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PartTimeGamer93

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Everything posted by PartTimeGamer93

  1. Thanks, guys. Unless he insists, I'm going to put this down. And even if he does, I'll only let him have it for Melee, as vibroswords don't need much strength to be deadly. I want to give him the benefit of the doubt, because he's never tried to scam me or powergame the table. But also, like you guys said, Agility already covers a heck of a lot.
  2. Hello, all. Been a while since I've been an active member, but I've come across an interestinf question I have a Player who wants to substitute Agility for Brawn in relation to his Melee and Brawl skills. As he describes it, his character uses finesse to engage in close quarters combat as opposed to brute force, essentially using his opponents' weight, momentum, and balance against them. Off the bat, I am not opposed to this as a narrative effect, but I am a little concerned about further effects, rules-wise. As a balance, he has offered to sacrifice his ability to purchase ranks in Ranged: Heavy and Gunnery. What do you guys think?
  3. I am going to take the dissenting opinion here. I will admit, I am a disciple of Karen Traviss, and this shapes my bias for the most part. I vastly prefer the "planet of Mandalorians" concept, and the adoptions, and the many races. I like the idea of Mandore rising again. I despise the concept of pacifistic Mandalorians. It seems unnatural. In my world, Mandalore is as Traviss described it in "Order 66" and "501st".
  4. When it comes to social situations, the NPCs are, if anything, more important than the Players. The NPCs are the atmosphere in which the Players maneuver. Each named NPC should be unique. They should have motivations, flashpoints, and information for the Players. They should be described in detail. When they talk, it is helpful for the GM to speak in character. They should give off an aura, and Players should be able to read it. If the GM does not feel comfortable acting, the NPCs mannerisms can be described. For example, my Players recently met a local crime boss. Everything about her office, her look, and her demeanor told the Players something. *** You walk into what at first seems to be an empty room with a desk in the middle. However, as your eyes adjust to the light, you can pick out the recessed lines of hidden storage units in the walls. A pair of yellow sodium lights bathe the room in a healthy, if rather unusual, light. The desk looks to be made of the same glossy gray materiel as the walls, and is organized to an exacting standard. Only a datapad, a computer terminal, and a small holoprojector sit on its surface. Behind the desk, a tall chair seems to engulf a very short woman. Or rather, a very tall girl. She is clad in an armored red vest, with only a hint of fabric extruding over her shoulders. As you step closer, you are struck by what you initially think is green lightning, but is in fact merely the glint from her sharp veridian eyes. Her eyebrows curve harshly as she focuses on you. "Took you long enough", she says casually. "Can we get down to business, or are you still admiring my home decorating?" She leans forward and pulls her chair closer to the desk. "So! You arrived here aboard the Revanant, hmm? No, don't ask how I know. I know everything that happens in this tiny system. Including the fact that a dropship just like yours blasted its way off the hidden smugglers base in the asteroid field with a hold full of heavy munitions just this morning! And yet here you are, empty hold, chatting up every doctor, arms dealer, and farming co-op in this town. Crazy coincidence! Almost like you need new suppliers. Maybe because your old one got burned down in your botched abortion of a shopping trip. So, tell me, please. Who do you work for?" *** Right off the bat, that sets the tone for the whole conversation. The Players, a band of Rebels, are faced with someone who knows way too much about them and their plans. Frankly, it seems entirely likely that the crime boss knows exactly who they work for. So the Players have to dance their way through this minefield of a conversation, trying to answer their host's questions without coming off as too vague or accidentally giving away their true allegiance. In other conversations, there might not be a need for nearly as much caution. Other NPCs may be extremely helpful, and all the Players might have to do is tell them what they need. All in all, the most important things are making sure the locations and NPCs seem unique, and also making the atmosphere feel real, which I commonly call "immersion". Immersion is one of the hardest things to achieve as a GM because it's so easy to break. One moment, three nervous Rebel Intelligence operatives are trying to evade a teenaged crime lord's over-exact line of questioning, and the next moment someone's making a joke about how colossally terrible the Redskins are as a football team. To maintain immersion, try to keep everyone as focused as possible. One of my favorite tricks is talking in a low voice so the Players have to pay extra-close attention. Eliminate extra sound in order to ease their ability to imagine the scene you present them. All in all, just keep it real.
  5. GhostofMan has the best approach to this I could imagine.
  6. I would make it a one-time thing. I allow that sort of change early on, right after my usual introductory quest. I ask them if there's anything they'd like to change before they proceed, sort of like most Bethesda RPGs do.
  7. I do like the idea of a disposable weapon; the AT-4 comes to mind, and makes sense for Rebels with limited or nonexistent supply lines.
  8. I think it would be better to simply stat a different rocket for the existing tubes; this would give it a very multipurpose design, amd encourage diversification of firepower. For example, the anti-tank rocket would lose the blast quality against infantry, but gain an extra breach point, and do six points of vehicle damage. In addition, AT rockets would be at least ® 8.
  9. I gave my Players the Sentinel-class landing craft. It's similar to the Lambda, except more likely to be found as legitimate surplus or salvage. It's well armored and well armed. A good choice for mercenary Players, as it fits their character archetype.
  10. Definitely have a chat with the Players. Just because you're new to the GM business doesn't mean you have to let them screw around. Keep it friendly, fly casual, but make sure they get that this is a very narrative roleplaying game, as opposed to one where you're calling shots left and right. The game already assumes you're doing your darndest to put the bad guys down. If they call a shot, it should be for a narrative purpose, not to work in some extra damage.
  11. As I see it, droids are affected by the Stun "quality" not the Stun "setting". By which I mean, when you flip a blaster to stun and hose a droid, nothing happens. But when you swing out from behind a corner, level your ion blaster, and lay on the heat, the droid is affected by the Stun "quality". Does that make sense?
  12. I did forget to mention the manufacturing facilities present on Alliance safeworlds. And while I did mention Dac, I neglected to specify that its biggest strategic contribution was that of starship drydocks. However, with the exception of Dac, Alliance factories struggled fiercely to keep up with demand. As a result, up until the post-Endor era, the Alliance was desperately short of munitions, and each starfighter might have represented a month of day-in, day-out manual labor. The X-Wing novels are a useful resource for this topic, as Wedge Antilles mentions that the first Death Star strike force only had two torpedoes per fighter because of shortages. Tycho Celchu also talks about the manufacture of the A-Wing he flew over Endor, mentioning that it was partially made of high-density, high-strength Fjisi-wood. Make no mistake, the Alliance had starship and munition manufacturing capabilities, but they were grossly limited by the requirement of maintaining operational security. Putting together a starship requires more than just facilities and workers, it also requires materiel. And as many Alliance safeworlds were in fact charted planets passed over by the Old Republic or Empire for colonisation due to lack of present resources or value, this materiel needed to be shipped in from other star systems or sectors. Operational security limited the amount of ships passing through these systems, even if those ships had ironclad documentation. If too many ships passed through or were detected by Imperial waystations, scout ships, or probe droids, the Empire might begin to wonder about the sudden influx of freight to this supposedly unsettled planet.
  13. And in came one of my favorites, the least likable character I have ever seen, Borsk Fey'lya. Thank God he's just a Legend now. Screw that guy.
  14. I run very deeply railed campaigns. I give my Players the illusion of control, and they may even believe they have control, but I have plans for most contingencies, and they generally lead back onto the rails unless the Players show an inclination towards a particular side-quest. If you line up the NPCs and events right, the Players will make the right choices to reach the right conclusion/climax/
  15. My biggest piece of advice to you is this: make it feel real. When the Age of Rebellion system was announced, FFG modified a few frames of the original trilogy to have big "YOU ARE HERE" circles added in. This feeling of immersion is what really makes this system work. It's a cinematic system, a narrative system. If the Players (with a capital "P") feel immersed, no matter how clumsy the dice rolls are, they'll enjoy it. Just keep your head up, adapt quickly to changing situations, and you'll do just fine. Welcome to the team.
  16. The Rebellion is a very fluid, very difficult concept. On the one hand, you have elements of the Alliance military moving from secret base to secret base at the heart of the Empire. On the other hand, out on the Rim, you have entire planets coming under Alliance control, as in the case of Dac and other Alliance safeworlds. On the ground, the quality of Alliance troops varies greatly. Alliance SpecForce operatives are the elite, but make up only a small percentage of all ground forces, and are usually only dedicated to vital operations or operations where no other unit could succeed. Then you have the regular Alliance army, equipped with a large variety of gear, from Clone Wars-era stuff to newer, modern weapons. Their training varies according to how long they've been active. Many units gain their training in the field, and the survivors form the core of most Alliance Army units. Then you have Rebel cells, which might be made up of veteran soldiers...or optimistic farmhands. Their tactics usually hinge on surprise and secrecy; a stand-up fight will end badly for them. Bombs and ambushes are a staple of their small-unit tactics, and ineffective cells don't last long, as the Imperial Security Bureau (ISB) pursues even rumors of Rebels relentlessly. The Alliance does in fact have a fleet, though it is dwarfed by the mammoth Imperial Navy, and outgunned as well. In the Alliance fleet, you find the usual frigates, destroyers, corvettes, and cruisers. However, unless captured from the Imperial Fleet or stolen from the shipyards, most of their ships are aging and obsolete. Sometimes, though, even a relic can be upgunned enough to be a threat to a Star Destroyer. Where the Alliance Fleet really shines is in their Starfighter Corps. With the X-Wing, the Rebels have a ship that is more than a match for Sienar's TIE Fighter, though it can be threatened by the newer Interceptor line. As the Alliance is always short on skilled pilots, they have a need to keep their pilots alive longer. Most, if not all, Rebel starfighters have shields, and the new A-Wing and B-Wing fighters provide good specialist compliments to the jack-of-all-trades X-Wing. Behind the scenes, Alliance Intelligence fights a black war against both Imperial Intelligence and the ISB. Imperial Intelligence has a very cloak-and-dagger approach, hunting down leads and information to feed to the Imperial military arms, the Fleet, Army, and Stormtrooper Corps. However, ISB is a brutally effective counterterrorist outfit, with it's own Stormtroopers and paramilitary fighters, and covert sources across the galaxy. ISB shares intel only when they feel a problem cannot be handled by themselves. Alliance Intelligence is kept at a level of paranoia usually reserved for crazed schizophrenics and 9/11 truthers. They operate around the clock to ward off the shadow of the Empire, digging up moles, hunting down leaks, and searching for homing beacons. To do this, Alliance Intelligence uses both covert and direct-action elements to fight the threat of Imperial discovery. ISB assets are a priority target at all times. Politically, the Rebellion is fragile. While most of their forces are human, more and more non-humans are flocking to the Alliance banner as the Empire cracks down on world after worlds and presses more and more indigenous species into slavery. As a result, where the Alliance once operated as a solely military organization, they find themselves forced to begin to politicize their leadership system. With victory still far in the future, Alliance leaders dream of founding a New Republic, and despite the dark days ahead, lay the groundwork for a truly free government. At least, that's how it is at my table. By all means, come to your own conclusions.
  17. I want you to know that the concept of a Wookie gigolo has me feeling very confused right now, okay. I don't know how I feel about this.
  18. You may also notice a shortage of US Army troopers at Naval Shipyard Norfolk; it's guarded by US Navy personnel. The Death Star is an Imperial Navy project. It makes sense that their security forces would be the ones manning the inside of the shield facility as opposed to Army troops. This justifies both the presence of Naval Troopers at a surface installation, and the Emperor's statement that an elite Stormtrooper Legion was present as well.
  19. It doesn't really explain why proton torpedoes are Restricted but starfighters with proton torpedoes (like the X-wing) are not Restricted. This shows up in the Edge line too, where there is no presumption that PCs are members of the Alliance. Just a guess, but just because a ship has the capacity to use proton torpedoes as a default doesn't mean they're always going to come equipped with them. I'm playing in an AoR campaign centered around a newly-formed starfighter squadron, and while our Y-Wings have proton torpedo launchers, what we don't have are any proton torpedoes to launch; last session we played, we were lucky to have two torps in total, with them being split between two different Y-Wings so that if one ship got taken out we wouldn't lose both torps. We did wind up using both of them (mine to take out the main generator on a pirate asteroid base, the other to severely damage a pirate carrier), and there's no telling when (or even if) we're going to get a restock. A proton torpedo is a high-powered bomb, and the Empire would prefer that the only folks who can get a hold of those on a routine basis is themselves. It's akin to a civilian Hummer having the basic requirements to mount a SAW as part of the design, but the government making the purchase and mounting of said weapon by a civilian very much illegal. You're running a starfighter squadron without torps? A Y-Wing squadron without torps? Yikes. I always looked at the Y-Wing like a Star Wars-y F-14; can engage targets from over the horizon with missiles, but fragile and ungainly as heck in close quarters.
  20. Another thing to remember is that the AoR books have a far more military tilt, and assume the player is a member of the Alliance. That explains the "restricted" issue with the X-Wing, and the pricing and stats of the Dragoon: it's meant to be a convertible handgun for officers or senior NCOs, like the old Mauser broomhandle carbines were for the early 1900s German army.
  21. I'm not one of those people who classifies the Empire as "evil". I classify individual leaders as being so. The Emperor, Vader, Isard, Zsinj, Derricote, Tarkin...yes, I would classify them as evil. Pellaeon, Thrawn, many other Imperial Armed Forces officers, assorted regional governors and Moffs, not so much. The character of the Empire depends on the people making and enforcing policy. If both of those people are evil, then yes, things will be bad. If the policy maker is good, but the enforcer is not, then things will be bad. If the reverse is true, things will not be as bad. Don't be afraid to explore gray areas. Just because the Empire might be bad, doesn't always mean the Rebellion will be better.
  22. The Zahn book you're referring to is from the Heir To The Empire trilogy. In it, the Empire begins a new cloning regimen under Grand Admiral Thrawn. Something Thrawn considered, but did not implement, was cloning Force-users. There was also a mad clone of the Jedi Master C'baoth mixed in, but he was too unstable to clone. He did, however, clone Luke Skywalker from the hand lost at Bespin.
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