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Tyrotron

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About Tyrotron

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  • Birthday 12/12/1991
  1. I am glad to people weighing in on this. I will try to reply to as many of the responses as I can. @HappyDaze I do not often fudge dice rolls, but it does prove useful sometimes when you want to save a character from a premature death or if you want to direct a situation in a certain way. @Daeglan This might seem unnecessary to you, but it adds to the atmosphere in our games. My players like to feel like its them vs the game. We have found our way to be much more engaging. @whafrog As stated in my response to Daeglan, we have found this method much more engaging. I was not claiming that the normal way has no tension, I was simply stating that my group finds our method to have more tension. I agree that tension should be built through narrative. But, if the mechanisms can reflect the theme/feel of the game, then that is a bonus.
  2. You make good points. I should have mentioned that this system is heavily dependent on the type of players you have around the table. My group thrives off of having a bit of tension between the GM and the players. Not mean-spirited, spiteful tension, but more like playful tension. The whole experience is still very much a cooperative one, as I believe this system was intended to be. But, taking the duty of tallying dice results out of the players laps and placing it in my own allows the players to focus on the narrative elements while I handle the mechanisms. One final note, I am much faster than my players when it comes to reading the dice results, simply due to my experience with the game. So being able to roll simultaneously with the player and quickly spit out the total successes, failures, etc. does save a bit of time at our table. I ran the idea by my players before I started implementing it, and they have been all for it ever since.
  3. TL;DR: I (the GM) roll all of the negative dice behind my GM screen, the players roll all of the positive dice. They tell me their results, I tell them the net results. Makes dice rolling tense, very interactive, and quick. They are responsible for only their dice, while I am responsible for all the bad guys/dangerous stuff. Full Story: I have been successfully running FFG's SWRPG since the game was released and I have noticed a trend in some of my games. When we are at the table and the PCs are engaged in an intense situation, the action often slows down considerably when the players have to assemble the dice pool, roll the dice, count out successes, failures, etc., and go over the results. This is especially true for players who are new to the system. For a lot of groups, the system works perfectly fine. But for some, it bottlenecks the action a bit. I went about solving the issue in a simple way. This makes it so the players only see what they rolled. I noticed a tendency for players to blame themselves when they were responsible for rolling all of the dice and a poor result came up. Now, they blame the enemies or situations they found themselves in. I, the GM, roll all of the negative dice (purple, red, and black) and the players roll all of the positive dice (green, yellow, and blue). As we are assembling our respective dice pools, we are stating why we are adding specific dice to our pools. Example: A player is taking a long-range shot with a blaster rifle at a target who is in cover. The player then assembles their dice pool while sating, "I am adding 3 green and 1 yellow for my Ranged (Heavy) and I am spending a maneuver to aim, adding a blue boost die as well" As I grab dice, I am stating, "I am adding 3 purple difficulty dice for long range and 1 black setback die for the target being in cover." The player then rolls and tells me their results, while I roll behind my GM screen and compare what they rolled to what I rolled. I do not tell them the results of my roll, just the net results, unless I get an amazing or terrible roll and want to brag or rage.
  4. I feel like the quantity you are printing wouldn't have any bearing on whether or not the sheets are intended for personal use. Wouldn't somebody get slammed with a copyright law only if they started selling the sheets? Even if you were selling the sheets, FedEx or any other printing service shouldn't take a hit, for they were just printing it out for you. That's like suing the sporting goods store for selling the baseball bat that some kid used to destroy your mailbox.
  5. You could build you template in the direction of smuggler. Smugglers can craft spice and can slice gear to upgrade their stats. As far as a roleplaying community, you should look at the SWGEmu forums. There is a whole forum dedicated to role-players.
  6. That's probably because he bought it back when it was up and running, so it is still in his library. That is exactly the case, I believe.
  7. HAHA no power hammers here. I could see my players sprinting off through the trees yelling "PEACE PEACE PEACE" as a group of rancors chases after them.
  8. You make good points. It would just be about having the characters in settings that roughly represent their situations in the RPG. We are not going to try and represent every little nuance of the scenarios they find themselves in. Talking to a group of smugglers to try and get a job? Go chill with the NPCs behind the cantina in Mos Eisley. Fighting a group of Stormtroopers at an Imperial checkpoint? Hang around some Stormtroopers near the numerous checkpoints in-game. It's just about giving a representation. As far as the limited planets, there are enough varied locales in-game to represent just about anything. We would probably limit travel time by staying in one place and using it as much as we can. I think the main appeal would be having the avatars to represent the characters. Even when we played at home, we would have miniatures nearby to represent the characters. We rarely ever used them to accurately represent positioning for combat encounters and such. It was more just to set the scene.
  9. Haha I have had my SWG characters make appearances too. I actually had my PCs go on a mission that they pulled straight from a mission terminal to make money. I put them on Dathomir one time as well and chased them around with a Nightsister clan. The developers are working on implementing the Jump to Lightspeed expansion. That is the expansion that added starships to the game. SWGEmu does require a copy of the game. There are numerous ways you can get the game . I am still able to download SWG from Steam for some reason.
  10. (TL;DR at the bottom) I never got to play Star Wars Galaxies in its heyday. By "heyday" I mean the times before SOE started dismantling what they had created in order to appeal to a dwindling audience. I happened to jump into the game later on in its life, experiencing only the last year-or-so before Sony pulled the plug. However, I did come across the Star Wars Galaxies Emulator (SWGEmu), and have been greatly enjoying my time in the original open-ended Star Wars experience. If anybody has ever been curious about SWG, you should check out SWGEmu. I had the notion of combining SWGEmu with Edge of the Empire to supplement the experience a bit. I play EotE mostly over the internet with my friends from back home using voice chat. I would love to get them to install SWGEmu so we could use our avatars to help aid the story visually. There are lots of different locales in SWG that could represent a wide variety of locations in our game. Cantinas, starports, jungles, big cities, small towns, deserts, and so much more. Look up some screenshots if you are unfamiliar with the game, specifically screenshots of Mos Eisley, Corellia, and Theed. Also, the game has an incredibly deep character creation system that lets you make avatars that are extremely customizable. There are also thousands of items that players can buy in-game to further flesh out their character. I am not saying go in with your avatars and try and act out every little thing. Just having digitized representations of the characters in a visually stimulating environment would be cool for immersion. There are possible drawbacks, though. Players could get distracted by the game, which isn't bad if it encourages role-play. Travel times between locations might be lengthy, but they could make for some decent role-playing. Also, there is the issue of getting my players to actually install it, which is a more involved process than it is for most modern MMOs. Anyway, just wanted to share an idea with some fellow gamers. And if you do play the SWGEmu, add Quicko to your friends list. I am not on very often, but say hello if you see me. (TL;DR) Using Star Wars Galaxies to visually represent players and locations for Edge of the Empire would be cool, in my book.
  11. I made thermal detonators much more lethal. I remember in Episode VI, when Leia is disguised as a bounty hunter and pulls out a thermal detonator, everyone in Jabba's court freaks out. I like to imagine that she could have blown up the entire chamber. Since thermal detonators are so expensive and hard to come by in my games, they are not to be trifled with. The PCs in my group use them to take out entire floors of buildings. Usually, if you are caught within close range of the blast, you are dead. If you are within medium range, then I roll for damage normally. If you are far from the blast, you usually experience strain. I like to make things hard for my players.
  12. I still play on occasion via the SWG Emulator! Pre-CU, helpful community, thousands of players, classic fun. Oops, now I'm getting off topic.
  13. I like the simple elegance you've used on your map. Makes things easy to find. For my games, I like to use the maps from Star Wars Galaxies, that old MMO that got shut down. They are good if you like lots of detail to pick and choose from at your own liking. Since I use to play Star Wars Galaxies, I am more familiar with how they are laid out. Star Wars Galaxies Wiki has maps for Corellia, Dantooine, Dathomir, Endor, Hoth, Kashyyyl, Lok, Mustafa, Naboo, Rori, Talus, Tatooine, and Yavin IV. Click to see what I mean by "lots of detail."
  14. I have been in your situation before. It defiantly takes a bit of coaching to teach players that fleeing is a viable option. In the beginning, I had to make it apparent to my players that they need to flee by giving them specific cues. Here is an example: They were leading a Rebel assault on an Imperial compound, and their slicer was trying to prevent a computer from transmitting a distress signal to nearby Imperial forces. They were deep in the heavily-defended, high-walled compound, so escape would mean weaving through the buildings, dodging enemies, and finding an exit. The slicer was unable to stop the signal and reinforcements showed up, threatening to wipe out the entire Rebel force, along with the PCs. I had a TIE bomber fly over head and bombard some of the Rebel forces, fudged the roll, and said that the amount of threat I rolled caused the bomber knock down one of the outer walls. The players then saw this as an escape route. The players learned that if they had not escaped, they would have been killed like many of the Rebels that didn't make it out. After a few more instances like this, the players started going into situations with escape routes already in mind. It's all about staging and prompting.
  15. (TL;DR version at bottom) I briefly mentioned fleeing and how it affects the flow of the game in another thread, quickly got carried away, and then remembered that the topic of the thread was Astrogation checks. I figured I have enough to say about it that maybe someone out there will care to listen. Think of how many times in the original Star Wars trilogy that the characters are seen fleeing from something. Fleeing from Mos Eisley Spaceport, fleeing from the the detention block on the Death Star, fleeing from the Death Star itself, fleeing from the wampa's lair, fleeing from Echo Base, fleeing from Cloud City, fleeing from the Pit of Carkoon, fleeing from the exploding Death Star II, etc., etc. Imagine that if instead of fleeing from all these situations, the characters stood around and obliterated every last stormtrooper or thug or whatever and then casually walked around to loot all the bodies. When I GM, I love putting my players in situations where they simply cannot blast their way to safety. Putting them against opponents that have them beat in both firepower and numbers is much more thrilling, in my opinion, then putting them against a group of enemies with which they are evenly matched. I do put them up against groups that they can defeat. In fact, I probably do this about as often as any other GM. But I love throwing them in situations where they need to flee, allowing them to barely escape with their lives. This conditions the players and alters their way of thinking, forcing them to look at situations for a moment and weigh the odds instead of charging in with swords (or blasters) drawn. Too many RPGs, whether they be played on the table or on a screen, have fallen into the pattern of placing the player in a situation, requiring the player to completely defeat all challenges the situation creates, and then allowing the player to move forward to repeat the process. This is a staple that I use to see back when I played D&D for a number of different GMs. Every situation required players to completely eradicate any enemies in the area before they could see any progress. This seems to be the recipe for the basic dungeon crawl. A game like the Star Wars RPG that FFG has created does not need to be played in this way. It can be non-linear and fluid. This requires the GM to have a bit of skill and the ability to adapt, but it allows many more possibilities for the players. TL;DR/Closing Statement: Don't be afraid to throw players into situations that they cannot overcome by firepower alone. Make things hard, impossible even, and have a plan for when they retreat. If done correctly, they won't complain about not being able to kill every last baddie, but will relish in the fact that they managed to escape unbeatable odds with their lives.
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