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Archlyte

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  1. Forgive me if I've posted a thread like this before, but I notice that most clothing has little doodads and tech looking greeblies on it and I am always wondering what some good ideas of what those could be. I am mainly talking about clothing but I know that some of the clothing is classified as armor as well. What I am looking for are things like passive comlink antenna repeaters, equipment interface chips, clothing repair circuits, etc. What are some of the uses and purposes for those things besides the obvious reason that it makes it look futuristic?
  2. I used quotations around Award because of the way it had been discussed at times earlier in the thread and because some see it as a thing that is used in a meta way to affect the player. Typically in rule books when XP is transferred to a character it is referred to as an XP award. I agree that your definition of it is the one I like the best, namely the idea of XP used to show the relative power of the character. I think I have to change my view a bit here because upon reflection I think that I don't really like XP awards for absent players, but for the same reasons I don't like it as an automatic time-in-play schedule. Sometimes characters don't learn or really do anything in a session, and players give the character new powers and levels in skills they didn't even use or train. If a character did a lot that would have made them more powerful I also think that power gain has a large effect on how a campaign feels and it's easy to jump the shark. I think WOTC did a study and determined that people overall liked the 7-12 levels the best. Not so low that they felt under-powered but not so high that the scope was fantastic and mortality was only achieved through fighting gods. This game is much less prone to power creep though, and I forget that sometimes when I am discussing it.
  3. I think this is a valid argument but I will say it does make XP not an "award" or something pegged to achievement. If you are doing it that way then XP is simply a factor of time, accruing as the game continues. That may be the way that some groups want to play.
  4. In my experience if you save them from certain and logical death you will hurt your game. The players will realize they are in a game that has fake danger, and they will know that no matter what they do they can't really die. If they do something that would cause their death then so be it. but In my experience this game is usually heavier on the Defeat result than it is on the Death result of a fight. If they get captured you don't have to immediately have them executed, and if you have not told them about the Inquisitor I would just make him disappear and use him down the road. You could have them go to a prison where a corrupt governor wants to use them for a suicide mission that his mean cannot accomplish. You could have them thrown into a pit with a terrible monster. You could have them meet up with an unsavory rebellion resistance fighter who allowed himself to get captured so that his forces could crack the prison to get a different group of prisoners out. All kinds of things that are not blatant Deus Ex but are more like plot turns.
  5. Thanks for weighing in Rimsen. I feel like this is something that can be treated like other art in that there are not really rules but there are things that don't work at times, and in other times they become interesting contradictions. I do know that I have found myself becoming extremely impatient in a few recent sessions when somebody is just not reading the situation or the room enough to know they are doing something tedious. I recognize that this is a subjective thing, but if someone is so encased in their own vacuum chamber that they aren't paying attention to the rest of the table it's an issue for me. That's where it becomes bloated and it's starting to drag things down. Every group has a sort of mean or average of what they find good enough to be worthwhile, so I know this is a relative thing. Also, at times being an interesting player is really hard to accomplish, but if the game is stalling or bogging bad then something must occur. I have used the sudden action scene to deal with this in the past, but I am also not opposed to just asking if people are done and then moving it along.
  6. Thanks for your response Desslok . Yeah if it's entertaining then I don't consider it a time to screen wipe, but the pace of TTRPGs can be agonizingly slow and empty at times if everyone isn't mindful of what they are doing. Some shopping I have experienced in game has been fun, while at other times it was shoot-your-face-off boring. I also feel like sometimes there is something to be mined from a scene and other times it's just not gonna happen. The most common thing I have noticed is that sometimes a scene hits it's zenith, it's moment of emphasis where the power of what happened is perfect, and then someone will drag it out until the scene has now become boring because that great high point was washed away by lingering. Another thing that can be a real killer of story momentum is long transition or travel scenes. Not all such time is bad obviously, but I have seen it really kill the urgency of a story to have long, obligatory travel scenes where the characters are basically waiting. A friend of mine likes to do Star Wars space travel like the Age of Sail Jump Drives of Traveller. My argument against that is that you don't make journeys of a month or more in something the size of a U-wing or Krennic's Shuttle, and the plot urgency of getting to Eadu is gonna be affected if it takes two weeks to get there.
  7. So I am thinking anything that was an object that Dooku had would be an artifact worth acquiring, and would have the potential mystical tie-in to get the Indiana Jones style feel.
  8. I agree that that would constitute a purpose, and it would also make me want to allow them to continue.
  9. Hey thanks for your response . I like the method you use to determine how to progress and I think in most situations that is the right answer. I also think that the concept of scene bloat is amorphous to whatever you feel is too long, be it characters talking about nothing, shopping, tree-chopping combat, or whatever it is that you find tedious if done too long. In the case where you are not all in agreement and say one person wants to continue to mine something that the GM and the other players are done with is it just a grin and bear it sort of deal?
  10. One of the things I was glad to see in the Core Rulebook when I first started playing this game was screen wipes. I really try to go for a feel of the original trilogy movies as much as possible, while also recognizing that there is a limit to how much you can do that movie pace and depth. I have noticed that as a player and a GM alike that sometimes the description of the GM or the actions of the players can lead to what I call Scene Bloat. This is when a scene is not really paying off or accomplishing anything but one or more of the participants are persisting in keeping it alive and keeping new scenes from starting. I find that I see this happen a lot when players/GM don't really know what to do next, or when someone is engaging in weak, small-talk style dialogue. I also see that GMs will often do unnecessary Transitional Description Scenes in an attempt to do minute to minute style narration like in the Lord of the Rings books. An example would be that if Luke was just saved from the sand people by Ben, in a game they would take 20 minutes as the GM describes getting all the pieces of 3PO, driving the speeder back to Ben's home, and then describing how they come in and what it looks like. In the movie that scene ends up being mainly dialogue and exposition through dialogue and comes in around 4 minutes in length. But the cuts on either side of it help it move well with the rest of the story. In playing a scene like that in real time the dialogue isn't written down (assuming Obi Wan isn't an NPC with his lines written down already) so there is some need to allow for improv and being able to think through what to say in the scene. I think this is just par for the course and is to be expected, but if it goes on for long periods of time and if it doesn't involve all of the players it can be tedious. I will usually give a scene a chance to do something, but if it isn't paying off in a reasonable amount of real time I will wipe it. My thinking is that there are other opportunities to say something or do something and if there is a clear idea for it the player/GM will work it in later. How do you handle screen wipes and what is your philosophy for pacing in Star Wars games?
  11. I think your examples are great, and I agree that you don't need to follow the video game "Boss Fight" structure for every game. I think I would say a reunification of some kind is a good way to end a session and is similar to what you said about locating a missing person. I also like to have a scene where information is revealed that had remained a mystery for the session or campaign thus far. I also have had some endings of a session or arc where the characters identify some new goal for the first time.
  12. Yeah I missed that and if the GM was doing it like that then I agree with you. I thought it was regarding one session out of 5 in which XP was awarded each session.
  13. I am sorry to hear that you felt cheated, and I'm being genuine about that, but if we dig down on that isn't that feeling you had a result of how you framed and thought about the situation? Can I venture a guess that the expectation you had in that situation was that all of the characters should be equal, or that you should get what everyone else gets? Perhaps you had framed everyone having fun to mean that those conditions needed to be satisfied among other things. There are things that will happen in game that are not perfectly equitable, and misfortune can affect one PC while another succeeds and excels. I'm not sure why XP must conform to a different standard because even though the points a meta thing, they interface with the game world directly in the form of power. Also was the only thing that was wrong with the group and the game that you didn't get equal XP? I'm a firm believer in the idea that if you don't like a game or GM you should bail as soon as you know for sure that it's not going to work, but this seems to me at least like a pretty minor issue and one that probably wouldn't have been all that frequent unless you had planned on missing a lot of sessions. Regardless, I do feel that getting upset over such a situation in unfortunate and I hop that you have found great games elsewhere.
  14. That's a good point and I will agree that in this game the progression can be pretty subtle, which to me is a sign of careful design. I think that what some people may not like is having characters seem to morph in capability constantly and the resulting power creep. I will admit though that at times my own reactions on this subject can be influenced by a slippery slope view.
  15. Slow progression allows the character to be what they are for longer. I have some players who do not like spending XP because they see it as changing the character when they feel they had the character dialed in already. These are very narrative type players but their viewpoint is just as valid.
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