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About Dario94

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  • Birthday 04/13/1994

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    Genoa, Italy
  1. In sight of the future release of Cyphers and Mask I was a bit curious about your adventures with spies, saboteurs, intelligence and counterintelligence and suggestions about GMing the matter at hand as a new Master on Age of Rebellion (even ifI already made a small campaign of Edge of the Empire of 6 or 7 sessions). Although I've already made many campaign in AoR as a player, I was curious about in the future try a new one as a Master this time: how do you structure (or would do structure) your campaign in order to achieve the spy theme, with double-crossings, information-gathering, infiltration in an enemy base, and so on? Now that the big question is asked, time to light up the mood! What were your moments (as a GM, but even as players) that you thought that everything was doomed for the party (or only a single character) and then the cards are reversed and the enemy or obstacle that the party is facing is going down? The first case it comes to my mind is only for a character of mine, a bothan spy infiltrator with two vibroknives bound to my boots and a force pike that I left away for my encounter. We were a rebel special commando team with a lot of experience behind our backs, for our standards. Our actual mission was to penetrate into the enemy base/TIE hangar in order to help the other rebel forces to free the planet for the grip of the Empire. Needless to say that our plan didn't resist the contact with the enemy and the left arm of my bothan had been broken by an imperial officer in close combat. Obviously we triumphed and the imperial base was under rebel control. Then I saw him. A rebel soldier, or I should say an imperial spy in disguise, that was erasing all the data of the base from a node. I was alone, armed only with one of my trusted knives, but so was he: during that encounter I had something like 7 wounds (and 6-7 strains) and I would have gone down. I used all the useful combat talents of the Infiltrator in order to win, both the defensive ones and the offensive ones. At the end I was left with 2 wounds and only 1 strain. That bothan never felt so alive than in that moment. (PS: For those who were wondering, the imperial spy did managed to erase everything from that terminal)
  2. Thank you very much to all who had enough patience to decide to join this tread All of you are absolutely amazing!
  3. Episode II: Storm of the Desert On Nar Shaddaa, the Bounty Hunter took in the previous session a security job at 'Roxcorp' (a weapon industry owned by Ms. Black). So they contact the offices on the Smuggler's Moon in sector 9-E. Behind the main door there are two row of columns and a red carpet, and the protocol droid BL-1CK (called Buck) greets them. So Buck informs the PCs that there is a factory on Rorkak (planet in the same solar system) that needs surveillance. "As for the times of the contract, Ms. Black expects a week of work" said Buck at last. The landscape of the planet is desolated: the sand and rocks surround the factory, while the YT-2000 was landing nearby a small warehouse. The PCs are greeted by the security chief, Sergeant Reth, who gives each one shifts for the night. The first ones were quiet, only some creatures of the sands trigger some allarms, but nothing more. On a sandstorm, they notice an access to the sewers open and decide to investigate. Down there they find a bomb, ready to blown up all the facility, and some traces that are going into the hangar (where they stun two rebel intruders. While two of the party fly the ship to some mountains nearby, where they discover the rebel outpost, the Mechanic disarms the bomb. In another hangar, there are some rebel commandos and a bothan spy that are surprised and surrounded by the PCs. After some negotiations, the rebels decide do drop their weapons and let them be captured by the PCs (in fact one of them is an ex-rebel ace gunner, and wants in fact use them to have vengeance over his former captain). The rest of the week flys, and so the contract at Roxcorp ends. The Sergeant decides to not inform his superiors of the still-living rebel, who are left free (even if they have paid in credits and a favor their freedom). And so even the second session comes to an end. I must say, I've felt as a GM that it was more thrilling (maybe because of the bomb) than the previous, and the PCs came into an agreement between all these factions. (And lastly, the players seemed to enjoy this session ) Ahahahahah players will go off the rails often, but I'm going to create a skeleton trail with a big number of different job and then use one or another and improvise the setting as I see fit. We haven't got any of the beginner games, only the three core rulebooks and some supplement. However I've read some adventure modules to show me the concepts at the very base of a GM. As for being the star for a session, I haven't thought about. For now I tried to make everybody do something based on their careers and skills. I really like this "yes but/and..." to be kept to myself the problems of their actions
  4. Sure it was I was a little preoccupied at first but when the session started, it only felt natural
  5. Episode I: Under a Killing Moon The story begins at the docks of the sector 7-C of Nar Shaddaa. The party is hungry for credits and action, so the Bounty Hunter decides to go to the guild's office on the planet. Searching for various jobs, he finds two promising ones: a Bounty on a smuggler (called Mitch Ferrel) who stole black market's spices from a rodian merchant and a security job in RoXcorp, a little weapon industry. In the meantime the Smuggler,accompanied by the Big-Game Hunter and Gunner, decides to look into the local cantina, where the barkeeper (for a few credits) whispers that a cybertech corporation is sereaching for a ship to smuggle their goods on an imperial planet. They istantly accept the first two and keep the smuggle affair for later. Using one of the computer of the docks, the Mechanic discovers that their acquisition has got a brother, Johnny, who lives in sector 1-C. Between some gunfights with some thugs on the way there, they capture him and coerce him into tell current location of the target (but Mitch is currently chased by some wanna-be bounty hunters). The acquisition surrenders peacefully (better be alive than die he tought), and the Smuggler of the party deceives the chasers into leave their prey be. Mitch doesn't talk about the stolen drug, but they find it in Johnny's house. In the end they hand over the man and the drug to the rodian merchant, gaining extra credits. EDIT : My players said (as feedback) it was a well-balanced session with the right amount of narration, fights, roleplay and negotiations. In short, they were pretty satisfied with the results.
  6. Do not worry, I already planned to inform you guys on this thread! Right now all the characters are more or less outlined and interesting. Now I only need to be myself and rock Hahahahahaha stealing sure is As for the first sessions maybe it's the best thing if they are single stories at first, it could help me to step into the this new role.
  7. Thank you very much everyone of your support, tomorrow night we'll run our first session, I'm going to remember these advices
  8. Absolutely. If the players are having a good time then I'm having too. Thank you, I'll make some NPCs and their motivations! Nothing too complex maybe.
  9. Understood, I didn't know of the existence of those resources, thank you. I'll read the adventures right away! This is an important thing (in my opinion) for both GMs and players. I have seen games bogged down with players and GMs 'discussing' a rule. It's not that they are out right arguing or that the player is refusing to take the ruling but they each have different points of view on it and start discussing it rather than actually going with a ruling, agreeing to look into it more deeply later and carrying on with the game. I personally tend to just take the ruling, I may ask if they are sure present how I think it works and if the GM says they think otherwise I carry on with their decision because I would rather play than be too concerned about rules, even if it means I fail when I shouldn't have. Then I will research it, present my supporting documentation and how I would rule it to the GM outside of the game. Unfortunately in the past I've assisted at scenes like this, and I agree with you. As the manual says "rules lawyering should be avoided by both players and GM". Nonetheless it's important to say that rules are important, but not so important than the enjoyment of both players and GM.
  10. Wow! Thank you very much for your deep answer! I've never thought some of those tips! For now my players must still create their characters, maybe it's a better idea to don't over think the story ... And for the food don't worry, we usually have many snacks!
  11. Hi! I've never mastered any RPGs even if I've been a player for six years now. In fact I could say this is my first time trying this new role. As written on the title, I was just wondering if you have some tips and avoidable mistakes that usually a new master does. Thank you all for your time and understanding! Dario
  12. 1) I agree with FangGrip, It should be natural as you roleplay during each session. But the other members of the party may have got bigger problems to deal with, like surviving on a battlefield, or deal with mechanical problems (so they may not join the fight, or even try to stop both of you) 2) Maybe you could fight in the middle of a battle with stormtroopers and rebel soldiers and it could be placed into a star ship, a space station or even on an open battlefield as Hott as well, emphasizing your relationship during the battle.
  13. It's worth mentioning that all but one of the Lightsaber trees do not have a force rating talent at the end of it. the exception of Niman Disciple. The lightsaber trees can potentially be scary, so it makes sense that the mechanical and narrative balance is at the expense of your own Force training. Then characters with lightsaber specialisation may have got a limited Force Rating and their force powers may not have been as effective as the ones of a sage. And maybe the Niman Disciple is something right in the middle? Obviously players may still purchase one more specialisation with the usual rule. I'm very curious about F&D careers and force powers, I can't wait for it
  14. Just as specified in EotE and AoR core rulebooks, just before the respective Force Sensitive Specialization talent trees The Consular Sage is the one that thrills me the most, and yeah, there are less career skills on order to make force powers stronger I guess...The Emergent and Exile are still interesting from my point of view: in an AoR campaign there is a gand Soldier Commando/Emergent that has got a Force Rating 2 and he is actually a Jedi thanks to our GM, while my Spy Infiltrator/Emergent is right behind him, and he falls easily in anger during stressful encounters, but he still tries to make the right choice, for example aiding the gand building a Jedi Temple in the Outer Rim, or giving orphan children home with the help of the gand.
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