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  1. I ran EotE for the first time this weekend. Unfortunately, I only have one player in my area and another one who was supposed to join us via hangouts got tied up with work. I let the one player use two characters. He made Pash his main character and did all the talking with him, while Lowhhrick helped with combat and gave a growl here and there. This player bought into the system very well. He loved the way it was all about the story and not so much about tactical combat and numbers. He is the type who prefers to talk and sneak his way through encounters rather than fight. He did so well with the rp and with his rolls that he avoided almost all the combat in the beginner adventure. He quickly bought into helping with the narrative when I asked him, "What would you like your advantage to do?" I translated his narrative into boost or setback dice as I deemed appropriate. He was so excited about the system that he said he wanted to write his own campaign. He's a huge Star Wars lore nerd, so he might actually write a better story than I could. Even though this was only one player and one GM, I think my experience proves the flexibility of this system as long as you have creative people at the table. It might be better with more players, but it was still great fun with just the two of us. The Beginner Game was a great introduction to the rules and I hope to run it again in the future if I can find others in my area interested in tabletop RPGs.
  2. I think it could work out well if the players decide they have reconciled differences or have animosity without it getting out of hand. Maybe the campaign gives them opportunities to learn respect for one another as individuals rather than judging them for their race's mistakes. I have had a bad experience in my own RP group a while back with a player intentionally playing a PC to get under my PCs skin. In a D&D 4e game, I decided to play a dragonborn Paladin of the Raven Queen. Followers of the Raven Queen hate undead and always seek to destroy them because undead are denying the Raven Queen her rightful ownership of the dead. When I decided to play said paladin, another player decided to play a necromancer to intentionally cause friction within the group. That would have been okay, but it turned into that player constantly badgering my character and making sarcastic remarks about everything he said. As the party face, I had a hard time talking to NPCs because my own party member was working against me. This campaign did not last long and I finally called out the other player on being a jerk. My point is that it could develop into good RP as long as one player is not harassing the other and making the game not fun for them.
  3. I enjoy reading the campaign suggestions at the end of the book. On page 88, one such campaign is entitled "Reog's Regiment," in which the PC group is hired by a well-known mercenary group. **WARNING SPOILERS MAY FOLLOW** I like how things continue to get worse in the suggested "episodes," ultimately giving the PCs the reins of where to take the group next. In suggested episode 3, stuff hits the fan when the enemy hires a rival mercenary fleet to attack Reog's fleet. The PCs help defend against the attack. I was wondering if any of you guys have suggestions for running a large scale starship battle. I "didn't" listen to the episode giving starship advice, and I learned "nothing" about treating large starships as terrain, but what other suggestions do you have for handling multiple starships. Should I just narrate what happens or actually do some rolls with the other starships besides the PCs?
  4. Wow, I love this one. I don't currently have a Technician in my group, but perhaps my Gadgeteer BH would like a session involving this. I second that. It's Robot Wars, Star Wars edition! You could have best two out of three round fights, and in between the group's mechanic or gadgeteer could make repairs. The slicer/computer expert could try to program new data based on observations in the fight. During the fight, perception or mechanics checks could notice weaknesses in the opposition. And of course a thief or scoundrel could try to steal parts from competition or sabotage their droids.
  5. Thank you for your work Fiddleback. As a newbie to EotE and hoping to GM my first game soon, your segments that "never" appear on the Order 66 podcast have given me great inspiration for rewarding (and punishing) my players. I am also watching your Age of Rebellion beginner game on Youtube. Do you have any other live play podcasts or videos in which you GM? I like the way you run things and would like to watch more. Good luck with your projects!
  6. I am very new to EotE and hope to run my first game in the near future as a GM. I only have two players but want to encourage them to focus on RP in this game instead of stats and numbers. One of my players is playing Pash, the smuggler, for the beginner game. I decided to give him a disguise kit along with his other starting gear, to give more options for non-combat ways of handling situations. My question is this: If the character has a disguise kit, should a boost be added to any skullduggery check for disguise, or is the kit simply required to make the check in the first place? My opinion is that someone can try to disguise themselves with random things they find, but if they have a disguise kit with makeup, false noses and ears, etc. then there should be a much more likely chance for the disguise to work. I'd like to hear others' thoughts.
  7. Specialization: Marauder preferred, but any hired gun who is good at melee or brawl. The Hook: This idea is from Game of Thrones. A certain wealthy "trader" has finally had his shady dealings backfire and may be facing a death sentence. This wealthy person contacts the Hired Gun PC with an urgent request to represent him in a trial by combat on an outer rim world. The Meat: The PC group is contacted by a known smuggler (possibly someone previously met in another adventure). He requests their help on a planet far out in the outer rim and promises great wealth if they succeed. When they travel to this planet, they find out their contact has been arrested and placed on trial for his illegal dealings. The evidence is stacked against their client, and unfortunately the penalty for his crimes is death. The client has found one possible out. The inhabitants of this planet have a tradition of requesting trial by combat to "let the gods decide guilt or innocence." The smuggler himself knows he is no fighter and has no chance in a melee combat against the "people's champion" who happens to be the biggest and baddest dude around. The client tells the PC hired gun that this is his only hope and promises great riches if the PC should win the melee and clear him. While thinking over his proposition, the PCs could learn of others who plot to ensure the smuggler is executed and that his champion loses. There could be attempts to poison, cripple, or kidnap the PC fighter to prevent him from fighting in the melee or ensuring he loses. There could also be ways that the PCs could learn about weaknesses in the seemingly indestructible opponent, or the fighter's friends could seek ways to sabotage the enemy. PCs could find out about a plot of one of the smuggler's enemies working with the government to see him executed. They could try to find a way to implicate this enemy of the accused crimes instead. Or the PCs could decide this smuggler deserves to die and bail on him at the last moment, trying to find a way to take his riches any way. The End: The adventure will most likely end with a melee fight, which has the PC character vs. the NPC brute. Along the way, the one-on-one could erupt into a full on firefight between the PC party and the NPCs minions, if either side attempts to interfere. While the Hired Gun is fighting, the other PCs could try to plan a jailbreak, helping the smuggler escape. If they succeed in saving the smuggler either way, they could either receive the promised riches or be double-crossed and left to run from the planet's authorities themselves.
  8. Another request to see this thread stickied.
  9. Specialization: Driver The Hook: The PC is hired to deliver a package to someone in a remote area of a planet where starships cannot land. The only method of delivery is a speeder run through a dangerous maze of canyons, where threats lurk around every corner. The Meat: The PC group is hired to deliver a package to a primitive planet, where the employer's contact lives in hiding. The hideout is not accessible by air, and the PC driver's talents are needed to successfully navigate the rocky landscape to reach the hideout. They are provided with speeders if they do not have them. The one who hires the PCs also says it is vital the package reach its destination quickly and without being opened. Upon starting the journey, they could come across several threats, which could include local wildlife, tribal people native to the planet, rivals who are trying to intercept the package, etc. Give several opportunities for the PCs to grow extremely curious or worried about the package's contents. Maybe have threat or despair cause the package to fall from the speeder and break open. Make it possible but very difficult for the package to arrive at its destination unopened. If the package comes open, make its contents extremely surprising or upsetting. Maybe the package contains a large bomb on a timer that will explode soon after delivery. The PCs must then decide whether to continue delivery, disarm the bomb, or even return to sender to have it explode in the sender's face. Maybe the package contains something extremely valuable or dangerous, such as a weapons shipment or the plans for an imperial or rebel base that in the wrong hands could sabotage one side of the war. Finally, the package could contain an actual person, a child of an important diplomat or even a key player in the war. Regardless of the contents, the PCs must make the decision of whether to deliver or take an alternate course. The GM would have to be prepared for many decisions. The End: If the PCs deliver the package, they are rewarded handsomely by the sender, regardless of the outcome. Then again, maybe the sender wants to eliminate witnesses and tries to kill off the PC group. Depending on the results of the delivery (package explodes or prisoner delivered), then they may have someone come after them for revenge. If the PCs turn against the sender, either by disarming the bomb, freeing the prisoner, or keeping the goods for themselves, then they will have to deal with the sender and his thugs.
  10. Specialization: Doctor The Hook: The PC is sought out by the leader of a powerful criminal organization. The group travels to the criminal leader's homeworld to learn the terrible things this leader has done and continues to do to the people of his homeworld. The group encounters residents who beg them to let the criminal die and help them gain freedom from his grasp. The Meat: The adventure begins with a space encounter, in which the party is hailed by a ship of unknown origins. The group then must choose whether to allow the ship's representative on board or to fight or flee. Ultimately, the representative informs the party of a very lucrative opportunity to help a powerful leader of his organization. This leader is presented as an important philanthropist and businessman of his homeworld. He has a deadly disease that only a skilled doctor can cure. Upon arrival at said homeworld, the players note the suffering of the common people who live just outside the extravagant palace of the man they intend to help. While on their way, they are surrounded by a group of armed men who claim they mean no harm but have been instructed to take the PC group to their boss. This boss turns out to be the leader of a resistance group who seeks the downfall of the businessman that the PC group has been hired to help. The leader claims the businessman is a criminal and has gained his position through murder and oppression of commoners. After meeting both the resistance leader and the businessman himself, the PC group must decide whether to help the businessman or help the resistance. They could even pretend to help the resistance while truly intending to betray them to the businessman's goons. Alternately, the doctor could pretend to do the surgery and secretly kill the businessman, claiming the surgery didn't work. Whatever the case it should prove an interesting adventure. The End: If the doctor saves the businessman successfully, then they are paid well and offered a position within the organization to help further their cause. However, they create an enemy in the resistance leader and may incur obligation from them. Then again, they could divulge all the information to the businessman and help him snuff out the resistance. If the doctor refuses to help, then they could plot with the resistance to overthrow the businessman. This would mean less monetary reward, but they would gain the favor of the common people and help to liberate a whole town from an oppressive regime. If they leave anyone alive from the businessman's family, they could have obligation of that family member seeking revenge. The ending could also vary if the doctor kills the businessman purposely during surgery or fails to successfully complete the surgery. They may incur the wrath of both groups on the planet and have double obligation!
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