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Superunknown

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  1. YES. That was it, thank you. Now how do I embed a beer in a private message? You deserve one.
  2. Ha, good old Crate of Krayts. Unfortunately, I've already done a modified version of that. Thanks for the help, though.
  3. Okay, so I write down a lot of notes when something interesting comes up here. Sometimes I forget where they were written down. This is a problem. Then I can't find the original post. A while back, one of the old d20 adventures was recommended to me as a good point to "settle old debts at the close of a scum-and-villainy campaign or for an EoE->AoR transition." It involved a job against a major criminal organisation at the behest of a different major criminal organisation. I think it ended with a pretty fun shoot-out and the complete downfall of one of the criminal empires. Does this ring any bells for anyone? Or would you happen to have any other suggestions? The current campaign I'm running is winding up pretty soon and I'm looking to tie up part of this way. (Shutting down a criminal empire for good.) It wouldn't be much trouble to just write the whole thing from scratch, but that one adventure module came very highly recommended.
  4. So if there MUST be a Kenobi film, how about one that takes place roughly around Attack of the Clones? My favourite bit of the Clone Wars cartoon was that three-part arc where Kenobi does his undercover investigation.* A film that executes that concept in full-on Film Noir style would be great. I'd love to see a movie where Kenobi dives head-first into a web of lies and deceit in the seedy underbelly of Coruscant (or elsewhere) on the tail of some shadowy villain, with only his dubious underground contacts for back-up. Bonus points if he relies mostly his wit and a few force abilities and hardly ever takes his sword out. Even more bonus points if they get someone like Park Chan-Wook to direct it. Failing that, seeing something that borrows a lot from classic samurai films would be fine, too. *Edit: Now that I think of it, that might be the only part of Clone Wars that I even remember anymore.
  5. Up to a certain point, I would agree. Yes, it would be nice to keep things simple. However, this is a kids' cartoon we're talking about- it would be unfair to expect it to completely avoid typical Saturday Morning wackiness. (Even if the show kind of pretends to be for us adults.) The Inquisitors are an interesting point, though- I feel they served a dual purpose. Sure, the kids were going to want some evil wizards to fight the good guys. You even get that nice parallel to underdog sports movies where Team-Obviously-Bad-Guys have the benefits of wealthy backers and "cool" toys. (Which ultimately turn out to be more of a hindrance than a benefit- guess they should've spent more time perfecting their Force Jump. (TM) ) Segueing into: The Inquisitors are a nice bridge from the Prequel era into the Classic era. They are adherents to the bombastic style of the old age, and when they don't even manage to survive into the third season, those traditions die with them. You may notice how the portrayal of the force tended to skew more toward spooky mysticism in the later seasons. Although there were a few missteps along the way, I feel Rebels did a pretty good job including the various sub-sectors of Star Wars mythology and treating them respectfully.
  6. Great suggestions. They help to reinforce that concept of Obligation being that lingering trouble that players will do really stupid things in order to be rid of. Here's a couple other fun things you can do: -Plan in advance ways that Obligation could come into play in upcoming encounters, even if it doesn't roll. Then put it into play anyway. Give them a tantalizing opportunity to reduce this or that obligation while they're in the middle of something else that they already find important. -Along those lines, think of ways you could use a player's individual Obligation to drive a wedge between other players' Obligations and Motivations. There is no easier way to create narrative tension, because the tension comes from the players when they try to decide what's more important. (As an example, say your group has infiltrated the lair of a Nemesis with the goal of destroying them once and for all, and they're on a tight schedule. BUT the Nemesis has been working on a project to create something and it looks like they've run into a creative block. When Mr. Ultimate Device takes an interest in the schematics, have him roll an associated knowledge check. The difficulty is one. That could be fun.)
  7. This is always a good thing to remember, since it's one of a GM's lesser duties to give players an excuse to use those things they spent experience upon. Seems to be a good strategy to forget who has those sorts of talents, because people are smart and they know when you're pandering to them. I like to add setback dice as part of each session's sliding difficulty curve, but sometimes it's easy to forget to do that. (However, apparently it's even harder for me to remember to add adversary upgrades even though I write notations in RED CAPITALS at the tops of my NPC cards.) Maybe you'll have an easier time. Good luck!
  8. Thanks a lot; that's really good advice- it's nice to know that the first inclination was the better one. It's also wise of you to note that it's our job as GMs to reward the players for their cleverness, not to surprise them.
  9. Oh, man. :[ So I'm running Mask of the Pirate Queen and the players are just about to do the raid on The Vault. In keeping with working everyone's various backgrounds and so forth in, I'd modified a few things. Long story short, one of the PCs is a runaway Saleucami nobleman who fled an arranged marriage looming on the horizon. One of the mission hooks was him being intercepted by said fiance and asked to look into the bounty because the PC's family has business interests that have been harmed by the Queen's activities and he really should make an effort to keep up the appearance of maybe caring about his family. In reality, it's all a bit of courtly intrigue. The PC's fiance IS the Pirate Queen and she's been trying to draw him out of hiding this whole time and rope him into a bizarre style of courtship that only makes sense to deranged noblepersons. ...and last night, said PC just predicted the whole thing. (During an in-character conversation, mind.) So what's the best way to go forward? Right now, I'm thinking it's best to just go forward, but really try and pass off the false end of the first episode as the real one. Then a distracting side-quest or two happens before the Episode 2 hook comes up. In the mean-time, I cross my fingers and hope everyone forgets about that annoyingly correct conjecture. OR we just plow ahead with the PC's Fiance filling the role of the Would-Be Usurper and make that whole plot more of a side-line. The second idea is one I like less because it doesn't cause as much conflict between player obligations and motivations, and it's still kind of the same thing. So I guess my question is "in addition to recommendations, what sort of things do you do as GMs when you find out that you and your players know each other far too well and you still want to give them a little surprise every now and then?"
  10. Good suggestions and good choice- playing it all out like it's an astral quest or a deep dive a la Shadowrun is a good way to go. Splitting the party and going from short scene to short scene is a fine method as well if you're ever so inclined. It definitely follows the style of a Star Wars movie- as long as you're comfortable narrating your game your way and your players don't mind either, it's definitely a viable way to do that scene. In my game, the force vision was optional- they didn't know it was coming until everyone had decided whether or not they were going to yield to curiousity and go swimming in the creepy underground river underneath the spooky temple. Fortunately, 4 out of 6 of them went for it. Even the droid PC got a vision of a sort, but that was more of a bit of opportunistic storytelling in keeping with that character's ongoing quest for self-realsation. The bonus of this exercise was that not a single one of these characters is a Force-Sensitive, and it was all just an effort to make them question their assessment of the risk-vs-reward factor in questionable treasure-hunting, as well as their own sanity.
  11. 'Linked' is a pretty good idea- would probably use it only for military-themed minions myself, because I'm a weirdo. I have had some luck adding the adversary quality to minion groups, as that chance of a despair coming up will occasionally give PCs cause. (Oddly, they never choose to upgrade MY rolls.) But there's one other thing. So lately I've been thinking about my own tactics- how to take advantage of their numbers, how to place them in the encounter area more effectively , how better to use their abilities, etc. Only problem is that I have a hard enough time keeping track of crap in the middle of a combat encounter anyway, so I've been focusing on ways to front-load as much of this as possible. If we're going to focus on narrative play here, it seems more appropriate for it to LOOK like the minions have the upper hand when the encounter starts- they score a couple good hits in the first round or so and then their strategy begins to break down. Has anyone had any luck doing this sort of thing consistently?
  12. Out of interest, what did they like the most about how you ran it? What did you do to make it shine?
  13. My thoughts? It could be really fun for the players if I was a better GM. So I'm saving it for the end, when I've got more experience. Planning to make it a kind of tie-up for the game, as all the PCs will probably be pretty advanced. For now, I've been mining NPCs out of it and sticking them in here and there. The PCs have already met Kaltho the Hutt in person and facilitated a business deal. His obligation rolled right away, so we're probably doing "Rubbing Slimy Elbows" next week. In one of the upcoming missions, the PCs will have a chance to meet and work with Lando Calrissian. Arend Shen has also been giving one of the PCs miscellaneous jobs- I've added a "Shady Collector of Jedi Ephemera" clause to his character, and have plans to introduce the idea of the Jewel of Yavin earlier, so they spend some time getting invested in finding it well before they actually do the heist. Since it's not been mentioned yet, someone said a while back that if you're struggling to give the other PCs something to do during the cloud car race, let them each pick one of the NPC racers and roll for them. Good luck and please let us know how it goes.
  14. If your players are planning to do a lot of space travel and miscellaneous underworld stuff, Fly Casual and Lords of Nal Hutta are really nice. (The modular adventures in both LoNH and Suns of Fortune are GREAT.) If you want to throw some nice investigation adventures at them, No Disintegrations can be really helpful. Special Modifications gets a lot of use at my table, too- the players are really into their gear. However, if you're not yet sure where the game will go quite yet, my recommendation would be to stick with the core rule-book and just fudge the details for a while until you know which supplements will be most useful.
  15. Ha, no problem. It'll be a couple weeks, though- we took a short 2-week hiatus to play some D&D but did not manage to finish the adventure last night.
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