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About ThreeAM

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  1. How to run that two day marathon

    Sandbox essentials: - A list of NPC names. And sometimes places (cantina/casino names) - Generic Enemy stats. Thugs, Mynocks, Security Droids, Stormtroopers, etc. (the print and play Adversary decks rule) - Generic Encounters. ie Bar fight, Bounty Hunter, Space pirates, etc. These are especially great for the "oh crap I don't know where do go next with this story I need time to think" moments. Short combat eats up time while they roll dice you are thinking of the next story move.
  2. Dealing with Kleptomania

    I agree, talk to them about it out of game. I just let my player know that when gear shows up i want them to have it will be obvious. But also stress in game that actions have consequences. Sure they can steal that starship, but maybe it was already stolen and the original owner is now coming after them. Below is an example of the tone I usually try to set. Game session one: Player: "I want to loot the storm-troopers" Me: "Each has a com link, E-11 blaster carbine, and Laminate storm trooper armor" Player: "Okay" *starts writing it down* Me: "So how are you going to carry 6 blasters and 6 sets of armor?" Player "Oh, uh okay i just take a comlink and 2 blasters" Cut to 2 sessions later at vendor... Player: "I'd like to sell these blasters" Me as upstanding NPC vendor: "What is this? Model E-11 huh? Isn't that standard imperial issue? No thanks i'm not interested in buying potentially hot items" 1 session later Me: "Player A, you notice the rodian bounty hunter you just killed is wearing Laminate armor of good quality and almost of perfect size for your bothan frame"
  3. The Quest for More Money

    No one ever got rich by playing it safe. Big rewards require big (and usually illegal) risks. Cargo hauling will keep you out of poverty, not make you a Land(moon) Baron. All Han solo got for 20+ years was a slightly bigger ship and his other ship stolen.
  4. Dealing with loot - new GM

    As others have mentioned I just told my players straight up this game isn't about looting corpses, If there is something important on them i'll let them know. However, coming from several decades of DnD its hard to break that habit, and my players still always try to take the weapons at least. However, I ended up getting really lucky with my group. In the second session I had them liberate a "defenseless town". The town and the Organization they liberated became the group's primary ally. Ever since then every gun they loot has been donated to the town. At this point the have outfitted a small militia! It's turned into a great "duty/obligation" mechanism that they took up on their own. Basically they have a Reason to loot the weapons beyond selling for credits.
  5. Split Party

    While I have not had to deal with the situation you describe exactly, if i did here is how i would handle it. Narrative. I have done this before in campaigns that have a "downtime" period of months to years where each person wants to go do their own thing, but I don't see why it couldn't work for a shorter time. Basically you ask each person intend to do, and then shortly describe what they do generally without needing specific dialogue with NPC/s or multiple dice rolls. Basically each person is getting a "scene" not and encounter. This can be tricky and here are the things i would try keep in mind for myself. -Only speak generally about how their character accomplishes their goal. It's important that you don't take away their agency by saying your character does "this" and then the player stating their character would never do "that". Bad: You head to the bar to gather the information about the bounty you are after, after asking some questions you blast 3 people to get the info you want. Better: You head to the bar to gather the information about the bounty you are after, *roll dice*. Failure. You gets some dead end leads, and have to shell out 50 credits but you get the info after a few hours. -Only require a dice roll or two if the plot demands the potential for failure, otherwise if the task is assumed to be complete-able either require no roles and assume its completion or otherwise the roll outcome simply determines how long it will take (eg if the roll fails they still accomplish the task it just takes longer/costs more, etc) I think handling this narratively would accomplish two things. 1. keeps the Party separation short, and 2. Players may realize that if the continue to split up they don't actually get to have in depth interactions/encounters which will get boring.
  6. So, Teemo is dead...

    There's always other rival hutts. Always scheming those Hutts... Specifically, pretty Sure with Teemo out of the way Jabba would be keen to swoop into the power vacuum, so they would likely have to fend off Teemo's wannabe "replacements" be they hutts, or a swoop gang, or some other mobster/criminal. Maybe a "Prospector" interested in taking over the mine in Mos Shutta? Anyway, Somewhere around the forums someone created a neat little pdf called "mos shutta expanded" or something like I think. I believe it goes into this scenario and mentions some specific swoop gang that tries to take over in the aftermath and power vacuum. It also has a lot of additional fan made info about the area of Mos Shutta. Also, you could probably tie in the premade campaign in the GM guide "Debts to pay" pretty easily (i am planning to do this with my group). They find among Teemos files the deed to a mine and receive reports from the workers about "problems", so they need to go there and find out what the deal is. Its a pretty good murder/mystery adventure.
  7. Militarism Creep in SWRPG

    Agreed. One of my players carries a Huge Slug-thrower rifle and wears Full laminate painted bright Fuchsia to quote "Strike fear into the Hearts of their enemies" or whatever. Do I allow it? Sure. Does it make it super easy to have bounty hunters track them down? You bet. On numerous occasions I have NPC's point out "that sure is some distinctive armor", which they acknowledge and embrace. They also have to give up their rifle to enter private parties and the like, and when a fight inevitably breaks out they have learned to invest a few points into brawl. Their choices have consequences and they accept that.
  8. Do you hand out Obligation and if so, how do you do it?

    Ultimately its the GM's discretion on how to use Obligation, but personally I would have to disagree. For example starting obligation is a straight gain: take obligation, get money. Additionally, Core Rule Book p.42. "Obligation as a resource", describes how players can voluntarily take on obligation in order to acquire things they want. I personally strongly encourage my players toward this end, "oh you want that fancy blaster but cant afford it? Pretty sure your old contact in Bounty hunter guild can hook you up">>>cut to several sessions later, the favor is called in and now they've gotta help bring in a bounty. Its a great way for your players to straight up feed you plot points. Sure it can be used as a consequence to an action, but as others have mentioned it should be clear to the players before hand that "this action will have consequences" even if you don't expressly say "you'll gain 10 obligation with the hutts for killing this guy". Obligation is meant to drive story, not punish players for doing/not doing things, that way leads to removing player agency in my opinion.
  9. Players Who Aren't Involved

    Pure Gold. Stealing this.
  10. To diverge from the crowd here a bit, but Star Wars has drawn influences and parallels to Akira Kurosawa's "The Hidden Fortress" so I am surprised no one else has mentioned it yet (or i missed it). But many of Kurosawa's films can be mined for inspiration. Heck the Magnificent 7 western is a direct plot remake of Kurosawa's "7 samurai". Kurosawa's "Yojimbo" also got remade into the bruce willis movie "Last Man Standing". Personally I am about to set up my player in a Yojimbo situation where they get a chance to play one rival gang off of another, and its very Edge appropriate.
  11. Dealing with Snoke *TLJ SPOILERS AHOY*

    For me it would depend on what my plans were for the Nemesis and the PC's at that moment. Somewhat oversimplification, but basically it would boil down to "Did I plan to have the PC's defeat this nemesis right now anyway?" 1. If Yes: Have PC's roll, success = dead, fail= not dead, fight begins. 2. If no (needs to give evil speech first etc): have PC's roll, success=crit or some other effect narrated to show the PC's success gives them some sort of narrative advantage but does not outright kill them. Failure would mean the Nemesis laughs and sees it coming, ie Vader deflects Han's blaster bolt shot, pulls his gun from his hand, and invites them to sit to be guests for dinner (or whatever)
  12. Condition of Taris

    To my knowledge, the online RPG game "Star Wars the Old Republic"(SWTOR) takes place approx 300 years after the video game "Knights of The Old Republic" (KOTOR) during which the Bombing occurred. During SWTOR it's still mostly ruins everywhere, but a few colonists are trying to set up basic/primitive settlements. It's got a couple story missions about finding and smuggling artifacts. Some disputes with Original natives returning and clashing over land disputes. No radiation fallout, but quite the outbreak of Rakghoul plague. I don't know if any of this helps since technically that all was still around 3000 years Before the Battle of Yavin, but from the little info gleaned form the wiki: Here, it just does not seem it ever recovered to its former glory. Honestly if it were in my campaign (and I have been toying with sending them there), I would just stick with ruins, artifacts, rakghouls, maybe stick a Mandalore clan there (since its nearby), and call it a day. Actually, now that I think about it I would say perhaps some areas have been built up right over the old ruins, which could lead to a classic lower level dungeon delve to find ancient lost treasures.
  13. Have them visit a shady dealer to "authenticate" the artifact. Who then sells them out to: have it get stolen or have them ambushed. If they loose it maybe have them have to travel to the "lower levels" to retrieve it. Have a murder happen while they are nearby, a PC gets blamed. Group has to track down evidence to prove innocence. Sabbacc tournament. Thugs stage an armed robbery to take all the winnings. PC's have to defeat them or get their stuff back. Find a reason to have them go to the Engineering and or/waste recycling areas; fight some ugnaughts or dianoga.
  14. PC's ship - GM's pain

    Wish I could like this more than once. I ended up having a similar discussion with my players who were super reluctant to use the obligation system/take on more, because of a fear that I (the GM) would use it "solely to screw them over". To which I indicated "Being the GM I could screw you over anytime I want, I don't need your obligation to do it . Your obligation just helps me tell the story/give you missions." I also indicated it's not them vs the GM, we're all there to have fun.
  15. Strain and the Bully

    Sometimes people want to RP their characters, and sometimes they don't. They get to decide what to respond to, they don't have to explain their decisions. One of my players (Chiss) has a Lost Grandfather involved in smuggling. I have twice now had an NPC inquire with that Player about their family name and dropped hints that the NPC might "know stuff" about their grandfather. The player choose not to pursue it both times. Would their character likely pursue it? Certainly! but the Player just does not seem interested; so I dropped it and moved on. Meh, I'll let them pursue what they want. If you want to encourage RP, do not implement negative re-enforcement with things like setbacks, strain, etc, for NOT Role Playing. If you force them into a situation to "role play or else be burdened with negative consequences" they will resent being forced into it, and will just do it half-as*ed to avoid the negative, and it wont be enjoyable for anyone. Positive re-enforcement is the only type of behavior modification that is effective. In my game anytime some acts in an expertly Role Played fashion I give them an extra Light side Destiny point and disappears after use so it doesn't turn dark side; others GM's give out a 1-2xp bump. In combat if someone describes in great detail what they are doing or just something really cool I may give them a boost die. It's a reward to encourage RP, but no one is forced to do it.