drawing on the force harshly too frequently or alternatively just simply making enough bad decisions that they become delusional and fall anyway from insensitivity. If a character has fallen to the dark side through the morality system which generally gravitates people toward stability, then they have done something to warrant this. Now, changes? Depends on the character. Some will be like "by the force, what have I become?" and try and heal their spiritual wounds, others will continue down the dark path, some will hide it, some will justify it and will openly do it until they are stopped. Eventually that character will come into conflict with the light aligned force users as they too will take conflict from the Dark siders excess, eventually prompting a confrontation characteristic of most emotionally charged duels of the series. Everyone should have the expectations of the dark side spelled out to them at the outset of the campaign; falling is a pretty significant event and it should have an effect on the ongoing narrative, either from the player themselves (which is ideal) or imposed on them via tricks of mind via the narrative. After all, that is the pact you signed with the GM on the outset of the game, they are providing the world you are roleplaying in and adversity it is the players obligation to themselves and each other to provide the most entertaining experience imaginable which includes dramas running high and inevitability a convening of the story, or the ending of one.
  7. LordBritish

    "Far have you come young padawan" Yoda

    The warrior book has a interesting summery on how to handle an learning character, in that they accompany the PC and once per session can team up with them to either offer an boost, 1adv or 1success 1 adv per combat check in a single encounter, with the assumption that the apprentice is learning by the warrior's example without bringing the baggage of having an extra NPC all the time. The very back section of that book is really all about how to flesh out a warrior's resources, by being supported by NPC's he once helped, apprentices and even taking on a dojo. Otherwise I would ask the player to look for opportunities, and to inform the GM that's precisely what he is doing. A Padawan shouldn't necessarily be inexperienced; for example my party is currently dealing with two NPC ex-inquisitors that are clones of one of the PC's, so our challenge is less about training them to be strong; they are already fairly experienced but rather teaching them how to live aside from just killing.
  8. The issue is, a lot of people think in a very binary sense. "You are either part of my group or their group, and their group is my enemy." kind of thinking that is cultivated in politics, the courtroom and news outlets to say the least. I find the first step in adjusting that issue is to imagine there is at least four groups of opinion; Fanatics of each side that have an overwhelming opinion, and people that either like it or don't, maybe even a 5th group that just don't care just to round it off. Once I do that I imagine most people have a bell curve of opinion, most people sit in the middle of that bell curve of like and dislike, rather then love and hate. Personally there is the perception of a lot of entitled people and the aura of anomality offered by the internet allows for people to be abusive without reprieve, whether they truly mean what they mean or not. That and it's easier to be negative then it's positive, it's much easier to shape the world through a negative perception. Personally I found 7 fun and relatively simplistic and blunt, it clearly didn't have a great deal of world building in it and more mystery boxes then EA's Lootboxes, and 8 interesting and in some cases very entertaining with it's flipping of convention, yet very clumsy in the application of a couple of it's story arcs made for a fairly boring middle section of the movie. I was very satisfied by Luke's characterisation and the force sensitive arcs that really was the backbone for this movie interesting, yet felt a lot of the conflict in the movie was arsine and fairly uninteresting. I consider myself generally to be a liker, but not a lover or a fanatic. Hence I find a lot of the hysteria by such people to be immensely amusing.
  9. LordBritish

    Dealing with Arrest

    It's funny that way. As soon as one even suggests a character part with money for a favour, most of them clam up harder then fort knox. As if losing an arm is preferable to losing cash. XD All the best ventures requires a stake in before the reward is received.
  10. In all honesty, I wouldn't be surprised if this turned out a little bit like firefly. A pair of Mandolroains/ex soldiers as Badass Captain and first mate? Check. A variety of interesting faces motivated by money and glory (But mostly money)? Check Wild West Vibes? Check. I mean, literally those guys are rough as rough comes. Starts of as a series of rough jobs that likely would have progressed to a civil war storyline had the series continued for long enough? Check. A force emergent who is treated as the crazy person that will eventually emerge to be a badass? Send me the cheque when your done. XD
  11. LordBritish

    Lightsabers!.?.!.?

    Or more likely; the GM can read the rules available to them (the latter of which is very important) and agree on what set of mechanics can be used for crafting a lightsabre. One thing that isn't talked about very often is that the GM can control what content is allowed in their game. So for example it's perfectly reasonable in a force and destiny game to completely forbid weapon crafting in special modifications. Likewise the GM can agree to use something else. Like if the GM likes the idea of using lore in the modifications? Sure, it's a pretty obscure application of mechanics that is as much mystical as it is physical, not something the average grease monkey would know a great deal about, yet not so much so that Anakin literally didn't use like 3-5 of them in the PT. After all in their prime days the Jedi honestly had no shortage of crystals from Ilum as while it was their weapon of office, their personal lightsabres meant very little to them as a procession. it was much more the lack of knowledge that made their construction much more rare in the years to follow. So on that front I would encourage a chat with your GM to determine whether this is appropriate. After all as much as we can give recommendations, I feel personally it's important for all the players to be able to talk about things so they are clear on where others stand.
  12. LordBritish

    Probably already done: is combat too slow?

    That and we had one encounter, which was our first real combat encounter for 4 weeks which ended up really dragging out into a courtyard fight with potentially more reinforcements showing up, as we were coming to the end of our session time and it didn't seem like we would be resolving soon, I made the suggestion of "well since the mansion is just there could we make a scene transition, just move everyone into the hallway through the main door, collapse some debris/close the ray shield behind us/barrier for a momentary respite behind us and just keep whatever's out there for lingering threat during our next encounters?" It worked out fairly well and eventually we were able to recover our target against overwhelming odds just by scene transitioning and playing to the objective. Of course it was a bit of a generous thing to request a scene transition, especially as I feel if we ran it by the mechanics a lot of the players might not have made it (at least one character was surrounded and in all honesty likely would have required rescue to bail out) but I felt it saved a lot of time on the GM's part in setting up next session. Eventually that combat interspliced with skill checks lasted for the last two hours of the previous session and roughly 2/3 hours in the next, broken up into a large encounter, a much smaller encounter of moving combat and a pitched battle infront of our destination as we provided cover for the retreat but having the players face overwhelming odds and letting them know up front that not everything can be won by straight up engagements can work wonders. Keep the scenes transitioning so it isn't just one hefty blob.
  13. LordBritish

    Chirrut Imwe Rogue One

    Kinda reminds me of that interview that they did of who played Hondo in Episode 8, where she claimed she was an adviser of Leia and a Force sensitive in training under her. Needless to say, I rarely trust interviews around star wars at all these days. A lot of people are just naturally full of it.
  14. LordBritish

    Open Attempts vs. Exclusion by Talent

    I do intend to reply, just been quite busy and I have written a lot. So I am just looking to refine it before posting. Not had much time recently. Edit: And in sending that I deleted everything else I had typed before. Oh bother. XD
  15. The first step to making a master/apprentice situation with a Canon character is to first have some idea how it would end. What is Mace's aim in doing this? You might want to leave it entirely to the GM and he might be a bit aloft, but establishing what kind of relationship you would have with him is helpful in defining how to go forward. Is he a bitter shell of himself who dwells in isolation? A harsh but fair teacher? Is he capable of holding a blade anymore or is he looking for someone to take revenge on the sith for him? Given that he was betrayed inches from taking Palpatines head I imagine all kinds of ways that could go, including turning Windu into a bit of a Wraith that will only be satisfied with his student if he can accomplish one last challenge. Kill him, only then will he be ready to face the true monsters of this galaxy. Very samurai, much passdown, wow. Interested? Colour me intrigued. Assuming you are all starting off at base level, theres no harm in taking it slow, startng off with a tree with more general applications towards a character then specialising. The issue with having a master like Windu is that it assumes you are going to capable with a saber immediately. Perhaps first he is fairly aloft, building you up with little tasks here and there before formal training will begin.
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