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Everything posted by Telmia

  1. Ooo! As someone who greatly enjoyed your adventure modules, this was a wonderful surprise. I've never said it before but: thank you! You do great work, I look forward to diving into this
  2. Ouch. I was looking forward to this but after that preview I'm going to pass. It's almost difficult to read it's that choppy. Also yeah that "cop" line? Very odd.
  3. I do think there will be some sort of tie-in, I'm just not sure what. All I can think of is some sort of beginner game type set, something that's a module, characters and (simplified) rules all rolled into one to sell as a standalone one-off "Force Awakens Role Playing game" box.
  4. I also like the idea of a new body. It also depends on if they like the story potential of being a head and having to get slapped on the nearest droid, or if they want to re-roll a more balanced character? If they just want a new droid ASAP but are attached to the old one, I'd hand wave that the group stuck them to a new body they found (maybe they came across a droid storage area or a maintence room?) which I'd let them create as if it was a new character, and then just get on with the action. Then what happened is a warning to be careful. Consider this a generous one time deal perhaps. Though I'd heavily encourage them not to take the min/max route again. Otherwise they're a head and as a GM you get to throw them other possibilities and see what they go for.
  5. Indeed, as others have said it's because unfortunately nerdy media is often pretty sexist due to it's history. It does seem to be getting better which is good- comics, video games and RPGs all seem to be getting more inclusive. But it means diversity in stuff like this is still noteworthy and actually stands out, in a good way! Inclusivity can mean a lot to people for different reasons, but I think it's also good as it attracts new people who might have felt unwelcome before. I mean let's be honest, there's a pretty nasty stereotype attached to RPG players and it's not like people are flocking to the hobby. It can help when the game makes that extra effort to show off diversity and prove that it's not actually all about white dudes.
  6. I'm also a fan of just tweaking the sessions to suit the group. For context, my normal group size is just 3 players. Recently that group has fallen apart so right now I'm GM'ing for a single player! But for a while it was just 2 players, which worked surprisingly well. I was worried at first but I quickly found that the system is very open to varied solutions. I tried to set up encounters that would be specifically solvable with the players' skills (being aware they were lacking in certain areas) but more often than not the players surprised me with their own creative solutions anyway. I've run pre-written adventures a few times and normally if I get the vibe that things are too tough I'll just dial back the strength of the opponents. I've modified the story before to make it more personal or interesting, but I've never had to entirely skip anything due to a lack of skills. I just trust that the players will find a solution and I make sure I'm open to suggestions, which keeps it fun for all of us. I don't use any special rules or anything to make it easier with regards to experience points. The only thing I have done is knowingly be a little bit generous in how much I give per session, just to speed up progression a little bit. But that was more about the group's desire for faster progression (my own fault for being accidentally stingy in the first story we played!). Basically I think you might be overthinking it. But that said, every group should do whatever they're comfortable with. If this is what you want to do, go for it! But if you're doing it purely out of apprehension that you'll be too weak, I'd just start playing and see how things go. It'll probably take a session or two for your GM to get a feel for what you can handle anyway. If you still feel a little weak I'd just negotiate a lump of extra exp to spend to get a bit of a boost.
  7. I imagine new FFG Star Wars content will pull from the new canon where appropriate, in the same way the new canon pulls from Legends where appropriate. For instance, assuming they still have the licence I'd be stunned if we don't see Episode VII+ content from FFG over the next few years. But yeah, I don't really care about what's canon and what isn't when it comes to RPGs. Did some variation of Jewel of Yavin happen in the new canon? Most likely not, but if it did, would it change anything about the adventure? Nah. I like that stuff like SWTOR isn't canon now as it presumably frees it up to do whatever it likes, regardless of what any new content says. Presumably it's the same deal for FFG stuff. It'd be really silly and pointless if, for instance, FFG pitched an adventure idea only to be told "No sorry you can't do that it would potentially conflict with a line of dialogue from Rebels Season 2. You have to change the story" Like, who would even benefit from that? Another example is Force and Destiny. If the beginner box and adventures had to be canon then would Disney just declare it unpublishable because it introduces Force users that don't gel with their overall plan? Trying to mix canon and RPGs just limits what can be published so I'm happy to just sweep the canon question under the rug and focus on the fun.
  8. I just wanted to say, with the characters now all revealed, how awesome I think it is that the gender divide is even. Growing up with nerdy media it always bugged me how imbalenced things would be with gender, there was a lot of "let's fight over the one girl character" when it came to various video games, for example. I mean it seems like a little thing but it helps me feel more welcome when the characters aren't a bunch of varied men and then Token Woman. FFG have been awesome with keeping the artwork and characters diverse with the whole line so this is just me saying I love that this is the case, as do the rest of my players
  9. Sounds like fun! We kind of did something similar. We played the Edge beginner box, loved it. So then we waited and bought the core book but quite a bit of time had passed by the time we sat down to play again. So we just played the beginner box again, except we used new characters created from the rule book and I swapped around some objectives to spice it up. We debated just phasing the new characters into the beginner box characters' position when we started playing again, so magic them into the Krayt Fang and pretend they took it all along, but everyone was a bit rusty so the beginner box worked as a nice rules refresh. We jokingly considered it an alternate timeline. We've since talked about using it yet again to launch another campaign with the addition of a couple of new players. It simply works really well to introduce people to the rules and get the characters into a nice starting position. Anyway, I'm rambling on. The point I was going to make is we also thought about converting the beginner characters to NPCs when we swapped to created characters, but honestly everyone just wanted to get on with playing and nobody minded looking the other way and pretending just for the sake of fun. So I suggest just do whatever feels most fun!
  10. My gut reaction would be no. Presumably the knowledge in the holocron is intended for a Force user and is delivered in that manner. If Han Solo overheard Yoda's teachings to Luke would he have benefitted? ...then again, I just thought of Theron Shan from SWTOR. For those unaware, he was raised as a Jedi when he was young but he turned out to not be Force sensitive. Some of the skills he learnt, like meditation and concentration exercises, he still uses despite not being a Jedi. So I suppose actually I would say it depends on the skill and what it is exactly that they're being taught by the holocron. Interesting question!
  11. Thanks to FFG, I can't stand any other system! Me and my friends had all never played RPGs before. The Edge beginner game was the first thing we played and we LOVED it. So then we tried Pathfinder and although we loved the lore we really, really struggled to get into the system. Eventually after just three games and a fully planned storyline and carefully created characters we binned the whole idea. We just couldn't stand how rules heavy it was. We tried again later with new characters and a new story, we lasted one session. Since then we've also tried the DC super hero role playing game and had the same problem. Nothing feels like FFG Star Wars. Nothing is as fun or as smooth an experience for us. It makes me wonder how many people are driven away from RPGs because they start with Pathfinder type stuff and just fall asleep like we did. If we started with Pathfinder and not Star Wars I don't know if we'd have ever even tried Edge. I really think FFG should try push their beginner games to people who don't have RPGs on their radar. I've had a couple of people say they love the game but are perplexed why they'd never heard of it until someone introduced them to it. Not that I'd know how they'd even start with that. Ah well.
  12. I think they're fun. I'd be disappointed if they're never added at all.
  13. Amazon is where I've gotten my books, since I don't have local shop, eBay is usually pretty good too actually from what I've seen. Are you dead set on getting Edge? I ask as Age of Rebellion is in stock on Amazon and at £29ish which is the cheaper end of what I normally see it for.
  14. I do something similar. I have two different iTunes playlists, one called "Steady" which is calm or suspenseful music and then one called "Action" which is pretty self explanatory. However I actually don't use movie music as I find it's very specific to certain scenes and quite jarring when tracks change. Instead I use a blend of Star Wars video game music as I find that's a bit more suited for unspecific actions, since obviously that's what it was composed to be. But my group are all fairly young and grew up on Star Wars video games (we're in our twenties) so the music is still fairly iconic and "Star Wars-ish" for us
  15. I'm really, really excited for this I loved the other adventures so I'm definitely picking this up!
  16. I found after starting to GM I felt a bit exhausted at times at how much I would plan vs. how fast we would play. I'd spend ages fleshing things out that would be over in two hours and that'd be it. I'd enjoy playing but always feel like I'd gone overboard on planning. So my solution was to just stop planning so much. I'd take a loose idea of what was going to happen and run with it. I'd also get pre-published adventures and rip out all the parts I liked and leave the rest. I've found this has helped me a lot. For instance when we played Long Arm of the Hutt I didn't like the party scene, so I took it out and simplified the plot. The players started to nudge the story in a different direction so I just went with it, ignoring what we were "supposed" to do and it made for a smoother and more enjoyable game. A good tip is to prepare some simple encounters in advance, like statted up minions for an ambush or a little social encounter. You don't need details really, just the stuff to save you time. Most things you can invent on the fly. I try to never predict how an encounter will end these days, instead I just present the problem and let the players tell me what happens. Obviously I have a loose idea of what they could do, but I try stay open to the fact that they'll likely surprise me!
  17. I agree that the art is one of the most fun things about FFG Star Wars products. It always looks great and FFG do an awesome job of bringing it all together. I love how they make the effort to throw in unique stuff even for smaller releases so I'd imagine Glare Peak has unique art in it?
  18. Awesome. Thank for you taking the time to write up how it went. I've not yet run any of the WEG stuff for my players but I was eyeing up Starfall as a potential good one to slip into a campaign. Sounds like it should work out quite well!
  19. I don't need it just yet, but I've been planning something similar for my Jedi player. I keep coming up with little ideas but nothing has stuck for me yet. My current loose idea is to have her explore an old temple and end up with a saber (or at least crystal) that was left specifically for her. Either a Force ghost or a dream will imply that the saber has been waiting for the right person after it was foreseen that someone would arrive here for it when they needed it, and it was time to claim it. But that has problems because it's not very epic and it's not very personal. But I do like the whole sword in the stone homage of claiming her birthright from where it's been waiting for her. I've thought about the saber literally being in the hands of an old statue, or encased in glass as an ornament. I don't know if it'll click with her though. I suppose my best bet is just talk to the player and see if she wants something personal to build or would rather find it ready made and good to go. Like you I'm struggling a little on what my other players will do. I've even considered running it as a solo session but that doesn't feel right either. But I don't want to have them just trailing around, I might just craft a story reason for them to visit the ruin when the time comes and roll the lightsaber scene into it as an extra, rather than being the whole reason for visiting.
  20. I have to admit, I smiled pretty wide when I clicked on that image. Good luck to you! I look forward to seeing the final result. What do you plan on including? Or is it too early to say? I'd love to see a couple of short modular encounters, stealing from Stormtroopers in the marketplace and stuff like that
  21. Obligation or duty would both work well I think. I'm a GM who tends to fudge the rules from time to time in favour of simplified fun, so what I had in mind for my story was two separate counters, one to measure trust with the Rebels and one for trust with the Empire. Certain significant actions would increase their trust with one, but decrease it with the other group. There would also be lots of other things to individually increase trust with just one group, but a lot of the time it would be a balancing act. An example would be if the Rebels had captured an Imperial prisoner and ordered your PCs to interrogate them. Helping the prisoner secretly escape would earn Empire trust but trigger a loss of Rebel trust, as it looks suspicious. Killing the prisoner on purpose would be the closest thing to a middle ground, as it denies the Rebels information but could be done to look like a mistake. But that said, they still just killed an Empire soldier. Are they willing to do that? I basically wanted to promote creative thinking, how can they pull off their missions by pleasing both sides and not compromise their own views? I was hoping they'd surprise me! The idea was I wanted the players to have to weigh up the cost of every action. Losing full trust with the Empire means they're cut loose, they're considered rogue. Losing it all with the Rebels means their cover is blown, they're clearly up to something. I had the story set out so that the Rebels had a big final plan but the PCs had to stick around and earn trust long enough to find out what it was... Like I said, I ripped off Splinter Cell Oh and sorry for the vague comment about the "grumpy character". To elaborate, what I had planned was that the Rebels would have a member of the group who would vocally oppose the PCs joining the Rebel cell, but have to reluctantly work with them. I thought it would give the players a rival for the Rebel leader's trust and also keep them on their toes. He was also going to be a tool for me to represent their trust level in role play, ie. "Hmm maybe you're not so bad after all..." Vs. "I know you're up to something! Once I prove it you're dead!" I figured the Rebel cell leader had to have faith in them right away as otherwise the plot doesn't make much sense, why would they let them join, right? I felt there had to be a character who didn't like them so there was some resistance.
  22. I almost ran something similar to this funnily enough. Like shadeleader, I had the idea of making every mission have two objectives. So in this example, I'd have the objective the Rebels give them and then a secret objective from the Empire. The difficulty would be balancing the two, too many failed Empire objectives and their handler suspects they've gone rogue. I think you've found a cool way to deal with that though with guilt and suspicion. Basically I planned to rip-off both 24 and Splinter Cell Double Agent. I had some really sneaky scenarios ready for the players where they'd have to balance the mission against their own ideals. I had a grumpy character in mind too that would distrust them, giving them someone to try win over or even frame for their own sabotage depending on what the players chose to do.
  23. If you're new to the system I suggest keeping it simple. Which is to say just play the game as it is, the powers are vague enough to be interpreted as Sith style sorcery in a lot of cases. That way you're not having to tinker and re-balance the game, just add your own visual flavour on top of what's already there. For example Bind could be Force choke or it could be a string of misty green tendrils, whatever fits the tone of your game best. That's my suggestion anyway! I had a player that said she was interested in playing a Dathomir witch so I looked into it a little bit myself. In the end she went with a Jedi instead so I never actually saw it work in practice, but it was basically just a tone and role play thing anyway.
  24. I watch this thread like a kid watching their chimney on Christmas Eve. "...Any minute now... What was that?! Is it here?... Nope. Back to watching and waiting."
  25. As others have said, this is exciting but totally expected too. We've had references to all sorts so far, so it makes sense that any new content is covered under the deal. Correct me if I'm wrong, but does this mean a new deal is now in place? As the original one was set to expire at the end of this year I think? Not that it's any sort of surprise, with so many products they're clearly making a lot of money and it's in everyone's interest to continue. Also if Episode I was anything to go by, I expect there to be absolutely tons of merchandise for Episode VII. I'm sure FFG will pop out some sort of tie-in just in time. But I'm most excited by the prospect of expanding the RPG line in the future, if they do indeed have the licence for a few more years then I'm sure they've got plenty planned.
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