Jump to content

cheeseWizard

Members
  • Content Count

    31
  • Joined

  • Last visited

  1. Rejigged the way equipment is worked out, basically the generator class will now look at skill points (which are my next target for sensible choices, they're still a little off) and pick from a list of loadouts. Each loadout has base items (e.g Blaster Pistol and a vibroknife), a list of substitutions it's allowed to make for that item (like a heavy blaster pistol and punch dagger), and additional weapons it can add (frag/stun grenades, etc), along with a primary skill for that loadout. The generator will look at the ones the archetype says it can use, checks the primary skill for each and picks the loadout with the highest associated skill. Still some fine tuning to be done on it and content to be added, but it works way better than the method used before in terms of character diversity
  2. Oh no, I appreciate the feedback I'm most definitely aiming for quick and dirty here, this more for when you need a new character because the PCs decided to go off the rails temporarily and pick a fight or visit an odd bazaar they overhear talk of in a bar. Oggdude definitely has it down for specially crafted NPCs, but on the fly stuff is a little harder to do I've found, and you don't always have the cards ready I'll probably do some restructuring tonight to handle gear better and if I have time some talent pools along similar lines
  3. It will be more similar along archetype lines, species types at this point only affect names and base wound threshold. Sounds like you might have selected just soldier to have a look? If you switch it to something like smuggler or jedi (jedi is probably not at all useful at this moment since it was my testing ground, there's a lot of crap in there) you'll see more diversity in stats. I want to implement a point buy system eventually but time just hasn't allowed it yet. Another issue I've had is I've tried to keep to the core rulebooks and only use passive and more common talents so there's less bookkeeping, and also change the way I generate the equipment blocks so it will look at the attributes and skills and choose a more sensible loadout as opposed to the current "here's a list for this archetype, pick 1-3 of them" method. One idea I've had there is to have a set of base equipment loadouts like "brawler", "mechanic", "sniper" etc, and then define a set of acceptable substitutions for each item in that.
  4. Hey all, Over the last couple of weeks I've been cranking out some code to generate rival NPCs for this system. I've got something basic working, to the point where I'd probably be comfortable to rely on it during my session this Sunday, but it does have a few odd behaviours that I may not have time to iron out before I go on holiday next week. I posted it on r/swrpg and got some good feedback, thought it would be great to see what the community at large thought of it. You can find a running copy of it at https://threetoes.github.io/ and source is at https://github.com/ThreeToes/sw-rival-gen if you feel like forking it and making it better in my absence Let me know what you think, I know the layout is pretty crap and it's devoid of colour, and that personality traits conflict from time to time, and attributes don't match species.... Basically, it's picking equipment and attributs/skills/equipment from lists at the moment. I will fix it when I have time, but this is an OK stopgap solution I think. Also let me know if you use it live, it's mobile friendly so should work on anything with a newer browser installed. Would be good to get even more feedback on how to make it better
  5. So a little background on the party, it's an AoR campaign with a bothan spy, trandoshan ground tactician, mon cal engineer and chadra fan hotshot. The first session was an evacuation after being attacked by the local Imperial garrison, the next they were given a mission to do a smash and grab on a small research outpost, the catch being that they knew where the outpost was but nothing about the surrounding terrain, security, etc. And yes, Dave, if you're reading this is about you guys The first session went ok, they ambushed a crippled Star Destroyer nearby and then took a small freighter down to the planet to begin their investigation. Many a fun time was had, the bothan chatted up a trooper in a bar and stole his uniform after leaving him in a pool of his own vomit in an alleyway, the engineer started asking around and checking the holonet for property details surrounding the base (not the most bland thing this group has ever done, they once audited the books of a crimelord they thought was screwing them) and the trandoshan started looking for transport, finding only crazy Joe and his unbelievable prices on equine mounts. Despite offering insanely low prices, crazy Joe was somehow able to afford a twenty minute ad on the holonet, complete with an annoyingly catchy jingle to stress out the Mon Cal, but I digress. Cue session two, and our trandoshan player called in sick, so I decided to run a filler episode featuring Empire Day celebrations. I thought "hey, maybe they'll kidnap the moff in attendance, have a little fun, and that'll be a decent distraction for now", I was completely wrong. Despite having zero intelligence on the base, they decided to use the thermal detonator the quartermaster had slipped them after being schmoozed by the engineer (a good roll for a not so social character, I thought it was a bit of fun so let them have it). They acquired a mouse droid from Vizann, a black marketeer that had set up shop on the planet, and packed it full of explosives, then sent one of their alliance trooper lackeys down to the marshaling grounds with the newly crafted bomb. Their plan was pretty clear at this point, assassinate the moff, then do a blind run on the outpost. For some reason not entirely clear to me, they stole a speeder and took it out to the base with them, despite the fact there was nothing stopping them just taking the freighter out there instead. They ended up with both the freighter and the stolen speeder, staring at the cliff face on one side of the outpost. After a little debate and a call in from the trooper they'd left in town to set off the bomb, the chadra fan got sick of the arguing and pulled off some fancy flying through flak cannon fire to land on the shuttle pad over the other side of the cliff face. He jumped on the ship cannons and dealt with the scout trooper patrols repelling down the cliff face after them. They eventually cleared out the base, and found the secret lower level after following a cleaning droid. Here's where it gets interesting, until this session I was going to run a campaign where they would find some nefarious weapon developments and have to root them out through the sector. I think them assassinating the moff has kicked off something larger in the sector and has given me a good idea for an overarching plot involving a power struggle as other potential sector governors vie for the job and slip up in their other duties. All in all, it's been a fun couple of sessions so far. They're going to find out what's lurking in the depths in our next session, hopefully, and they're quickly going to be in over their heads.
  6. I double this. In our EotE game we're strict about encumbrance to ensure that the hefty looters among the group aren't carrying twenty blaster rifles from every NPC they cross paths with. I actually really enjoy the encumbrance rules of this game because they take into account both weight and size of an object. So something might be light but still long and awkward to handle so its encumbrance would be rated accordingly. I tend to ask the characters what they're bringing with them off the ship and let them go with what's reasonable, grabbing 1 or 2 blaster rifles isn't unreasonable, carrying 10 sets of laminate armour is out of the question unless you can dig up a skiff or something. Though I too found rarity rules to be really important, it stops the PCs getting stupidly powerful stuff too early without crippling them in more deadly encounters
  7. Yeah, my group started with some new characters recently. At the character creation, I looked at their duties and what connections their characters had, and started with a very generic evacuation scenario I put together in my head while they were all chatting about their ideas. I've got a good idea where they want to go as a result, and I put together the world around them and just kind of let the overarching theme click into place that will let the PCs be way more heroic than in our last campaign. I think the best thing to do is figure out what will introduce tension between the party and riff on that to introduce something they're going to have to overcome together. I found it much easier with the AoR setting, but you could look at the party obligation in EotE and think of interesting ways to let the players reduce that
  8. Our group went from the beginner box, to LAotH, to Beyond the Rim, to a weird storyline where they were trying to build a criminal empire but just ended up messing around a bit and killing some guys. We left those characters, two of which were based on the BB character (my GF loved her wookiee) in a spot where they can quite easily transition into a FaD campaign I'm throwing around ideas for. I was a newbie GM when it started, so I didn't really know how to pull it all together, but the players seemed to have fun with it. Learned a lot from just winging sessions after BtR
  9. This is a cool idea, but I'm worried about too much GM bull**** since I've mostly just been letting them do what they want and saying the first thing that came into my head to deal with that. Might keep it in mind for AoR, though
  10. So I'm going to be transitioning my players from EotE to Force and Destiny (with a separate AoR campaign in the middle with different characters to pad out the time until the core book is released), and I'm going to have to shoot them out of the sky to leave them on a cliffhanger after a few days surviving in the wilds and discovering the Macguffin. I'm thinking of pulling some GM fiat out of nowhere to hit them, but I'd rather give them time to have a bit of a fight so it doesn't feel so railroaded when I get them (ambush deep into the gravity well and all that). Has anyone got any good stats for the classic Hoth-esque ion cannon I can use or an alternative idea? I want them to feel as if they could have got out of there, they just got unlucky
  11. Funnily enough, I didn't end up running this one, my completely socially inept droid players started a riot instead.... It was a fun little session, regardless. Since my sessions with my EotE party tend to be longer, I might make the process of actually reaching the temple a little more involved before I throw it at them Maybe a trek through a jungle or something
  12. Desslok, that's awesome! I'll modify it for droid shanigans, of course, since there isn't really any sith power left here outside the lightsaber, but you've given me plenty to work with, thanks!
  13. Yeah, I took an idea from @SWRPGAdventures on Twitter about a Sith lightsaber containing its user's life force somehow. If they pick that up, there's going to be random discipline checks that get harder and harder over time until they figure it all out The party has done a lot of shooting lately, so I think it's time for a good dungeon crawl without any Imperials getting in the way. Afterwards, they'll have a base of operations they can work from
  14. Hi all. I'll give you the tl;dr version first: AoR PCs have just destroyed some orbiting dry docks, and are currently in transit to a small Rebel outpost on the surface. Rebel officer is going to urge them to keep up the momentum, and says they only have the time or resources to do one of two things, scout out a location for a hidden base to bring in a bigger garrison for hit and run attacks planet side, or start riots in the planetary capital to draw more Imperials away from other targets in the sector to pacify the population. The basic gist of my dungeon thing is that it WAS haunted at one point, but a Jedi sacrificed his own life to purge the ghosts from the place. Enterprising smugglers in old republic times, now long gone and consigned to irrelevancy, decided to use this as a base of operations, and have built a network of secret tunnels and a security system of small droids. They've been in sleep mode for thousands of years now, and give the illusion there's some force based danger here by projecting a threatening looking sith lord hologram when appropriate. They're going to use stun grenades and stuff to harass the players, but the only real danger is a few rats nests and some old. dishevelled HK-style droids dressed in sith robes. If my players decide to incite the riots, well, I'll find some excuse to send my Edge of the Empire group here instead. No biggie, and it gives me an excuse to make a Toydarian Indiana Jones NPC. But anyway, I have a couple of more ideas for some fun stuff and future story hooks. I'm trying to rely primarily on the fact that my players think there's force ghosts around, even though I'll be dropping small hints around the place that they aren't, my temple is looking a bit empty aside from my droid passages, though. Has anyone here done some crawling in burial chambers or abandoned temples before? I'm new to P&P RPGs in general, so I only know the tropey kind of things from video games and movies, which are a bit overused in my opinion.
  15. My party didn't mind this adventure, though some of the things (like the Yiyar subplot) were a little contrived. I'm new to GM'ing, so I just ran with the adventure as written. My party, though, instead of dealing with things diplomatically, prefers to shoot everything up, so the Yiyar clan has pretty much all been killed/tortured beyond sanity now. They also went to have a shot at Norta when he first appeared, since he was a rodian. They also noticed the 'Jawas' on a perception check, immediately drew their blasters and shot Talo before he could pull into the alcove. The other thing they did, one of my players is an ex-ISB slicer, so knows all the protocols and sliced into the Deep Dark to grab clearance codes. He managed to lie his way through the final encounter (despite me using all four of my destiny points upgrading all the checks) before they were able to land and attack scrapheap point. *Sigh* It was funny when it happened, but the penultimate battle never happened because of that. My revenge was making the wookie, who was flying their ship out alongside the corvette, do an astrogation check before jumping out to the rendezvous point. We have a lost wookie on our hands now
×
×
  • Create New...