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Colin1012

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About Colin1012

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  • Birthday 02/04/1982
  1. Several years ago (okay it may have been about 2 decades ago) when my group switched from being full time AD&D 2nd edition rollplayers and moved into some more "story driven games" Like OWOD one thing I did that really helped was to award bonus exp for good roleplaying. I also had the players vote for another player at the table who had some great roleplaying moments and award the player with the most votes a bonus point of exp. Everyone at the table realized that they had a chance to gain this bonus nothing earth shattering or game changing but maybe you could buy a skill or power a session or two earlier but what it did was get everyone motivated to play their character and shine the shy guy in the back had a reason to come out of his shell. I think sometimes you have to tell your group what you want from them and sometimes you have to realize what they want from you. Some groups I have met over the years don't like the roleplay aspect as much as the mechanical. Others would have been happier with no rules and the chance to improve the whole evening. In the end you have to find that sweet spot in your group that gets them interacting with the other characters not just the players and the GM but the rest of his merry band of scum and villainy that he has cast his lot with.
  2. I think the average would be those convention window lengths 2-4 hours of game play. The key is to find what works for your group. When we were younger we would play for 12 hours with no problem sometimes longer. The idea of setting aside 12 hours for something other than work now would probably make me laugh and cry in equal measure. As we have gotten older every couple of days moved to just the weekends and then to every other weekend. Now we play every other Saturday from around 5pm-10pm. I would love to have the ability to play more often or for longer but it just doesn't work out. You know your group and the limits they have, a bunch of single college age players can play more often than a bunch of middle aged players who are in relationships and have children. I would say you need at least the same amount of time you would spend watching a movie (around the 2 hour mark) to have a productive session but after that it just boils down to what your group can do. As for the average number of sessions per adventure. I think that is much harder to nail down. It depends on how side tracked you get (both in and out of character). Some poor dice rolls can slow you down and some good luck with the dice can speed you up. I say you don't really worry about it and just let it flow. It looks like Beyond the Rim is going to take me 3-4 sessions to finish but if my characters decided to do something a little off the beaten path I will let them if it means the it takes 5-6 sessions instead so be it as long as we have fun.
  3. I started with some OD&D but it was AD&D 2n edition that really got me hooked on the idea of rpgs. White wolf both OWOD (1st 2nd and Revised edition) and NWOD is probably where my hobby became an obsession. Since then I have played countless systems. My GMing and Playing these days are focused around FFG Star Wars, NWOD, Savage Worlds and its many settings and one of my current favs the Cypher System (Numenera, The Strange et al.)
  4. You lost me at players getting up and going to find something else to do. This really just floored me I am fairly even tempered and will do my best to meet the differing needs of my group but I think I would lose it if one of them got up and went to find something else to do in the middle of my game. It is rude and disrespectful I would rather that player call for a break tell me this wasn't his thing and leave. There are things you can do to work players with differing play styles. You can add more action scenes or as suggested sometimes treat social occasions as a combat encounter. However at some point you have to look at your group and what they want and you have to look at the stories you want to tell. Neither side of the table should be miserable and sometimes that means thinning the numbers. The suggestions from others above are great and varied. I still really cannot get over a player getting up to find something else to do that would be the last game of mine he was invited to. Friendships are different just like gaming tables so maybe it is not an issue for you. This to me seems to be the larger problem a role playing game takes a certain amount of buy in from players to work. Those unspoken rules that let us do something that is a cross between monopoly and improve theater. To have someone say if you do not give me what i want every moment of the game I am going to get up and go watch TV just screams problem player to me. I wish you and your table the best of luck.
  5. The thing I have always gone with is that for your average group of criminals the Rebellion isn't going to treat you any better than the Empire once the immediate need is gone. All those space station customs guards who want to search your ship for spice or weapons or whatever ill gotten gains you are hauling are still going to be there if/when the empire is defeated. The thing is when you fly loose and by the seat of your pants it doesn't matter who is in charge the town will always have a sheriff who wants throw the outlaws in jail. I always deal with this by making the empire the guys who scan your cargo and look for bribes and cheats and occasionally pick on the outer rim colony for rea. The Rebellion always want to use the moral high ground to low ball the price for the job. In the end my characters kind of root for the rebellion but at the end of the day they know they are not friends but only strange bedfellows at best.
  6. This sounds like a really good lead in for a story or several sessions even. Play this up over the next few games. Mention to the PCs that this character is suffering and declining. If she has been a close contact of the group they may care about her well being, stage an intervention be willing to go out of their way to find the "cure" for her condition. I like the idea of a ticking clock with this character in a med station somewhere slowly dieing while the PCs are racing to find the plant(s) or scientist in hiding or whatever. Give the situation some weight even if you don't plan on her actually passing the PCs don't have to know that!
  7. What I ended up doing was set the meetup time and hour earlier than I plan to start. We meet at 5pm and I am ready to run at 6pm. This lets everyone have an hour to talk, eat, and get settled. It has worked wonders for my group. It is also a really good time to take GM questions help new characters spend experience or buy equipment. This also gives you a little buffer for people being late as well. If you have players that just will not focus you may need to talk to them individually or as a group.
  8. This question always reminds me of a trip I took with a girlfriend her sister and a friend we have about an hour for connecting flight everyone gets a drink chats for a bit and then the three ladies I was traveling with all need to make a bathroom run. I take four pieces of carry on luggage and begin to make my way to our gate so they can run ahead to the bathroom. Was it possible? Sure it was but I had to stop and readjust something several times, it was awkward made me very clumsy. So could a character carry 4 or more backpacks sure. Would they be in any way useful while doing so. No. All I had to do was walk in a straight line from point A to point B and having 3 additional pieces of luggage made that difficult. That my friends is why the airport rents those luggage carrier things. So I am firmly in the camp of no you cannot wear 10,000 backpacks to have virtually limitless carrying capacity. Because well physics.
  9. In my opinion and your mileage may vary, the fun of this game is the unpredictable nature of the dice. Some of the best moments in my group have been from success with threat or failure with advantage. The narrative system is there to make each action have multiple possibilities not just a good outcome and a bad outcome (hit or miss, pass or fail). Narrating those multiple outcomes is what has made this system so much fun to run. My players have warmed up to the idea and now I get them saying things like "okay how about this happens" and I notice that everyone is watching each turn because they don't want to miss what happens.
  10. Minions are just fun for me. Nothing like having storm troopers pile in from all sides. One really fun encounter to play was my Diplomat (Agitator) working a group of a thousand disgruntled citizens into a city wide mob to cover the party's escape. Tons of running battles but not a headache to run because sure there were a dozen or so combatants in every encounter plus the PCs but with minions it never slowed down into making rolls for each and every combatant. So for me minions allow me to tell stories with large combat groups without having it be the only thing I can do for a four hour session. Also I will be stealing the Linked minions that is going to surprise my knight level group in the best way possible.
  11. EotE runs wonderfully for 2 PCs. I ran the beginners box for just two NPCs as a test session and we all had an amazing time. Small groups really give the GM a chance to work with the characters and make them much more a part of the story. The thing with running a published adventure is they tend to be designed and balanced for a typical 4-6 person party so you will need to work around that. With experience you will be able to see the things that need changing easier. Whafrog had a great ideal about running a noncommittal first session that will help you identify your players strength and weaknesses.
  12. I always have such a great time when I see children encounter Roleplaying for the first time. They usually have so much fun. It is kind of like a time machine (played my first game around age 8 or 9) for me and reminds me why I have spent decades and way too much money doing this. Hope you have plenty more sessions for these epic gamers planed.
  13. I have always seen characters in EotE as having to do risky things for lowish pay because of who they are. I mean obligation is listed as things like debt, criminal background, addiction or a bounty on your head. The characters are smuggling things or running infiltration missions because for one reason or another they don't fit into "normal" society. It is hard to go get a job at McBurgers when you have a bounty on your head. Who is going to hire a criminal on the run from the empire? Then there is the personality of these people. Stop and think for a moment if you could truly imagine Han Solo in a cubical pushing paper and taking orders. So that leaves us with the very real fact that our characters being the scum and villiany that they are do not always have the best choices (and when they do they rarely make them). Crime boss knows he can hire some smugglers/hired guns etc.. to do something very dangerous for a meager reward because well they don't have a lot of options. They have ship maintence, bribes, equipment costs etc... to pay for without a steady source of income so sometimes sure you pass up a job but that just leaves you open to be screwed even more on the next. Also as mentioned before sometimes a thrill seeking pilot wants to make the kesel run in 12 parsecs just to show you he can. Sometimes it isn't the system or the GM that keep the characters hungry. It is the characters lifestyle, mindset and actions that do that.
  14. The narrative focus of EotE (along with the dice system reinforcing this) gives it wings when it runs out of legs. I can see the characters growing in competencey in the areas they have choosen. None of them is all powerful and I can easily put them in situations that test them by simply taking them out of their comfort zone. Split the party and have the spy in the middle of speeder chase and the pilot trying to negotiate with a group of hostiles. Instant fun. Also even though they are very capable success is never a given and even if it is there is threat and dispair that can make things interesting very quickly. The more powerful my players get the higher the stakes and the more interesting the whole thing becomes.
  15. I think EotE lends itself to a "mission of the week" structure fairly well. I also like to run them as unrelated to begin with and let the characters interactions with the NPCs earn them allies and enimes. I remember years ago I ran a simple D&D game where an the characters actions with a simple bandit lead him to becomming a major villian and thorn in their side. Sometimes things write themselves. If you want an over arching story from the beginning several people have great ideas watch some tv read some novels and borrow some of the influences and ideas from there. Read the modules you plan to run and see if there is a theme you could use to link them all together. Maybe the maguffins are important to someone somewhere and all these items can be assembled into a device that would tip the scales of power. So what seems like random go here get that is actually part of a master plan. Also I suggest looking at the characters your players bring to the table and see what kind of stories they have to tell and if a characters past (maybe obligation) lends itself into presenting the NPCs and organizations you need to make a campaign. Like I said sometimes these things write themselves.
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