Kiowa706
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Kiowa706 got a reaction from DarthBoromir in seems a little...underwhelming....
For being more expensive than Gloomhaven, it looks like far less product. Quality looks good. From what I've seen, this is not a $175 game, but a $100 game. The miniatures look great, the art looks great, the app looks great, but not for the price great. Kind of sad as I loved Descent: Journey's in the Dark, and would have enjoyed an update. But I cannot see spending close to $200 on a game that has seemingly far less content than a $100 to $130 game.
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Kiowa706 got a reaction from crimsonsun in seems a little...underwhelming....
For being more expensive than Gloomhaven, it looks like far less product. Quality looks good. From what I've seen, this is not a $175 game, but a $100 game. The miniatures look great, the art looks great, the app looks great, but not for the price great. Kind of sad as I loved Descent: Journey's in the Dark, and would have enjoyed an update. But I cannot see spending close to $200 on a game that has seemingly far less content than a $100 to $130 game.
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Kiowa706 reacted to Stan Fresh in Collapse of the Republic Spoilers
rectangular
made from paper, glue, and ink
lots of pictures inside
words, too
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Kiowa706 reacted to TomShaftoe in What is your proudest moment as a GM?
A Pathfinder campaign. Players had made characters (1st level fighter, healer, bard, thief) with the common background of being the oldest kids in the same orphanage in a setting much like Medieval England, Eastern coastal hills. Their orphanage is raided/massacred by Vikings while they're away from the orphanage, working their apprenticeships, learning to fish, sail, hunt, etc. The Players find each other and flee North along the hills near the coast. Their Guardian (who dropped some of them off at the orphanage when they were younger) finds them and takes them further North, still near the coast.
Their Guardian instructs them to stay in their well concealed camp while he hunts/forages. They don't. High jinks ensue. Player (the thief) winds up ruining the concealment of their camp; their Guardian uproots them again, taking them even further North to hide out in a cave by the coast. Their Guardian leaves again to hunt/forage; the players explore the cave to discover a parked/concealed GR-75, that hasn't flown for 13 years. Their Guardian returns and spills the beans.
I hand out their revised character sheets having converted their Pathfinder characters to SW:EotE, beginning their SW:EotE campaign on a backward world where, 15 years ago, an exploration/mining expedition out toward the edge of the galaxy went South after a terrible hyperspace mishap/crash-landing. They're free to remake their characters, in case my effort at conversion guessed badly as to the best analogs to their Pathfinder classes, but they're satisfied/pretty happy with my conversions: healer and bard are force sensitive; fighter/brawler (who was also learning to fish/sail) received some half-cost Astrogation ranks, etc.
The player's begin their sub-campaign against the Exploration/Mining Director, who has ruled a locality across the sea to their East (with the help of Vikings/vassals) of this backwater world for 15 years with an iron fist after their crash landing, at the end of which they'll have rescued slaves/hostages and be able to repair the GR-75 and start heading back toward the rest of the galaxy.
tl:dr Started a SW:EotE campaign on a backward planet, where the players didn't know they were in the SW:EotE universe, because they thought they were playing a Pathfinder campaign, right up until they found where the damaged GR-75 had been stolen/hidden from the bad guys, and their Guardian explained that they were some of the children of the original GR-75/expedition crew.
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Kiowa706 got a reaction from sithlord78 in Anyone's Party NOT flying a YT-1300?
My players never used the YT-1300 for very long. They always wanted something bigger. The biggest they've ever gotten was a Vigil Class Corvette and an "acquired" Marauder that the female commander obtained through going on a date with a love sick Zygarian who she intimidated into giving her the ship. They handed it over to the Rebellion.
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Kiowa706 reacted to All Shields Forward in Tie Defender Re-Design: Its Time
Instead of redesigning the Defender, redesign ion weapons to use a separate type of dice. Then you could have the Tie/D title let you swap any number of red dice for Ion dice.
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Kiowa706 reacted to penpenpen in Funny inside joke without context
Oh right.
"It's not piracy! It's preemptive salvage!"
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Kiowa706 reacted to kmanweiss in Funny inside joke without context
Players had been working for a Hutt crime lord. The Hutt ended up double crossing them and luring them into a trap. The players barely surprised and decided to seek vengeance. I had an entire Hutt palace mapped out. Various guards, characters, events, interactive points. The revenge scenario was going to be at least 1 if not 2 sessions just due to the amount of stuff they players could have done.
As the players were flying back towards the Hutt Palace trying to devise a plan to get past the defenses, the pilot got an idea. They had a couple crates of stolen weapons, which they set to overload and explode and timed it to immediately follow their next part of the plan. They decided for extra security they'd pool together all the explosives they had (grenades and what not) and tie them into a remote detonator. They went into high orbit, aimed the ship at the palace, and ejected from the ship. I initially hated the idea, but I honestly couldn't argue with the logic. I devised a series of rolls to make to counter it. Mechanics check for the blasters (success with triumph and advantages), piloting check (success with triumph and an advantage), Mechanics check for the remote detonator explosives (success with advantages), attacks from base defenses to shoot down the ship (complete failures with threats). There were some other checks too that I forget, but basically the players rolled perfect or near perfect on every stupid thing I could come up with and the enemy was as unlucky as possible.
With the players all smashed together looking through the 1 view-port of the escape pod, the ship smashed into the palace directly into the throne room. The remote explosives worked like a charm and the overloaded blasters were spread around the wreckage and set off all sorts of secondary explosions.
Now, every single adventure has one of the player suggesting to just steal a ship and flying it into the flavor-of-the-day problem, to which the rest of the party responds in unison with a "Naaaa".
Although they did once turn a speeder bike into a sort of ballistic missile once.
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Kiowa706 got a reaction from Archlyte in Funny inside joke without context
Starlaria, Starcoli, Spaids, Sperpes, Spugs, Spaintjobs, Spoogle, the list goes on and on.
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Kiowa706 reacted to HappyDaze in Rise of the Separatists - Anybody know what's going on?
Hey, it's Chicago. They had to risk their lives to get to those books.
It's not just the Empire playing games with people's lives there... sometimes it's the cast of Empire too...
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Kiowa706 reacted to PorgLeader in X-Wing: Bad Game Design - Focus
Gripe about Focus all you want, but the real downfall of X-Wing was the 2 Bank Left maneuver. 2 Bank Right was powerful enough as it was, but pairing it with a Left took things too far. Now every dial in the game has to have it just to be competitive. Ridiculous!
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Kiowa706 reacted to RLogue177 in Suggestion: What's it got?
A container full of lost FFG sourcebooks.
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Kiowa706 reacted to evo454 in Rise of the Seperatists Officially Updated!
FFG Finally updated the thing! The boat is found!
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Kiowa706 got a reaction from Rean411 in You Know You're Playing Age Of Rebellion When...
When failing an astrogation check your Commando and Droid Commander get sucked out of hyperspace by an Interdictor. Commando manages to not get tractored for a bit because of poor Imperial gunners, but the Droid does. He plans a daring escape plan by ejecting himself out of his X-wing, then fails his athletics check to grab hold of the hull of the Interdictor. The Commando has been taken hold of by the tractor beam, and is turned around just in time to see his commander fly out of his ship, and bounce off the ventral hull of the Interdictor. The commando then rigs his torpedoes to explode 15 minutes after he lands on the deck. He botches the roll and adds a few more hours. During these hours, they're both interrogated, and the droid dismantled. Once the torpedoes explode, the commando finds the head of his droid commander rolling around on the floor, which he then picks up and uses as an improvised bludgeoning device against fleeing Stormtroopers as they make their escape from the crippled capital ship.
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Kiowa706 got a reaction from Mark Caliber in World War feel
Have you tried one shots? I just did one with my group where we did something different than they normally do. They played the crew of an Imperial walker assaulting a planet. It was a single session, plenty of combat checks for the pilot and gunner, plenty of leadership checks for the commander, and damage fixing for the engineer. An added thing was I gave the commander command of two other walkers who assisted and took hits for the pc's. My players seemed to have enjoyed the break from the same old thing. I did try to make it a bit more gritty and ugly than our normal encounters, bodies flying, seeing people their characters knew getting killed, fear checks when necessary, etc. Usually I gloss over bodies and death and some of the other more nasty things you see in war. Going forward after seeing how my players reacted to it I'll likely use it more often.
My point though, break it up with one shots. Even make those one shots have an effect on your normal campaign. Have them play the villains, or the civilians just trying to survive. A war like this was often fought alongside civilians. They saw the carnage, ran from the blaster shots, watched family and friends killed for just being in the wrong place at the wrong time.
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Kiowa706 got a reaction from RLogue177 in World War feel
Have you tried one shots? I just did one with my group where we did something different than they normally do. They played the crew of an Imperial walker assaulting a planet. It was a single session, plenty of combat checks for the pilot and gunner, plenty of leadership checks for the commander, and damage fixing for the engineer. An added thing was I gave the commander command of two other walkers who assisted and took hits for the pc's. My players seemed to have enjoyed the break from the same old thing. I did try to make it a bit more gritty and ugly than our normal encounters, bodies flying, seeing people their characters knew getting killed, fear checks when necessary, etc. Usually I gloss over bodies and death and some of the other more nasty things you see in war. Going forward after seeing how my players reacted to it I'll likely use it more often.
My point though, break it up with one shots. Even make those one shots have an effect on your normal campaign. Have them play the villains, or the civilians just trying to survive. A war like this was often fought alongside civilians. They saw the carnage, ran from the blaster shots, watched family and friends killed for just being in the wrong place at the wrong time.
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Kiowa706 reacted to HappyDaze in World War feel
Pretty much every player ever. RPGs tend to attract players with a wide range of personalities, but in every table I've ever sat at there are always a few that will keep cracking jokes no matter what tone the game is intended to draw out. Most such players will make it in character humor too and they love to play smart-mouthed jackholes.
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Kiowa706 got a reaction from Sir Orrin in Imperial players, what Scum pilot scares you the most? Why?
I fly dual Defenders. None scare me.
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Kiowa706 got a reaction from Pewpewpew BOOM in Imperial players, what Scum pilot scares you the most? Why?
I fly dual Defenders. None scare me.
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Kiowa706 got a reaction from Greedo_Sharpshooter in Imperial players, what Scum pilot scares you the most? Why?
I fly dual Defenders. None scare me.
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Kiowa706 reacted to Hiemfire in $30 for an Arc-170 seem crazy to anyone else?
Would need to know location of manufacturing facility, process being used, transportation firm moving the product, etc before I'd say one way or another. Gotta remember US ticked off a few of the countries where this stuff is made cheap, quite a few of them actually...
