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Concise Locket

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About Concise Locket

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  • Birthday 06/13/1978

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  1. What are your players' characters' Duties and Motivations? And their backstories? I'm running an AoR campaign right now and, other than the initial story arc, the adventures center around what the players came up with for their characters. I also had them each come up with 2 - 3 NPCs that *could potentially* show up in the campaign and that's helped me springboard new adventure ideas. If you're stuck, try linking what you've already developed with whatever the players have brought to the table.
  2. Professional commercial artist/designer who has worked with businesses both big and small here: From a legal perspective, you're rolling the dice with fan art. American copyright law is grossly weighted to benefit the financial bottom line of corporate America. That said, 99.9% of businesses don't care if you make unlicensed art because they view it as free advertising. But if you want to sell it for money, you'll have to do it under the table or else a lawyer will probably bust you. My friends who have tried to sell Harry Potter handkerchiefs (or whatever) on Etsy always end up with C&D orders. Judges view these on a case-by-case basis. Just because one artist won a judgement doesn't mean another judge won't rule in the favor of a faceless corporation. Even a SCOTUS case precedent can be ignored by clever lawyers. Fine artists get away with using corporate IPs because they're commenting on what the intellectual property represents. Andy Warhol didn't paint soup cans because he was a big fan of Campbell's soup. If you wanted to sell a painting of a child's bedroom with Star Wars figures on the floor, that's totally fine, because the theme of the painting isn't Star Wars, it's childhood. As an example of how litigious this stuff can get, my current employer won't allow any of its design team to use free Internet resources, like music clips made in Garage Band, because it could open the company up to a usage lawsuit. Only licensed stock images/videos/audio from vendors are allowed. I personally feel that American IP laws are disgusting, stifle both creativity and culture, and should be changed as they only benefit people who don't need more money. Corporations like Disney keep pressuring Congress to extend copyright protections way past the original expiration dates. Walt Disney has been dead for decades and doesn't have a reasonable cause to continue collecting on his work. But that's the world we live in. Is it scummy to steal fan art? Yes. But that's the risk you're taking as a fan artist. That's a big reason why I encourage people to push their creativity and make something new *OR* work to become a preferred hire for the IP holder.
  3. This feels like a conversation to have with your players. It shouldn't fall just upon your shoulders as the GM to provide the motivation to which player characters' respond. The point of a MacGuffin is that what it is and what it does is irrelevant, it's just a story device that spurs action.
  4. One dice roll that determines whether or not a major NPC is a goodie or baddie is a bad precedent to make. If the PCs don't have direct evidence of ill-doing they're breaking the social contract of the game by automatically assuming a "lying" NPC is automatically up to no good. As a GM, I would tell the players this directly. If they want to be suspicious, whatever, you can't control that, but that doesn't mean the PCs get to act on information they don't have. If the PCs' roll determines the NPC is lying when they make a statement, just make up an excuse as to why the NPC was lying that doesn't hint at ill behavior on the NPC's part. Court room and police dramas are full of examples of suspects who lie in order to cover up another lie or protect the innocence of a third party.
  5. Hutts are all different sizes, depending on their age. The game assumes that Hutt PCs are on the young side. Or you can give them a different ship. For my current game, I gave my players a choice of 10 different ships that were within a reasonable price and performance range.
  6. Yes, this would apply to lightsabers as well. The idea behind the charge suit is that if you're close enough to touch the target, you're close enough to get zapped. If you need in-universe support, we've seen lightning zip along lightsabers and shock Jedi in the movies and TV shows.
  7. RPGs have always been brand loyalty products for larger hobby companies. At best, they break even in terms of sales vs. production costs. They don't take the resources to produce that a board game does but it's unusual for their sales to outpace something like a collectible card game, which is the industry's bread-and-butter. Pathfinder and D&D sell a lot of books but Magic: The Gathering smashes them both. Before Disney, the line was tapping into sources from the various Expanded Universe/Legends materials. Post-Disney, everything we've seen is directly tied to what's in the movie theater or on television (not even with the new novels or comics) or a compilation of existing RPG material. It's been pretty clear that licencors are strictly dictating what can be produced which leaves very little wiggle room for developers. After a ships-and-vehicles book, what else could they realistically produce? An Ep. 7-9 + Resistance book? I'd love a book that covers the Aftermath novels up to The Force Awakens but that might mean negotiating with Del Rey who are outside the Disney umbrella. We got three complete lines plus five general books. That's better than a lot of RPGs publishes do, especially with the traditional "splat book" model. I'm not following this license to another publisher, especially not WotC or someone similar. I sensed the line was winding down long ago but I've got two FFG SW campaigns coming up in the near future so I'm not done playing. Not by a long shot.
  8. We'll see. It's been my experience that my players will pick something either because it "looks cool" or they feel it gives them a statistical bonus. Typical trad gamer behavior. I've told them that I'm going to run a very character-focused campaign and if they're struggling to come up with something that's appropriately Chiss-y about their character, we may end up working together to come up with a different character concept. Session Zero/charagen sessions are a long conversation in order to make sure everyone, including me, is on the same page with what's going on. I definitely don't dictate what my players play but I do expect them to put some thought into what they want to play because I don't want to do all the narrative heavy lifting when it comes to generating adventures. That's... exhausting.
  9. That's a good explanation. After the Clone Wars, Corellia may have needed to jumpstart its economy and agreed to break with centuries of tradition and start manufacturing on the planet's surface again.
  10. My (probably unpopular) opinion is that I'm glad that Lucasfilm rebooted Star Wars canon. As someone who had been reading SW comics and novels since the late 1980s, the Expanded Universe was ridiculously bloated and a lot of material was poorly written. My "baseline" for canon is the movies, TV shows, and the current crop of published, third-party materials. That said, Legends material is a great source to dip for ideas without feeling like you're breaking holy sacrament if you change it up to better fit your style of play. The Evocii of Nar Shaddaa play a big part in the first adventure in my upcoming EotE campaign. I'm planning to use Corellia as presented in Suns of Fortune, just with the caveat that the planet was cleaned up following the big shipbuilding boom of the Early Imperial years. I've used the Matukai and various other Force traditions that were introduced in Legends though I've tweaked them a bit. For example, if the Jedi are Akira Kurasawa samurai then the Matukai are 1970s grindhouse kung-fu monks. The "Tales of the Jedi" comics are mostly canonical though they're considered a part of the "oral tradition" in the Star Wars universe so they're open to interpretation and not considered historical fact. It's fun to twist what players think they know about Ulic Qel-Droma and company. Pius Dea Crusades are absolutely in my head canon. I'll reference pre-Republic cultures from Legends from time-to-time but I'll usually change them up if they don't fit what I want.
  11. Session Zero (character generation, setting expectations for the game, etc) for a new Edge of the Empire campaign is next week. My wife and I created a character and she wants to play... a Human. ☹️ And with the chatter I've overheard from a couple of other players, they want to play... Chiss. ☹️ As a GM, I'd love to delve into a lesser-known species with one of my players. Maybe help develop some interesting lore that stands on top of what Lucasfilm has already approved. I think Thrawn is a cool character and the Chiss are an acceptable take on Vulcans-in-the-Star-Wars-universe; but they're probably the most well-covered species in the franchise outside of Wookiees. Which makes finding something cool, unique, and/or interesting about them as a people a little tough. Maybe I can talk one or both of them into playing something else, if they aren't committed.
  12. Reprints come from demand. If you're looking to buy a core book or accessory, you're better off finding a retailer.
  13. The question you've posed is so broad that it makes me wonder if you've discussed who issued the bounty, why they issued bounty, and the price tag on the PC's head with the player. Like a lot of questions that pop up on these boards, working with the player to come up with an intriguing backstory around the Obligation will inspire interesting encounters. Also, a bounty doesn't mean that only one un-killable hunter will come after and attack the Player Character, a la Boba Fett vs. Han Solo. It's perfectly legitimate to have a bunch of bush league hunters spring an ambush (a la Greedo) only to get blown away by the PCs. Work with your player and get them to bring some cool ideas to the table. I'm generally a pro-player GM but at some point the players need to make a stake in their characters' backstories and do some of the creative heavy-lifting.
  14. They would be worth the material needed to make them minus whatever profit margin a purchaser would want to make. Republic Credits were in circulation for 1000 years so I'd imagine that they're so ubiquitous as to be basically worthless after only 20-ish years. Plus, money is only worth whatever the government says its worth; that's the point of using an abstract measurement of wealth, like currency, and it's why governments print money.
  15. Tell your GM you want to steal a ship and the terms by which you want the ship stolen and let the GM set up the situation.
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