Jump to content


  • Content Count

  • Joined

  • Last visited

About unicornpuncher

  • Rank

Recent Profile Visitors

502 profile views
  1. Tips: Have a character name list - if you think you've generated enough names for random NPCs your players are likely to encounter, add a few more, trust me. If you aren't sure about a rule, make a ruling, jot it down, and move on. Check it later to see if you got it right or wrong, so you can know it next time, but don't bog the game down searching for certain rules. You could also have someone helping you to do some rules check, let them look it up while you keep the game going. Maybe your husband can do this since he has GMed the game before. Don't be afraid to take a break! This might sound in contrast to the last point, but you'll know when it is a fair time to take a break, especially if the players have found themselves in a situation that you didn't expect, like a big fight breaking out in the middle of a Hutt's lair or something. Take a break, let them get a drank or use the bathroom, while you stat-out all those characters they are about to battle! Encourage players to describe how they are spending advantage especially in combat. Players and even GMs, have a tendency to just start throwing around boost dice or adding setback dice without really describing in the scene how that is happening. If you push the players to describe it everyone at the table will be more engaged and feel like they are in the scene. Read the "skills" and make sure all of them are being used. I'm guilty of this myself, I've notice in my recent games an overuse on both the players and my part of "perception" and "stealth" while skills like "cool" or "resilience" are rarely used. Try to use a wide range of the skills, and get the most out of them. Don't be afraid to tell a player NO! Seriously everyone is there to have a good time and play and live in the Star Wars universe, but sometimes players can tend to want to push things and get away with some crazy stuff. Don't be afraid to tell a players, "No, you can't stealth pass the two guards at the entrance that is the only way into the base, the difficult is impossible, sorry." That said, I rarely say "no" or have to say "no" as my players are generally pretty understanding of certain things just don't seem possible without me really having to flat out say it. Flip opposed rolls. Nobody likes to have their character told or made to react a certain way, besides that kind of takes the role play out of it right? But if you are trying to do something like, coerce (intimidate) the players with a big scary wookie, instead of you, the GM rolling against their discipline to scare them, succeeding and telling them they have to act scared of the wookie, let them roll their discipline against the wookie's coercion. You'd be amazed at how much more accepting the players are if they roll and fail, and how they will naturally start reacting to the situation according to the roll. That's all I can think of off the top of my head. As for the plot, I'd need to know more about which corebook you are going with. Clearly you aren't using F&D but Edge or Age could be used in this time period and I'd suggest different ideas for them. For Edge you could do something like, the players are hired by a crimelord to steal a weapons cargo and once the players get their hands on it, they find out it was meant for this new Rebellion that is trying to fight the Empire. So now do they give the weapons to the crimelord or do they give or sell it to the Rebels and risk crossing the boss! It would be kind of similar to the conflict Han had in the original trilogy. For Age, I'm a sucker for old war movies, so I'd suggest something like the Dirty Dozen. The players are all playing characters who are prisoners, and are now being put together to earn their freedom by doing this crazy suicide mission! Anywho, I hope this helps and if you have room for another player, I might be interested since you are using Roll20
  2. An interesting idea, but I have to ask, why not just let a player chose a career and have the additional house rule option of taking a universal specialization in place of one of the career ones? Want to be a Smuggler/Pirate? Go for it! Want to do Explorer/Force adherent? Have at it. After character creation all the XP/buying new specialization apply like normal. Only limitation I'd give to this are universal specializations that give a force rating. That might be a bit broke, but otherwise seems like a much simpler and cleaner solution. Though I guess it does take away the fun of homebrewing a new career
  3. So I'm still working on adapting a Genesys Game of Thrones (A Song of Ice and Fire) game. One of the ideas I had recently was house creation. If you've ever played the Green Ronin RPG based on Martin's work, you'll know even before you make characters you have to make a minor house to exist in Westeros. Taking that idea and developing it with the NDS and borrowing from Star Wars modding mechanics, here is what I've come up with. Keynotes, the Player's house will always start as a minor house, and these rules are written with that in mind. If the GM is allowing for a major house/ principle banner house or greater, the GM will need to adjust the rules, and player options. 1. Players must choose or randomly roll for a location of their House. The location will have bonuses and penalties to House Creation, by adding boost dice to key rolls and setback dice to others. Example: The players decide they want their House to be in the North, this will give them 2 boost dice when they roll for the "Land" portion of House Creation, but will give them 2 setback dice when they roll for their "Holdings." 2. Players must choose which part of the House Creation they wish to roll for first. There are three rolls that are made in House Creation - Land, Holdings, Armies. The success or failure of these three rolls will define the strengths and weaknesses of the players' House. While the choice is up to the players, which roll they go for first does matter, each part of the House Creation process increases in difficulty as they attempt them, and failure upgrades the next check. The player dice pool is set by the number of players plus one upgraded to a proficiency dice. Difficulty starts at hard and increases per check. Example: The players have chosen a Northern house and have decided to do their penalty check first while the difficulty is only hard. There are four players, so they grab 4 dice one of which is upgraded to a proficiency dice, giving them 3G, 1Y, they will roll against a hard difficulty of 3P, plus their "Holding" penatily of 2B. They have a terrible roll, and end up with 1 failure, and 2 Threat! Because the check was a failure the next check which will be a daunting check will now also have one of the dice upgraded to a challenge dice. 3. The Players must choose the options they have earned based on the dice rolls. Success will earn the players options depending on which part of House Creation they are rolling, while uncancelled advantages can be used to add additional bonuses to those choices. Failure will limit the player to the worst option, and threats and despair can be used by the GM to add mild or server penalties to the player's House. Success with a Triumph will always grant the players the best option of whichever part of House Creation they are rolling. Example: Continuing with the example above, they rolled 1 failure, 2 threat, there only options for their "Holding" is to chose a Tower, and with the 2 threat, the GM decides that the Tower is in need of repair and will get penalties to withstand an assault until it is fixed in game. Alternately, let's say the players succeed with 2 threat, they could have chosen to have a Keep or a Fort but the GM could have still used the threat to add the needed repairs. If the players had rolled 1 success with 2 advantage they could have chosen a Keep or Fort and added additional features to their "Holding" like a Weirwood tree since they are in the North or a blacksmith's forge. If they succeed with a triumph they could have gotten the best option, and chosen a small castle as their "Holding." Obviously, since the players dice pole is decided by the number of players, the GM will want to scale down the difficultly of the checks, especially if there are less than 3 players. Anywho, what do you guys think? Is it too clunky? Are their better options? I know there is a homestead building rules in one of the Star Wars source books but I've never read that one, should I take a look at that and revisit this? Let me know what you guys thinks.
  4. Best way to make unbeatable NPCs is to not give them stats. Make them more like action checks, for the players to escape from, don't even give them the ability to attack these NPCs. You have X number of rounds to escape (insert baddie) before you take a hit and so on.
  5. Does he also hold the secrets of undoing the much worse horrors that were the prequels? On topic, I really dig the book, and even though I rarely get to play the game since i'm normally running it, I would very much like to make Lasat character one day. Also I have like 3 players who are dying to make Ewok characters now, so that is a good thing! One thing I'm considering doing is with my most advanced player group who are getting upwards of 300 XP or so, is re-skinning the Vader or Sidious stats to non-canon character and testing them out against the players, see how they hold up. Will be interesting to see how they do against some higher level characters with decent gear.
  6. To the OP, in my opinion, I believe you are over thinking it. The slaves should cost whatever the narrative requires. There is no need to go breaking down the pros/cons of organic slaves versus droids or anything like that. The only reason I would see for this to matter is if you had an NPC/PC that was a slaver or the PCs started doing slavery for income. Then you'd probably want to make sure it wasn't something they could abuse from a meta/mechanic stand point. If you really do want to have a somewhat canonical value, I would research the lore, similar to the quote from TPM someone posted earlier and decide base on those. I hope this helps!
  7. Give the player companions - Give the player flushed out and fun companions that you role play. Unless he/she prefers you to roll, I'd let the player roll skill checks for these characters. Do be careful not to let the player abuse these characters, especially when it comes to fishing for plot points or solutions to problems the player needs to be solving for themselves, also don't let the characters out shine the player, the player should be the star! Give the player time - Give the player time to shop, gear up, take their time picking out a ship to buy and gamble if they want to spend time at the table and so on. In games with multiple players, it can often be difficult to have one player sit and gamble for hours while the rest do nothing, or shop for new weapons and armor, or what have you, but not so in a solo player game. The player has all the agency and there is nothing wrong with letting them really take their time and live in the game world for a session or two even. Give the player twist - This is also something you want to do in group games, but it can really be explored in a solo player game. This will require you to get the player to really flush out the character's back story, but it will be worth it when minor details pop up in ways the player never expected or even major plot points appear in ways they didn't see coming. Maybe one of those companions betrays the player and steals his ship? Maybe the droid he just fought was designed by that evil scientist he use to work for? Maybe the man she was hired to kill is her long lost brother, and by the darkside has he turned out to be a real awful monster? In a solo game you can really bring in all sorts of twist and hooks, that can get lost in group games.
  8. My list in no particular order: 1. KOTOR era - Give me all the Old Republic goodness. 2. Sequel era - I want stuff on the Resistance and the First Order and major characters from the new movies. 3. Sith/Empire - I think it would be great to have a book about playing Sith or evil aligned characters. I'm currently planning my first game were all the players are playing villains and one of them is a Sith in training, but I have had this idea requested a lot from the various groups I've played with. It comes up a lot and it would be great to have an official book by FFG about it!
  9. I find this ironic since my new gaming group just finished their own campaign set during the time period of TFA starting with the beginners box, and I for one would very much like a sequel era source book. Also I'm curious why you believe the TFA beginners box didn't sell well? As for the new source book, I'm always happy to get more Star Wars RPG goodness, but I would have preferred a single, larger $60 dollar source book, rather than two smaller $30 dollar ones. I know, profit motive means that they are likely to make more with two separate source books long term, but from a GM/convenience standpoint I'd rather have all the information in one item.
  10. Check out this series and look at how he plays with the reoccurring character of Captain Kompnor(sp).
  11. I'm not trying to attack your players here but this really sounds to me like less of a "game mechanics" issue, and more of a "player" issue. If I'm in a group and the GM let's me make a computer check to try and help the group out since my character is more support and less combat, and the combat player gives me and the GM the stink eye because in their hyper reality mind, what I'm doing takes longer than his bang bang with the pistol, I'm going to have a long talk with that player outside of the game about expectations and having fun.
  12. I agree with Jawa4thewin, you probably want to use linked. Also if the character has four arms you could give them the "free maneuver" talent that most four-armed species get.
  13. This is ironic because I'm really hoping FFG releases a sequels era source book after Eps 9 comes out so I can run a major campaign during that time period.
  14. When I first started GMing one of the rookie mistakes I made was allowing players to retry failed task many times, and I was specifically bad about it with computer checks. What I've learned to do now is use time as a resource. For example, so I have a player trying to slice a computer network, they fail. Then that's it, they no longer have enough time to try to slice network again. However, if they have a fair amount of advantage on the check, I will offer to let them retry the check using that advantage. Also, if a player has a talent that cuts computer slicing time in half, or something like that, I would allow them to attempt to try a second time, so that those talents have more weight in the game. Another thing I tried to do, if I have a player who is trying lots of checks such as slicing a computer network and looking for all kinds of information and/or ways to control the system, I will often break it up if other players want to try things. That way one player isn't just trying check, after check, while the other players are idle, waiting, sometimes losing interest while the slicer is rolling checks for every little thing he/she can possibly think of.
  • Create New...