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sfRattan

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About sfRattan

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  1. EDGE published the original Spanish language versions of The End of the World RPGs that FFG reworked into English, AFAIK.
  2. Find it on the Foundry or read more about it on The Story Spanner. Highlights Include: One page of rules for using maps and miniatures. Compatible with grids, hexagons, or just unmarked tabletops with models, scenery, and a ruler. Range bands are optimized for quick measurement: a short range is 6 inches, so pick up a 6 inch ruler or cut out that length of sturdy construction paper. Two methods for quickly creating adversaries. Use checklists to prepare adversaries between game sessions. Use clout ratings to improvise adversaries on the fly, starting with just a single number and adding only what you need. Comprehensive guidelines for awarding experience over the course of a campaign, whether you are giving it out each session or in large milestones. Additional advice for experience and troupe style play.
  3. I've outlined what is and isn't on each screen below. Besides that, the typeface on the Genesys GM Screen is a heavier weight (slightly more bold) than the typeface used on the Star Wars GM Screens, making it (to my eyes) more readable at the same distance. The Genesys GM Screen is also landscape rather than portrait format, which I quite like. I find the Star Wars GM screens too tall for use at the table. They create a feeling of separation from the players that I don't like. Only on the Genesys Screen Spending Results in Social Enctounters Difficulties of Social Skill Checks Based on Group Size Social Skill Interactions On all of the Screens Difficulty Levels Modifiers for Ranged Attacks Item Qualities / Weapon Qualities Ranged Attack Difficulties Spending Results in Combat Encounters Actions and Maneuvers Medicine Check Difficulty Critical Injury Results Only on the Star Wars Screens Symbols and Dice (with pictures) Ranged & Melee Weapon Tables (setting specific) Vehicle Critical Hit Results Silhouette Comparison Damage Control Difficulty
  4. I'm working on something similar and would be curious to see it. Do you have a link?
  5. It will depend for me on what kind of content is in the book. If there are mostly new interesting archetypes and adversaries that I could easily adapt to other settings? Yes, please. If there are more than a dozen or so pages of fluff declaring to the reader how awesome and wonderful this particular kitchen sink setting is? No thanks.
  6. Open initiative order initiative mostly makes holding one's turn unnecessary, as others in the thread have pointed out. However, there are a few situations in which a character might want to wait to act for an enemy to make a choice (e.g. I want to draw my bow and wait, only loosing the arrow if the enemy moves in to attack us). If you really want a hold-for-trigger rule, this is how I would do it: A player may specify an action and/or maneuver along with an optional trigger, taking the "Hold" incidental. A character may "Hold" at most 1 action and 1 maneuver, and may not take a second maneuver after "Holding." For each turn that the character "Holds," he suffers 1 strain. If the trigger is met, the character may immediately complete the specified action and/or maneuver. Otherwise, the character may complete the specified action and/or maneuver after any other turn, suffering 2 strain. At the end of the round, the character may either continue to "Hold" or may complete the specified action and/or maneuver without suffering strain. If the action is a combat check, you may want to require a target as well.
  7. sfRattan

    Foundry

    [Note: I'm using the general "you" here and not trying to refer to dresdinseven specifically. Your (dresdinseven) comment is very reasonable.] This point is likely the crux of most of the apprehension and negative feelings from the community. Every gamer who has a detailed custom setting thinks that setting is precious (it is to him) and commercially valuable (it is more than likely not). Could FFG provide an alternate license for custom settings with IP that the creator loves so-much and wants to keep to herself? Sure. Do they need to? No, and the present situation will probably help prevent cluttering the Foundry with 100 largely similar weird war complete-in-the-box settings that have everything specified down to the last millimeter. I'd rather see 10 good weird war modules designed to be broadly compatible with each other. Ultimately, generic content is more useful to gamemasters. A super detailed, IP-heavy setting is like a screen or stage play with extensive parenthetical stage directions. The director will do what he wants with his actors on the stage or screen so, beyond entrances and exits, the author is wasting his time thinking about which character will move where, when, and how. What the director needs to work with are lines of dialogue. So too is it with settings. Gamemasters won't read pages upon pages of fluff text about the 10,000 year history of a deeply political space opera or fantasy setting. On the other hand, they might gobble up a system that lets them quickly generate royal houses for a political intrigue game and works in either fantasy or space opera. And pay for it, too. There's a second crux of apprehension, and that's the use of the word "Exclusive" in Section 5.b. I'm used to seeing blanket grants of rights for all manner of re-transmission and transformation of content. Google and Apple have similar language in their app store developer agreements. Amazon has similar language in its publishing agreements for independent authors. The point isn't to functionally change the app or substantially edit the novel. The point is that recompiling an app for a new processor or changing to a new ebook file format technically counts as a derived work for archaic legal reasons, so a broad grant of rights is needed for the company providing the marketplace to work flexibly (obligatory I-am-not-a-lawyer, I have just seen these kind of terms many times before). The word "Exclusive," as implied above, makes the blanket grant of rights a bit different from the other companies I mentioned. Most of them seek a non-exclusive grant of rights. But, in those markets, the assumption is that you'll publish your app or novel on other platforms also. The assumption when working with FFG's Genesys IP (symbols, terminology, or official settings) is that you're only allowed to charge money for it here, on the Foundry. So "Exclusive" shouldn't be terribly frighting. It should just provide you with the knowledge: if you want to publish your FFG-IP-laden project elsewhere, don't publish it here and don't charge money for it. As much has been the status quo for Genesys for some time (as specified in their preexisting IP Policy). This is the point at which common sense should be applied. FFG isn't going to pillage your work and turn it into a hardcover without your permission. Their publishing schedule looks something like: one Genesys book a year (maybe two), mostly direct adaptions of FFG's own IP-heavy settings. They're already paying the people they want to pay to make that content. They don't need to steal it from you. They never will. Edit: If your content is really good enough, they're more likely to approach you with an offer to pay for you writing more content, which is what other companies have done with the best creators in their community programs.
  8. The book sounds great, but its content (new genres, setting creation guide, vehicle and adversary creation rules) makes "Expanded Player's Guide" sound like a bit of a misnomer. That's stuff you put in an Expanded Gamemaster's Guide. I guess FFG doesn't want to limit potential sales of a book to gamemasters? Again, I like the list of content they gave, the name is just a little jarring given that content.
  9. Forgot to make a forum post earlier today here. I've released printable cheat sheets for Star Wars Roleplaying.
  10. An important implication of removing the negative dice and using a threshold of successes is that results will become highly predictable: you now have a near-normal distribution of results from any given dice pool. If you go ahead and remove the negative dice, be sure that you want any given pool to roll something pretty close to the same a majority of the time, and be sure you've looked into the probabilities for each possible positive dice pool... Though the results of a given role will highly predictable, the effect on the odds when adjusting the threshold of successes required will be inconsistent (not linear) and may surprise you (e.g. when rolling 3 green dice, increasing the successes required from 3 to 4 raises the difficulty relatively less than increasing the successes required from 4 to 5, or from 5 to 6).
  11. Sam Witwer and some other actors and voice actors in LA have been doing a Star Wars Roleplaying campaign on Freddie Prinze Jr's twitch channel. It's not officially organized by FFG or Lucasfilm, but the production values and general vibe remind me a lot of early Critical Role. It features a number of voice actors from the Star Wars Rebels TV series. Not technically Genesys, but the same core system and really gives you an idea of what the dice do well.
  12. As some might notice digging through my history on the forums, I've been working on a module all about vampires for some months. It was more-or-less done two months ago, but I decided to hold off and drop it on Halloween because... reasons! So, here it is, a vampire module for groups and parties that want to play the game as vampires.
  13. https://www.thestoryspanner.net/2018/09/21/unofficial-force-powers-deck-for-star-wars-rpg/ These notecards are designed for use in-person at the game table. There are unofficial versions of the Force Powers out there, but I found it possible to fit them on 4x6in index cards rather than whole printed pages. It helps keep things at our table more compact. The cards are designed so you can fill in the borders and connecting lines of upgrades as you buy them. Like my printable datapads, these can print on A4, Letter, or Legal paper. Examples are included below. Also, please note per the blog post: P.S. I've made several editing and proofing passes over the deck, but the upgrade trees are particularly finicky to get right. Please contact me if you notice any errors, especially costs and connecting lines between upgrades.
  14. By default, no Miraluka as written would have the "level of control to do what someone in the game can with a Force Rating of 1." To achieve that level of control, they would have to do the same thing as any other Force-sensitive character: invest XP into Force Powers and Talents. I also think you may be overestimating the reliability of Force Rating 1 to do much of anything consistently without having to dip into the dark side, suffer strain, and eat a Destiny Point. Or, in the case of Miraluka with Force Rating 1 as described, overestimating the reliability of Force Rating 1 to do much of anything consistently without risking your sight (an action or potential Destiny Point flip to regain it) in the middle of a tense encounter. That hypothesis largely hasn't been supported by our playtesting (several sessions into Chronicles of the Gatekeeper). Beyond a general, meta-conversation of whether all Miraluka ought to have Force Rating 1 or only those with importance to the story, what specifically do you think will go mechanically wrong because of it? I ask because we have not found things going mechanically wrong in the game we are playing. This is a good idea, and one I hadn't though of because I haven't looked at Dawn of Rebellion's character stat blocks in great detail (as I'm not running a game in that era at the moment). For a simpler version of Miraluka, I'd lean toward this description or Donovan's suggestion of something like the Melitto's ability. However, I think in the case of Kanan it's written out that way because he's an NPC and simpler abilities are easier on a gamemaster tracking multiple NPCs at once. I still like that the Farsight Power gives players interesting upgrade options if they want to hone their ability to see with the Force. Additionally, buying the Farsight base power during the game may almost seem wasteful to a player who started with 90% of it as a separate, overlapping base ability.
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