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Iosuah

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  1. Cool ship, excellent concept - now you just need to convince the players to go along with it
  2. These are awesome! Thanks for your efforts - I will be using these.
  3. Guys - that was a really fun episode. I love the tight focus on the game and gaming experience.
  4. I've tried it every which-way from Sunday and it works for me. Do you have a vehicle before selecting Signature Vehicle? Is it silhouette 3 or less? You need one Larger Project for it to be silhouette 4, and two of them for silhouette 5. If you add the vehicle after taking Signature Vehicle, then go back to the spec pane and click the little "Play" button in the corner of the Signature Vehicle talent, and the vehicle will show up, assuming it's an appropriate silhouette. If you still can't get it working, export the character and email it to me (oggdude42@gmail.com). I imported him, and loaded him, and it immediately allowed me to choose one of his three vehicles for a signature vehicle. I have no idea what the issue is. Just to be sure, I used my install, which should be the same as yours. You didn't try customizing any of the talents, did you? The editors don't support Rigger functions. That is really odd - I have not edited any of the talents (other than to add descriptions, and not even that for the Rigger yet). I may just have to uninstall and reinstall, see if that helps. Thanks for checking. Cheers, Joshua Uninstalled, reinstalled from copy.com, and loaded it up. First thing that pops up when I select the test character is to "Select Signature Vehicles" - so that works, will have to do the same on my home computer. Cheers, Joshua
  5. I've tried it every which-way from Sunday and it works for me. Do you have a vehicle before selecting Signature Vehicle? Is it silhouette 3 or less? You need one Larger Project for it to be silhouette 4, and two of them for silhouette 5. If you add the vehicle after taking Signature Vehicle, then go back to the spec pane and click the little "Play" button in the corner of the Signature Vehicle talent, and the vehicle will show up, assuming it's an appropriate silhouette. If you still can't get it working, export the character and email it to me (oggdude42@gmail.com). I imported him, and loaded him, and it immediately allowed me to choose one of his three vehicles for a signature vehicle. I have no idea what the issue is. Just to be sure, I used my install, which should be the same as yours. You didn't try customizing any of the talents, did you? The editors don't support Rigger functions. That is really odd - I have not edited any of the talents (other than to add descriptions, and not even that for the Rigger yet). I may just have to uninstall and reinstall, see if that helps. Thanks for checking. Cheers, Joshua
  6. I have now tried it on two separate machines - just sent you an email, but am having the same issue. Vehicles have been purchased before the talent, and after, and in both cases (even going back) I am getting the same vehicle error. Thanks for checking this out! I've tried it every which-way from Sunday and it works for me. Do you have a vehicle before selecting Signature Vehicle? Is it silhouette 3 or less? You need one Larger Project for it to be silhouette 4, and two of them for silhouette 5. If you add the vehicle after taking Signature Vehicle, then go back to the spec pane and click the little "Play" button in the corner of the Signature Vehicle talent, and the vehicle will show up, assuming it's an appropriate silhouette. If you still can't get it working, export the character and email it to me (oggdude42@gmail.com).
  7. Not sure if anyone else has had this problem: With an Ace/Rigger, when I select the Signature Vehicle Talent, it gives me a No Vehicle Message "There are no vehicles available to choose as your Signature Vehicle. Either add a vehicle to your character or join a group that has a vehicle." I receive this message even if I have multiple vehicles of appropriate silhouette added.
  8. I would not say I am a good GM - just an average one. But yes, as long as you are comfortable scaling your encounters, and understand your players, this system is strong and robust.
  9. On New Years Day I ran a one off for a group where they built characters at 2015xp over chargen, with 20k credits. It was interesting. The system handled things fairly well. The big things I noted were the excess of Advantage (compared with Threat, Success, Failure, and Triumphs) and a fair amount of Despair compared to my regular game, which has characters at around 500xp. The scenario was such that they were routinely picking up 3-5 Setbacks for actions, with the worst kicking out 8 setback...player was able to ignore 6 of them through talents and felt like a king. Interestingly, given that much xp, NOBODY built a true combat monster - the closest was a Toydarian Enforcer/Aggressor who was fairly scary (in many dimensions). However, with scaled difficulties and broad skill challenges, folks were still finding things that were hard to pull off. They were pretty amazing in their area of specialty, but that just meant I did not need to worry about throwing impossible checks at them. I don't think the 1000 xp level breaks things much - you just need to make sure situations are challenging.
  10. I feel your pain - I have hit this a number of times over the years. It sucks. All previous pieces of advice are good, but...maybe you need a break. Maybe it is a break from Star Wars or from the GM chair, or even gaming as a whole. If you are really feeling that burned out, tell you group. Then maybe do a Fiasco session. Or whip up some characters for a system everybody is comfortable with and smash goblins and rats for about ten minutes... The key is to give your mind a chance to relax. Also, check out @SWRPGAdventures on Twitter - daily ideas worth picking up, modifying, or inspiring. Failing all that, have them in a revolving pit fight versus Zakkegs and Rancors until they come up with ideas for their characters to pursue. Should only take a round or two to wipe the floor...I mean inspire them Good Luck!
  11. And I have to say (as I did on Twitter) that the astromech and dogfighting terrain rules were awesome - good job Agatheron! As both a GM and a player, I am always looking for things to streamline the game while adding flavor - and I think you managed both. Thanks!
  12. Not so much questions - just a general "Well done!" I like the chapter, the material was sufficiently inspiring that I decided to make an Ace for my new character - and the new specs complement rather than overpower the core ones. Now I just need the xp to make my Pilot/Gunner/Rigger/Hotshot Thanks for doing a great job!
  13. Pac_Man3D - your daughter is awesome, and congrats to you for playing such a cool game with her! I think she would get along great with my wife - the penchant for blowing things up is extraordinary!
  14. Been thinking this one over and here's what I got: General investments are (typically speaking) beyond the scope of the game. Sound Investments aside, the idea of a character actually putting money into a stock, and then waiting to turn a game-significant profit isn't really viable. Stock trading and the like is, for most people, a long term process intended to make lots of small long-term profits and generating income for later use (like retirement). So unless your campaign is expected to cover decades of time, probably not worth the trouble. In the action oriented universe of Star Wars you just don't hear Han and Leia taking time out from shooting stormtroopers and discussing if it makes more sense to invest in Seinar Fleet Systems or Corellian Engineering Corporation given the current market trends. Now... that's typically speaking... so lets talk non-typical. Using other appropriate media as a reference there are some cases where involving the greater financial system might be functional. For example the film Trading Places, or the pilot of the television series Leverage. In both these instances the protagonists, as part of the adventure/campaign design make use of the financial system. In Trading Places Winthorpe and Valentine (commit a serious felony) and as a key part of the adventure, steal a copy of the orange crop report, then use the information to sabotage the antagonists while making millions themselves trading on the commodities market. The millions rolling in is also the essential finale of the adventure and a closing out of the characters. In the pilot for Leverage we see a similar situation. Nate, seeing he's about to do serious damage to a major aerospace firm, short-sells a huge chunk of stock in the company (also a major felony, but with leverage, who's counting?), turning a massive profit when the con goes through (interestingly the mechanics in the background here are almost identical to Trading Places). In this case as the starting adventure for a full campaign, this is used to later establish how the obligation system can be used when running the later big-con adventures that make up the campaign.* Soooo in that respect you could include the financial system into an adventure or campaign, with the payout being part of the adventure rewards or the explanation of the mechanics to be used later. Of course in both Trading Places and Leverage there's plenty of action to balance it out, with the actual amount of money generated being largely irrelevant beyond being "a lot." *This is just my take, but I saw Leverage as working kinda like this: I think this proposed method actually is a very interesting way of handling the 'purchases' needed for such a campaign without excess book-keeping. Thank you for sharing it!
  15. This can be tough to deal with at times. Fortunately, this system rarely has additions that go very far, compared with options in other games. I think Ghostofman laid out a reasonable path. This is what the player wants the character to be good at - would you deny someone who spent all their xp to be good at shooting things a chance to actually shoot things? Of course not, just as you would not deny the pilot a chance to fly. Make the upgrades a part of the story - making each of those things takes special parts, possibly only obtainable in odd locations, or from dangerous NPCs. And then make GrimmSqueeker's idea take shape - people start looking for this guy. Sure, ISB is looking...but so are the crime lords, bounty hunters, and assassins, all of whom want him to make things for them, possibly via blackmail and so forth. But really, the guy has built this character to do it - don't spoil that, roll with it.
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