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Archlyte

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  1. Hey P-47 Sounds like a fun game. I think that the procurement officers are going to be key here in that they have the purse strings. So my first question would be how is this command funded? Are they operating completely on their own to the point where they are raising their own credits? If so how are they doing that? If they receive funding from another command how does it get to them and how have you been determining how much they get?
  2. I think this is a great way to go if I understand you correctly. I love using independent time frames for the NPCs because it makes it feel like the galaxy exists beyond the PCs. The problem with rigidly sticking to a plan is that you'll spend a lot of time just trying to herd the PCs and in the process demonstrating that their agency is pretty much not a thing. If time is tracked it becomes important, if it isn't, then it is hand-wave juice. I have noticed that not keeping track of the passage of time seems to give the players (and sometimes the GM) the idea that everything is narrative and open to constant rewind, etc. I make sure to let them know ok this has happened and time is not going to go backward now. I find that it makesit so that they are more deliberate about what they do, and they ask better questions.
  3. The Amban Pulse Rifle, while certainly cool as all get out in the show, seems like a problematic weapon to bring into games. I feel like this is something that works in the perfectly controlled world of writing but not in games.
  4. I wouldn't think that PSGs would be that common but maybe.
  5. Anyone make a Perform skill? If so how did that work out?
  6. A problem that I often deal with is How well known is the Church of the Force? I typically play in the time period of the original Trilogy (-10 BBY to +2 ABY roughly) when the Empire is in full swing. I tend to go with the idea that the Jedi were villainized for a long time leading up to Order 66, so after they became a forbidden subject there was little reason to bring them up. But the Force as a religion, how prevalent do you see this as a cultural aspect in the Galaxy? Do you make it so that everyone knows what the Force is, at least in concept? Or only certain cultural groups have learned of it? Just curious as to how widespread you have NPC's have knowledge of the Force in your games.
  7. Is it just me or are all the blades in the series depicted as vibro weapons? I noticed that in the first seasons there is a blur effect on the blades. The Gamorreans had special axes in their fight as well. I really like this way of treating blades in the setting.
  8. I think most CRPGs typically have the character carry items by slots. So you aren't full until you have all of the slots full. A slot can fit a Winnebago, A 2 Bedroom House, a pocket knife, a stack of potions, etc. SO playing in those games gives this impression of a character being a walking bag of holding. Cartoons similarly have the ethereal inventory where the gear comes form another dimension when convenient lol.
  9. I like this, and my guess is that it is being implemented out of necessity. I do like the RaW version of encumbrance for the most part but I feel that Role-playing game players have become increasingly less and less interested in physicality where items are concerned over the years, and they weren't all that great to begin with. Video Games and Animation seem to despise the idea of objects having weight, extension, volume, etc. I have to deal with this regularly with my younger players in particular as they seem to not really have any idea of what a giant pain in the *** it is to schlep a bunch of gear around on your body. So I am all for anything that reminds players (and GM's for that matter) that the amount of stuff you can carry comfortably is actually nothing in the realm of the Mule Characters you typically see in games. Carrying a ton of stuff is bad, but getting something out of a rucksack in a hurry can be a nightmare, especially if you cannot see very well. It feels like the way people imagine it is that they simply think of what they want from their gear, and it magically appears in their hand instantaneously. Having some common sense in use of gear is a really great thing.
  10. Archlyte

    Time

    I use time jumps as appropriate and I feel like this is a tricky issue sometimes. Ideally I want to not waste anyone's time, to include mine, with stuff that is not narratively worthy. I find that some players really want to get into the nitty gritty of things and want to build a base or lavish time on crafting or even just small talk with NPCs. As for the XP thing, I have this real dislike of the pavlovian end of the session XP reward. I feel like XP should be a story tool like any other thing that affects the character so I generally let the player distribute XP to their character with oversight from me. They just explain that they feel their character would have gotten better at something and if I find the explanation to work then they just give their character that increase. I have a cap on the XP depending on the campaign so they know what their progress looks like between neophyte and master.
  11. I have been using this for years as a GM but I heard Chris mention it on one of the Order 66 podcasts and I was curious if other people use it. Basically as I describe it to the people I play Tabletop Role-Playing Games with as an imaginary audience that is consuming the events of the game. This Audience is made up of imaginary people but who have realistic tastes and appetites for story and action, etc. Often I use it as a sort of reminder for players: "Ok so how do you think the audience would see your character if you decapitate that urchin with your vibro knife?" or during character generation session 0 stuff to help the player and everyone else to see the character: "Can you kind of tell me how the audience would see this character? Like more of a anti-hero type at first?" I like this because it posits an external viewpoint from which things can be viewed. Anyone else use this?
  12. I like this idea. I have often wanted a quantified score for a given character/group as far as how well they are known and what that means. I generally use a faction system, but I think Notoriety/Exploits is a good way to have a unified index. If the PCs have bad faction (reputation etc) with the Hutts will that impact the way that the local Swoop Gang sees them? What about CorSec?
  13. It's hard to make it feel right because it is basically a technology that seems to work when the story needs it to work. Players are always going to want to use something that is to their advantage and I understand that, but you can ruin things pretty fast if constant communication is available. Communicating across the galaxy can maybe be described as radio transmission as others have described, with weird interference and other technical difficulties being common. I think that if you are going to have a small ship and have it be able to communicate across vast distances like that then some sort of a network is implied. A giant antenna like the one on Scarif is hard to rationalize if a 10 metric ton X-wing can transmit a signal strong enough to be reliably received across the galaxy. I know it's not sci fi and all that but it helps to at least have some way to make sense of this stuff so that players are not attempting to be a 3d creature in 4d space. There has to be some understanding of what can be done at least on the character's part if not the player's. A Destiny Point to send a clear transmission? A new McGuffin in the form of a Hyperwave Transmission Tower on the edge of the settlement territory? A Computers check that is outstanding in the positive results? I am just spitballing as to how the communication can be used without it becoming boring and story-killing. I like how in the Death Star Luke suddenly remembers the com-link, and every time I do the same thing. I am always like oh man I forgot that was an option lol.
  14. Well it has worked out great. The players now use their Strain judiciously and the combat doesn't feel like D&D. I get that counting up to a wound threshold is supposed to be abstract to a large degree, but stimpaks taking away physical damage complicates that. Also the psychological effect of combat is not well addressed in the RaW version. I have tried having them make Discipline checks for fear and it doesn't play out in a satisfying way. Also I have noticed that some players will hang pretty seriously if they have to constantly describe Advantage uses and so this gives them the ability to just refresh their Strain.
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