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  1. What time periods does everyone play?

    I'm curious as to which house the sorting hat put him in.
  2. You could make a steeper curve and charge more in greater increments as skills hit 3. This would make for a slower progression, but may address your concerns. make it 10x Destination Rank for 3->4, 20x for 4->5, etc. Separate but maybe related: A friend of mine said his GM actually limited skills to one above the Characteristic attached to the skill to represent natural aptitude.
  3. Reprogramming Droids

    I feel like this falls under the same category as comlink signal availability, and other things that work when it is narratively appropriate. I agree with Oddball that it would be rampant if it were easy/common/tolerated, and I don't think you will end up with something that feels like the movies if every significant droid is easily repurposed.
  4. What time periods does everyone play?

    I usually use -2 to -10 BBY. I like the Rogue One/New Hope timeframe the best.
  5. Well you've staked your position OddballE8, I guess we will see soon. I will be happy if you are right, my thought about it was actually a worry.
  6. Bounty Hunter Campaign help

    I think one thing you could do would be to make a list of marks for them to simulate what is on the terminal. Just give them the Name, Species, last location known, and reason for the bounty. You just would need to make a list of these Hooks and then have the players choose one. I think that improvisation is an essential skill for a GM to hone, so don't be apprehensive about coming up with stuff on the fly. The Books have plenty of enemies to choose from and re-skin as the Target of a Bounty, so you have a ready made rogues gallery. Players come in two varieties in my experience: those who want to observe a story, and those who want to make a story. If your players are all the first type, they typically will be reactive players without much initiative, who will want you to do the work while they go along for the ride. The other type of player will resent being told to follow a story and will want to affect the adventure by their choices. If you are going the pre-made route then I suggest what the others said and just find more pre-made adventures and run those. If you want to be able to do what is called Emergent Play, then you will need to do your prep as a general thing. Make up Places, Things, and People but don't connect them to the players by a sequence of planned events. The players do things all the time, and you can use what they do to create the game on the fly if you take their actions and create reactions and some other unrelated events but without forced connection to the players. If you do plan something out ahead of time you have to be willing to let the players bypass or miss it without becoming disgruntled. That can best be done by avoiding prepping things that you will be unhappy if they skip them. There are things you can definitely still throw in their way, and you should do that, but don't have a foregone conclusion as to what will happen. Emergent Play very neatly solves the problem of having to buy adventures or download them, but it requires that you adopt a mindset that the players are making the story instead of being an audience. I'm happy to answer more questions on this if you need help.
  7. Time...the element I was missing

    Yeah that's really great. One of the difficulties that TTRPGs have is the tendency to bog and drag. In contrast, the quick pace and sensory loading that video games have on their side is something I have seen younger players prefer. I think that adding a sense of actual urgency may be the way to go in helping the game to have a better rhythm of beats and scene transitions. I'm going to play around with this Mensch, thank you for the input.
  8. Well I'm just thinking that these guys like to write in these gotcha moments. This is just a fun theory I'm not betting any money on it, but I thought it might be something they would pull. I was thinking it would be like when the kid's goldfish dies and it's replaced with another one but the fish isn't identical. But like you, I hope this isn't the way they wrote it.
  9. I'm looking at that Falcon exterior and interior and I'm thinking that it will be destroyed in the movie and the one we know and love is a different ship with that same name. The thing is just too clean and different. Millennium Falcons A & B is my guess as to why it looks different
  10. Time...the element I was missing

    I'm sorry man, I wasn't clear in that question. I meant an actual timer that the players can see or know is ticking. Some people had said that they use actual real OOC timers. I was curious how the players reacted to such a prop. What good? What Bad? etc.
  11. I am interested in how this core mechanic gets used in games. I tend to use it as a subtle instrument for Narrative reasons and as a Threshold for dealing with NPCs, but I don't make a big addition to the story in the session unless someone rolls doubles, and maybe not even then depending on the actual obligation. I am interested in hearing at what concentration of strength you use Obligation. For instance, if Obligation is triggered is that basically what the session will be about that night? Do you use it to represent financial loans quite a bit? How much narrative power do you give it in the session?
  12. VTT recommendation

    I wouldn't say I'm handy with XML, but I was able to fill in that stuff on my copy of the Ruleset. I'm glad to see someone else using Fantasy Grounds Are you on their forums under the same name?
  13. VTT recommendation

    I use Fantasy Grounds. I like it fine but since it's not an official ruleset you have to keep your books handy.
  14. Dealing with loot - new GM

    Yeah it's about how you want your campaign to go. If you make it about loot it will be. Given a table with a GM and say 4 players, you can usually expect that at least one player will be there for the loot and/or the mechanical character building. I like having loot and getting into the Game portion of the experience, but I also don't like the game to be about "stuff" vs. what is happening. Each game session is finite, and the use of time should be something to watch. The freedom of interface in TTRPGs allows you to stop and loot or stop and collect, but sometimes cinematic feel can be bludgeoned by the mechanics taking over for any sense of what the characters are experiencing. Jan Di Rana is killed by a Black Sun Vigo with a vibro sword before dying himself from a blaster bolt. It is a climactic moment of the campaign, and Jan's fellow players pay reverence by immediately grabbing the Black Sun leader's loose change, his rings and jewelry, and his vibro sword complete with their friend's blood on it.
  15. Time...the element I was missing

    Anyone have any anecdotes about how the players responded to having a timer? Anything interesting in their behavior once a timer was introduced?