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thatwalshguy

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  1. Woot! Congrats on starting a new game! Morality: If someone does something questionable, they earn a little conflict. If they do something outright crappy, they earn more! haha. It's okay if it's not perfect the first few sessions, I feel like as you start the game you slowly learn more and more, and the rules get stronger. Think of your game as a TV show in season 1! It's kind of crappy, as all the writers are learning what's working and what isn't I would recommend that whatever you pick, be it Duty or Obligation or Morality, that it stays the same across all games. Honestly, in the house rules of my current campaign, we actually don't really use any of the systems. That's an option, too. Enemy Strength & Party Level FFGSW is unique in that! I was talking to a friend about this the other day- the mechanics are way more about RP, and less about "going up in statistics", so it's kind of harder to figure that out. I feel like it's cool though, because characters of varying XP can be effective in games regardless. Here's my experience with this: Start by repurposing weak, crappy minions like "starship mechanics" or whatever, and just narratively adjust (if your PCs are getting massacred, offer a narrative twist that saves them, or have introduce more if they're merking everyone). It will help you get the hang of it! And if your story is good, players aren't going to necessarily worry about how easy was the first time or two. Once you start to get the hang of the statistics, you'll be naturally figuring out damage versus soak and wound threshold, and it will feel comfortable designing encounters. Keep playing! We've been playing weekly for almost a year now, and the first few sessions seem like we got a lot of it wrong. And that's totally cool! As long as everyone is having a great time. Rewards Amanal's post about rewards is perfect! 5XP an hour rocks. Sometimes I'll give rewards throughout the game, but won't say them till the end. So, let's say someone is doing a perception check on a dead body, and does something crazy like 3 successes and 3 advantage. I'd tell them, "You've found something great, I'm just not sure what it is yet. You carefully pack it and stow it for later." Then, at the end of the game, I'll take my time and build a really unique item for them, or something cool, so that it's special! Favorite item I've built: A backpack that unfolds into a speeder bike (two maneuvers to take off and unfold, one to mount!) Conclusion! In my games, I've had skill checks sometimes be too weak, players breeze through everything in a game or two, and battles be pitiful. The reality? Nobody cared. I've spent so, so much time crafting a compelling narrative that my PCs are more interested in what happens next than on how "hard" it was. And that's really the magic of this game. Use it to tell a good story. The mechanics won't always be right, and that's okay. Within a few weeks, you'll be on the road to greatness! Hope my feedback helps!
  2. So the digital edition is out! I'd love to hear more thoughts before picking it up! Anybody else feeling a little eh about it?
  3. I would also not be surprised if this was also the delay with the digital edition. ZA is awesome, but if it's just the same thing with new scenarios, I can't imagine it going over well. Maybe they'll release a compendium afterwards. I hope so!
  4. It's so good! Man, I didn't want to hype it up, but I really enjoy what they've done with Jedi.
  5. Where have you seen it? DriveThruRPG doesn't have it yet, and the product listing on the site here doesn't list it's availability yet (only Zombie Apocalypse)
  6. When is the digital edition coming out? Any ideas? Or, any inside tips?
  7. Bingo. I've been doing a lot of GTA V style "heist" scenarios lately, where players have had to collectively prepare for things like breakouts, prison rescues, etc... The game structure is much more loose, as the players generally have a time constraint to prepare (IE, 10 turns, or 8 hours or something), and they've got to do as much as possible before they'll miss their window of opportunity. I've created a series of hooks where players do the math on their own- I'll tell them there's a TV station and a fuel depot in the area, and most often players connect the dots, break into TV stations and co-opt the signals, reprogram fuel trucks, or even put new things together that I didn't think of. I'm also of the philosophy that players splitting up isn't a bad thing- exactly like you said, having them go different directions sometimes gives them a moment to shine. I'll pinball around the room, each person on their own mini-quest, resolving tasks on their own. Sometimes, I feel like when the group is together, it's easy to stumble over each other (or have one person take the lead). That breaks up the tension, gives everyone the opportunity to rock!
  8. Awesome advice. Absolutely awesome advice. I run EOTE and AOE games all the time, and am about to write my first EOTW, definitely using these tips! Thanks!
  9. Great to see people thinking outside the box! I think there's tons of ways to play. Here was an example of when I wanted my players to not resort to combat, but use their resources and skills to get through a mission: In my AOR game, players are garnering favor within the Rebellion. There are several smugglers working for corrupt authorities within the empire, helping them ship goods for their own gain. My players were tasked with changing the drop location onboard the ship of one of these smugglers. That man would then inadvertently help the Rebellion, and at the same time destroy the relationship with his client. To do it, the players had to alter the drop codes on that smugglers ship without anyone knowing. If they were discovered, the ruse would be up, and the entire plan would fail. The players ended up sneaking, using stealth and social skills to break into the hangar. It was a wonderfully dramatic game where the players used skills in new ways. There's tons of ways to have social skills dominate the game! Maybe your players: Need to convince a resource baron to join their side in the civil war Talk their way off a space station (where they're hunted, but the hunters don't know their identity) Talk their way into a space station Help solidify the cover of an NPC (by designing and creating additional fake identities that lend credence to the NPCs) Those are just some quick ideas!
  10. A lot of the material is widely interchangeable, especially with the methods in which the Alliance needs to operate. I just ran a AOE game where the players shut down an imperial monitoring station overlooking Treasure Ship Row on Corellia, and it was all pulled from Suns of Fortune.
  11. I'd really enjoy seeing module components, like in Fly Casual and Suns of Fortune, too. Stuff that's great raw material to build games with.
  12. Thank you. When I run games, it sometimes takes so long to pull up a piece of random information. This is great.
  13. Rocking the Obsidian! My only advice is keep records that are worth it to the players- some people write a novel, which works, if your players want that. I've tried to keep my records short and sweet, so the players get the information they need to keep their stories going.
  14. I feel like the game is so easy to hack that you could easily put a session together that dealt with government conspiracies, Indiana Jones-esque adventures, ninjas, or whatever else you could think of.
  15. I use Genius Dice, which seems to have enough room (and lets you make different colors) for dice. Also, it was free! A bunch of real six sided dice only cost me like $6, too, in case you're curious.
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