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VictorDenn

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  1. Like
    VictorDenn reacted to Daeglan in Lightsaber Construction Rules   
    Replacing force user with Jedi ignores all the other potential force traditions. Being a force user doe not make you a Jedi. Following the Jedi traditions and codes makes you a Jedi. Just like following the Sith traditions and codes makes you a Sith. Following the traditions and codes of the Wardens of the Sky makes you a Warden. And we here should know better. 
  2. Like
    VictorDenn reacted to Kyla in Lightsaber Construction Rules   
    Which is precisely why I prefaced it with the decision to make things fluffy.     It (like everything else I post) is a "use it or don't" gift to the community. I just figure since I did the work I might as well save other GM's the time of doing it themselves, I know I appreciate all the work Don and the others put into their stuff that they post.
     
     
    Just giving back, ya'know?
  3. Like
    VictorDenn got a reaction from Sinosaur in Morality sucks   
    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. Like
    VictorDenn reacted to Hetland in HT-2200, YT-1300, X-Wing size comparison.   
    Heya,
     
    I'm new. Our party just earned a HT-2200. I love the ship and was curious how it compared in size to our trusty YT-1300. I'm a visual guy and like seeing these kinds of things. I'm also playing a rigger... hence the "Fancy Paint Job" on the YT. The HT is my personal representation/imagining of the ship, but the proportions and scales should be pretty close.
     
    Side view
    Top view
     
    HT-2200 length: 54.8m
    YT-1300 lenght: 34.5m
    X-Wing: 12.5m
     
  5. Like
    VictorDenn reacted to Simon Retold in Using specialty Dice   
    Decision Dice
     
    Weather Dice (Apparently from the UK.)
     
    Cthulhu Dice
     
    Hipster Dice
     
    Rock, Paper, Scissors Dice
     
    Hit Location Dice
     
    And here's a current Kickstarter for d12 Weather and Mood dice.
  6. Like
    VictorDenn got a reaction from Magnus Grendel in Ranks in Light Saber skill   
    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. Like
    VictorDenn reacted to Aurin in "Standard" smuggling adventures   
    Thank you all for your advice here. It's very helpful. 
     
    - Fly Casual seems like the best place for me to start.
    - I'll go through some of the Shadowrun modules to see if there is something worth while, starting with Smuggler's Blues
    - I've been through many of the Firefly modules. While they are very good for SW (and I plan to convert a few of them over, including Bucking the Tiger), they don't have proper smuggling encounters.
    - The generic smuggling tables are fantastic, thanks! I'll do some work and come back with something here.
  8. Like
    VictorDenn reacted to OggDude in How does it land? The ILH-KK Citadel-Class Civilian Cruiser   
    But I made the cool animated GIF
  9. Like
    VictorDenn reacted to OggDude in How does it land? The ILH-KK Citadel-Class Civilian Cruiser   
    I know this is pretty dorky, and doesn't explain the ventral fin, but...  maybe if the outside fins rotate 90 degrees to their sides, they could be used as landing gear of sorts.  The middle fin could rotate on its axis 90%, then fold up under the main fuselage.  Or something
     

  10. Like
    VictorDenn reacted to Krieger22 in Defense   
    Like I said, I don't remember where I got this from - it was over a year ago, if I recall correctly - but here are the stats:
     
    (I'll just write the stuff that's actually different from the misprinted stat block.)
     
    Sensor range: Close.
    Ship's complement: One pilot, one co-pilot, 3 gunners.
    Encumbrance capacity: 500 (without passengers).
    Passenger capacity: 54.
    Consumables: 1 month.
    Price/rarity: 240,000 credits ®/7.
    Customization hardpoints: 0.
    Weapons:
         Forward-mounted medium laser cannons (Fire arc forward, damage 6, critical 3, range [close], Linked 3).
         Turret-mounted twin light ion cannons (damage 5, critical 4, range [close], Ion, Linked 1),
         Turret-mounted retractable heavy repeating blaster (damage 15, critical 2, range [long], Auto-Fire, Pierce 2, Vicious 1, character scape),
         Concussion missiles (no additional stats, I ran out of page space but presumably the stock stat block).
  11. Like
    VictorDenn reacted to GMRen in Confused about Minion Groups   
    Never thought of that, my players will hate you forever.
  12. Like
    VictorDenn got a reaction from Andres Vorstal in "Standard" smuggling adventures   
    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.
  13. Like
    VictorDenn reacted to Nytwyng in "Standard" smuggling adventures   
    In Star Wars Galaxies (live and the emulator I currently play), my trader/crafter character is a Bothan named Bahdjer. I do the accent as closely as I can in text. (My wife's Shipwright/Droid Engineer is a female Wookiee named Kaywinnet.) Both are scheduled to make appearances in my EotE campaign.
  14. Like
    VictorDenn got a reaction from Artoo in "Standard" smuggling adventures   
    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.
  15. Like
    VictorDenn got a reaction from bradknowles in "Standard" smuggling adventures   
    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.
  16. Like
    VictorDenn reacted to bradknowles in Is There a Maximum Dice Pool?   
    Reading this post, I start to yearn for that moon to come crashing down on that Wookiee.
  17. Like
    VictorDenn reacted to Jareth Valar in Is There a Maximum Dice Pool?   
    I do not understand this concept.......
     
    I come from a LOOONNNGGGG WEG and Shadowrun history. Lots of dice are the norm in my mind.  If your dice box/bag doesn't out-way the main book, something is seriously wrong.  
  18. Like
    VictorDenn reacted to SEApocalypse in Examples of Morality Strength/Weaknesses from the Lore   
    Never tell me the odds!
    Though mathematical speaking to odds are quite good, it is not like Han is not a 3720 times better pilot than C3PO 
  19. Like
    VictorDenn reacted to KungFuFerret in Examples of Morality Strength/Weaknesses from the Lore   
    Are you kidding?!  The odds of successfully navigating an asteroid field are approximately 3720:1!
  20. Like
    VictorDenn reacted to Richardbuxton in Players and the Perpetual Poverty Problem   
    on a side note you just found a fun word thats not blocked, +10 Duty
  21. Like
    VictorDenn reacted to Desslok in Worst Idea ever...   
    No - the worst idea would be to release a Star Wars Holiday Special Beginners Box Set, complete with stats for Jefferson Starship and rules for running your own Mind Evaporator Wookiee Porno sequence.
     
    . . . .actually on second thought, I'd buy the hell out of that box.
  22. Like
    VictorDenn reacted to Richardbuxton in Morality sucks   
    Great point there using moral strength/weakness to guide description of light/dark force point usage.
  23. Like
    VictorDenn reacted to Jedifish in Won me over   
    I am running a campaign set 25,000 years before the movies. It's about the first Jedi (Je'daii) and takes place on the planet Tython. The setting is a mashup of different styles, Eastern Martial arts (Traditional Je'daii garb), New West (Imagine Firefly; also the poorer class), and steampunk Victorian (Upper class). Also the technology is Steampunkish, but instead of steam it's based off the Force and crystals. There is no light or dark, only maintaining a balance.

    It's actually the second time I have run this campaign. I got the original idea out of the old Star Wars Chronology book from a paragraph about the origins of the Jedi. I ran my first campaign about 10 years ago and it was fantasy based. This new one takes place 1000 years after the first campaign, and there are even descendants of the original characters in the game that the players are playing.
  24. Like
    VictorDenn reacted to KungFuFerret in How/When to distribute experience?   
    You might adopt an "off camera" xp system as well.  If you are engaging in in-game stuff between sessions, provide them with some XP as a reward.  Perhaps they are outlining their character's goals going forward in a narrative "Dear Diary" fashion or something.  Or perhaps they are helping you handle the actual crunch of the game.  "Sure I can build you a spreadsheet of the *whatever stuff you need sheeted*, I can have it to you by this weekend*.  Poof, XP for helping out.   
     
    It also depends on how quickly you want them to progress.  If you want them to be advancing faster, give them more XP.
     
    I use the above "5xp per hour" system, but I also provide extra if the players amuse me.  We play usually every week (give or take outside issues), so we tend to only play for 3-4 hours max a session.  So they average about 15-20 xp, with a possible extra 5 or so if they do really cool stuff, or simply make me laugh with their in character antics.   So far this works great, it means just about every session, they have enough XP to buy at least something new every time.  In fact, if you want, you can use that as a measuring stick.  Since the most expensive thing (barring rank 5 in a skill or something), to buy is I think 25xp?  If you want them to be able to buy something every session, you should be aiming for 20-25xp a session.   For you, given how little you guys meet, I would probably use a "I want them to be able to buy 2-3 new things after every session".  So you'd be looking at 50-75 xp.  Which, divided out, would equal roughly 5xp/hour, based on the schedule you gave.   
     
    Personally, I'm very generous with xp, as I like to see my players develop new toys and get to play with them.  I don't always do it, or if it's a slow session where they don't really do much in the way of "meat", I'll possibly only award 10-15.   But that's just me.
  25. Like
    VictorDenn reacted to EliasWindrider in The Force Awakens Beginner Game   
    Ok... first of all I am going to criticize that website because it doesn't address the dependency between different types of success failure... e.g. obviously you can't roll a triumph and advantage on the same roll of the same die, but there is also partial exclusivity of advantage and success, except on the die faces that share 1 advantage and on success symbol, but then that means you aren't going to get 2 advantage or 2 success on that roll of that die... the partial exclusivity is what makes a lot of success negatively correlated with a lot of advantage, and a lot of success positively correlated with a lot of threat, and a lot of failure positively correlated with a lot of advantage.
     
    BTW I got my PhD doing Uncertainty Quantification of volcanic landslides using simulation thereof.  UQ is kind of like statistics with less emphasis on data and more on developing efficient algorithms to compute values for the statistical quantities of interest.   (I am trying to explain this in a way that is accessible to someone without a strong background in statistics)
     
    your intuition (though poorly phrased) that adding advantage, threat, triumph and despair to d6 by bad stuff on d6=1 and good stuff on d6=6 would make success positively correlated with advantage and failure positively correlated with threat is correct, i didn't say it wasn't, the numbers/probabilities I provide were simply to show that success and threat weren't mutually exclusive and weren't even unlikely to occur together with as few as 3 six sided dice.
     
    But if you did want the advantage threat, triumph and despair, generated on d6=6 or 1, add on to weg d6 star wars to play more like it does in FFG star wars THEN you would want advantage to be generated on d6=1, threat to be generated on d6=6, triumph to be generated on wild die d6=6 (not a typo) and despair to be generated on wild die=1
     
    And in the analysis I did I was talking about "conditional probabilities" meaning accounting for dependencies, so IF you rolled at least one 1 on 3d6 what is the probability of the sum of all three dice being at least an 8, and as I said/implied when you have multiple TYPES of qualitative "success" "failure" then dependencies matter (something noticeably missing from the analysis you linked to).
     
    also the dice mechanics are completely different, in FFG star wars they have different types of dice with different odds for different outcomes and positive and negative dice.  in d6 you only have 2 types of dice, a regular d6 and the wild die (which is a d6 that you reroll on 6's and add the new roll to the existing total).  So the stats aren't going to be the same and the value of what you can buy with the cost in terms of advantage threat triumph and despair would have to be re-calibrated if you were to add advantage/threat triumph/despair  to d6.  The point I was making was it was possible and not even terribly difficult, it would be QUALITATIVELY but NOT QUANTITATIVELY similar to advantage/threat triumph/despair in FFG.
     
    EDIT and some tips to anyone who wanted to try adding advantage/threat triumph/despair to d6.   in the d6 version I would have advantage and threat NOT cancel (the way that triumph and despair doesn't cancel in FFG star wars) and the frequency of triumph/despair would not increase with "better" dice pools in d6 so you should be able to buy more with each d6 triumph/despair than you could with a FFG triumph despair
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