Concise Locket

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About Concise Locket

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  • Birthday 06/13/1978

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  1. Advice on Player Arguing over Simple Explanation

    Unless a player is proposing something that would break the system mechanics or a very obvious setting conflict, like a Jedi cannibal or whatever, it's not worth fretting violations of personal head canon.
  2. Most convention RPG sessions go 3 - 4 hours which tracks with how long my home game sessions go.
  3. New GM, looking for must have things

    Bumbling around in books really slows the game down so I recommend either buying FFG's NPC card decks and supplementing them with your own custom, hand-made NPC cards (which is what I did), or simply making your NPC cards. I also recommend making your own vehicle cards. Most of the vehicle and ship stats will fit on a standard playing card. If you use a transparent card sleeve, you can stick a little image of the vehicle on the other side to show your players. These tools will allow you to create encounters on-the-fly. On the flip side, I'd actually discourage you from using maps, especially encounter maps. I have a homemade map of the Tion Cluster which sits in the center of my game table and helps my PCs understand the geography of the campaign they're playing in. However, because FFG Star Wars is a narrative system that uses very abstract measurements, maps are more a hindrance than a help. They tend to slow down play and turn an organic narrative gaming process into D&D-style weird chess. When I describe the set-up of a combat encounter, I describe the general layout of the area and feature any important elements. If I don't mention a piece of terrain that would, say, provide cover, my players have always been welcome to add that piece of detail and use it. If the encounter gets too complicated or my players aren't getting what I'm talking about, I'll make a quick map doodle on a piece of paper.
  4. Playing a Female as a male

    If you want to avoid the issue entirely, use only third-person narration when your PCs interact with NPCs. Half the time I don't even speak in the first person for the NPCs and the other half, I simply hold up a picture of the NPC and speak normally.
  5. At what range band does the ally have to be from the pursuers and what skill test does the ally have to pass (Stealth? Skulduggery? Coordination? Athletics?) in order to have escaped them? All you need to track is what range band the ally is from the pursuer and ensure that the pursuer can't close the distance. It's remote controlling machinery, so Computers vs. Coordination. With three or more Advantages, the crate causes a Critical Injury. Depends on the size of the crate. Small crates = light blaster rifle, medium crate = medium blaster rifle, heavy crate = heavy blaster rifle. Coordination.
  6. Prepping the Next Campaign: A Quasi-Hexcrawl Approach

    The player running the other deceased Ace character came back with a Commander - Drill Instructor PC. She likes that her character can use Body Guard talents and take hits meant for other people and has useful social talents. Though the Diplomat has also taken Commander - Squadron Leader as a second specialization, the group is now effectively ground-based which means I'll need to tweak the campaign's focus. This, kids, is why you don't write out an entire campaign from beginning to end!
  7. How many classes don't you use?

    "Usefulness" shouldn't be a consideration. GMs should be designing scenarios around the classes that players want to play, not shoehorning players into pre-planned scenarios. If a player character has talents and skills that make him particularly good at certain actions, it's up to the GM to make sure those actions are presented during a story arc.
  8. If you're expecting a space fantasy movie franchise to "make sense" in comparison to the real world, you're going to be in for a long, long discussion. If subsequent films do not violate the storytelling rules that were set up in earlier films, the movies work. Nope and nope. Separating the discussion of who determines the meaning of art, the artist or the consumer, canon is enforced by whoever owns an idea, be it the Council of Nicea or the Lucasfilm Story Group.
  9. I'm a professional creative in my day job and you're not wrong. But back in the Starlog days you had to write a physical letter and pay for a stamp in order to explain to the editor how Ewoks pandered to bleeding-heart environmentalists and ruined the franchise. Typically, the magazine included your name with the letter too. I love fan criticism. Cracked.com has built an entire business around dissecting pop culture and comedy. However, instant and anonymous Internet feedback has both ramped up the critical emotionalism of fandom and dumbed down the fan dialog.
  10. Does that affect the plot or the story?
  11. Prepping the Next Campaign: A Quasi-Hexcrawl Approach

    The campaign is going well. I don't like sharing boring gaming stories so I'll try to keep this condensed. The Story Thus Far: When the game started, the PCs were survivors of a Rebel cell that was destroyed by overwhelming Imperial forces during a starfighter raid. This explained why they had Y-Wings, the clothes on their backs, and not much else. They stumbled into helping out a wounded Sullustan smuggler which led them to a septuagenarian general from the Clone Wars. While the general wasn't engaged in active resistance he plugged the PCs in with the greater Rebel Alliance. After a treasure hunt, the PCs discovered an unoccupied hidden base from which to rebuild. While the players are always welcome to recruit NPCs into the cause, I give them overt motivations to recruit fighters and support personnel or acquire ships, like a pair of prototype E-wings, by having that be the focus of a mission. On an early mission, the PCs came into contact with a local intelligence network run by a vending machine magnate and planted a temporary bug in the Imperial Intelligence sector plexus. This gave them more leads to follow. On another mission, they recruited a large group of rag-tag anti-Imperial mercenaries who now serve as the various miscellaneous mechanics and fighting men for their cell. They did fall into an ISB sweep when a lead led to an agent who was posing as a defector. This resulted in the intelligence network above being broken and forced the players to rescue its leadership. As the game goes on and the players Contribution rank increases, their base gets bigger and more sophisticated. The Rebel Alliance, which is beginning to trust them more, sends them ships and equipment. The players asked for a Consular-class cruiser, which they will probably build a fleet around. On a sad note, two player characters were killed on one mission. Both characters were our table's Ace-career focused characters and they died in a shootout on the ground. As a GM, I didn't feel particularly great about that because my extremely lucky rolls were bad news for the PCs. Untreated critical injuries add up and anyone who thinks that minions are weak and useless are completely wrong. Areas for Improvement: I would like to see more opportunities for squad and mass combat. Mass combat is a nice sub-system that allows players to visualize the cinematic scope of, say, storming an Imperial fortification without relying on dungeon-crawl style combat encounters after combat encounters. Our Diplomat character has had quite a bit to do. We've had success with using the social combat rules. But I'd still like to figure out a way to introduce more dramatic diplomacy into the game. One of the Ace career players opted to create a Soldier - Medic as a replacement character. That's going to put a crimp on the snubfighter combat aspect of the game. That may need to be relegated to squadron or even mass combat die rolls rather than ship-on-ship combat.
  12. Mass Combat checks for things other than combat.

    This could work. It would really be a matter of giving PCs who make Leadership and/or Survival tests bonus blue dice depending on how many survivors they work with.
  13. What is your engineering perspective on artificial gravity created without centrifugal force, faster-than-light travel, laser beams flying like bullets, and flashlights that generate heat equivalent to the surface of a star? Not to mention giant wildlife that violates the square cube law? I've been absorbing science-fiction media for 35 years, from novels to television, games, and movies. Star Wars is fun speculative fiction but it's straight-up fantasy.
  14. No joke. When you have cosplaying creators like Dave Filoni who openly talk about why Y-wings were their favorite toys as a kid or writers like Chuck Wendig who wrote a published short story about the Mos Eisley Cantina bartender, complaints about "not true fans" smack of petty narcissism, not reverence for the franchise.
  15. Force Lightning with Cybernetic Limbs. Your thoughts?

    At the end of the day, if the rules don't say that a player can't do something, let them do it. I struggle to think of an example where this could be a problem other than contradicting some text that's been relegated to "Legends" status.