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About VictorDenn

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  • Birthday 09/12/1962

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    Nelson BC Canada
  1. Badger is a natural npc. How about as a Toydarian with a Cockney accent? AmIright?
  2. If you are into investing in the splat books (Hello, my name is Victor, I buy all the supplements... *everyone* Hi Victor) then I would recommend the "Fly Casual" book as it has quite a bit of smuggler stuff. Ideas about how smugglers fit into the game, running smuggling jobs with suggested payout modifiers and occupational hazards. There is also idea material for running con jobs, heists and games of chance. That sort of thing. If you want more specific ideas I recommend using plots and characters from old films. If you were to rework "The Sting" from 1973, where the players are Redford and Newman, Robert Shaw is Quarren underworld boss with a weakness for gambling and Charles Durning's crooked cop is a vile Zabrak ISB agent on the take, then you have a story. Lure the mark in by losing to him at Hintaro then rig a pod race instead of ponies, fake the player's deaths at the end with imposter Imperial Intelligence agents and your players will worship you like the god that you are. Have the players find that they are smuggling something they didn't bargain on, like in "The Transporter." Well, you need better villains than that, too cartoonish. Perhaps watch The Maltese Falcon" and use Sidney Greenstreet as a template for a Hutt boss. Or go over the top and use a character like Gary Oldman in "Leon: The Professional." Once you take the character, change the race and put them in a science fiction setting they are usually not immediately recognizable, but you still have a flavour of personality to draw on. Even if you don't do voices having their voice in your head gives you a feeling for how to read the dice results, because they don't just fall into a generic void. You can even take non-villainous characters and just put them in the role of the bad guys. Got a favourite sit-com from when you were a kid? Put those characters in customs and duty officer clothes and then even the bumbling minions will be memorable. Wolowitz and Raj from Big bang Theory as the two officers tasked with being the thorn in the player's side. The first one is a huge creep about the Twi'lek engineer while the latter can't stop admiring the Captain's shoes "are those boots from Coruscant because they are seriously hot?" You only need to do this a few times and the characters and settings will start to emerge of their own accord.
  3. Extremely good thread folks. I am an old gamer (started RPGs before Star Wars was released) but relatively new to the system. I have started with a F&D campaign and so the morality mechanic is the only one I have used. Our game is influence-mechanics heavy and gun-play light so places for the morality to come up are actually quite frequent, especially around honesty and deceit. The first couple of games I simply would ask as the players attempted something "what is your morality spectrum again?" It brought it into everyone's mind even it had no other effect on play. Just asking about it a couple of times has led the players to bring it forward into their roleplay choices. Now the fact that none of us has experience with the obligation/duty mechanic may be a factor in the ease of this happening. Another way it has come in is through interpretation of advantage and threat. I have explained player advantage in terms of reducing conflict inherent in actions, especially social ones, by framing the encounter in terms of their moral strength. On the other hand I have used conflict to explain threat in terms of their moral weakness. This may not really match the underlying thinking behind advantage/threat but it works at our table. I was also able to use the morality mechanic to encourage the use of force points even when they raise conflict. Players who want be light sided get so jittery about using dark force points that they can treat a FP roll without a light side point as a failure. One particular character has a strong motivation to learn about the light side with the morality of discipline opposed to obsession. At the end of a session I pointed out his repeated refusal to consider using even a single dark force point and gave him conflict based on his obsession. He is still reluctant, but at least he considers it. As well, that means every time the player rolls for force points and a black comes up he gets a little moral conflict going on inside that is quite delicious from both a narrative and GM point of view.
  4. This is awesome. I don't know whether to say "high five" or "may the force be with you."
  5. The Colonist/Entrepreneur gets you the "sound investments" and "wheel and deal" perks which are a tidy little boost. This would basically be a "negotiation" build, sort of a sound investment kind of character. The Smuggler/Charmer sounds a bit more like what you want. While the Entrepreneur concludes transactions (and probably makes more money) the Charmer seals deals. The Entrepreneur leaves them wondering why they paid so much. The Charmer leaves them snickering about what a great deal they got on that deed to a time share on Coruscant. The Entrepreneur leaves them wondering if they got ripped off. The Charmer leaves them feeling like they won something but actually just standing there without their pants.
  6. As someone who has 30 years training in actual Chinese sword lineages and styles I would say that if the character can use the lightsabre in combat a couple of times he is going to be able to figure out at least basic ability (surviving battle is a good teacher), but without being able to draw on some deeper wisdom and experience it wouldn't really get any better for a long time. As a GM I would cap it at three green dice, even if he is brawnier, without a holocron or mentor. Over the years I have met plenty of people who have practised years and years with sword who simply suck, and its because they are trying to do it with too little actual training. Even if they are dedicated it doesn't really matter. Sure, there are people who figure some stuff out, but without an outsider analysing your movement and connection you can only get so far. Coaching really counts. Besides, mentoring is a key part of the overall canon.
  7. Hahaha, awesome Nnesk. Nice summary for introducing the dice.
  8. I just have to say that now I have to have an adventure titled "Too Many Twi'leks." Thanks for the idea OP.
  9. Thanks @Macabre, this is a great resource. I am not familiar with much EU. This is educational.
  10. This a great thread. For me I always like to consider the larger world. You may be on the fringes but if lots of troopers start going down it eventually shows up on some Staff General's human resources data. If the party starts being a one squad insurgency turning a corner of the Empire into a Fallujah then eventually they are going to attract a surge. "You want Star Destroyers? 'Cause that's how you get Star Destroyers!" If small squads always get killed they are not going to send small squads any more. They are likely going to send AFVs. If the players become very high profile then it will certainly have a narrative cost.
  11. I always like to look at the story as an arc. It can be quite fun to start them starving especially at the beginning of a new game system, but not always. Seeing the party rise out of poverty to be able to worry about other things is one of my favourite things in games. In games we all know I will sometimes offer more riches than the can conceive so more loot or power isn't a driving issue. An Eon ago I ran a Rolemaster campaign with an experienced group and everybody started out as a 25th level Highlander-style immortal with magic gear (artefact level gear) and tricked out spell trees. Then I tossed them into a morally ambiguous fight against an enslaving mage who threw his tortured and innocent minions at the players as they chased him through shifting dimensions of magic crystal in ceramic ships with technomancy phasing arrays. In the end not a single gold piece was collected nor a single chest looted, yet we had epic fun remembered to this day 25 years later. That being said, I am new to this system and am going to start a game soon with new players and they are going to be starting out trying to get out of debt (the real question at this point is am I cruel enough to make them owe a Hutt?). However, I don't plan on keeping things down at that level. I want there to be a couple of ship upgrades as we play and where the fight against the Empire becomes the driver of the story.
  12. My first post here. I was 15 in 1977 and saw Star Wars (it will never be "Episode IV: A New Hope" to me) maybe 30 times that summer. The look of the matt painting of the planets after the opening scroll set my goosebumps on edge. Darth Vader's entrance had me in full skwee, and when Luke turned on the lightsaber in Obi-Wan's hut changed my world forever. I had just started playing D&D that spring in March (you know, white box three character classes, olde school) and had picked up Traveller that week. So I guess I have been playing Star Wars RPGs longer than some here have been alive. However, I do have say it nice to see some originals here who had the theatre experience in the '70's.
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