Samuel Richard reacted to TheShard in How a rebel cell grows.
Actually mitosis answer is correct.
Building a cell isn't about getting bigger its about getting big enough to split. The whole purpose of cell structure historically, is to deal with repression.
Only one person of a cell had contact with another cell. So spies can be easily identified and while they can infiltrate one cell it doesn't spread to the whole organization.
Where a rebellion is wide open. Then a bigger structure can develop like military organization, fleets, squads, units etc.
Samuel Richard reacted to Darth Revenant in Buying capital ships
Hutts would probably be fine with selling you a warship, some fellows in the corporate sectors could probably see the wisdom in handing one off to you as well.
A hutt-clan would probably be your best bet for getting a sponsor to front you a ship. If you manage to win a ticket to the Granee Noopa and win the event then you're free to pretty much ask for whatever you want from your hutt patron. A Minstrel Star-Yacht is pretty good as a pocket capital ship that would work as a base for a small merc company. Or pirates. But why limit yourself to one way of morally questionable revenue?
Samuel Richard reacted to Nytwyng in Buying capital ships
That sort of thing was actually the concept/backstory of my old Galaxies guild, which I ported over to be an NPC organization in one of the campaigns I run. A Star Wars Blackwater-style company serving as cover for a Rebel cell, to legally justify their military hardware.
Samuel Richard reacted to Ghostofman in Buying capital ships
Well, you're thinking big, just not big enough.
You want to be the head of a Merc Company?... no... no... the Wild Geese don't get a heavy cruiser... You want to be the head of a Private Military Contractor!
Talk with the GM as this is a big-picture campaign concept, so standard rules won't apply... well not easily anyway... But the idea is you're not renting out just you and your squad at a time, you're renting out entire companies, battalions, maybe even Division level forces, and generating significant income.
That said you've go the rules. Rebel Base and Merc base probably ain't too different. And once you've go the cash you can buy anything with right Negotiation or Streetwise roll.
Just apply a modified duty system showing how your jobs are putting you in the good graces of the powers that be and at what point you can by Restricted items of what type legally...
Samuel Richard reacted to Edgookin in How a rebel cell grows.
This all depends on you and your group. Do they want to settle down and set up defenses? That can make recruiting easier, but could lead to battles with the Empire. How powerful they grow is up to how you want the campaign to proceed. Do you want the PC's mostly on their own with maybe a squad in support? Or do you want them to be generals leading an army?
Most recruitment could be handled behind the scenes. I had some rough rules that expanded on the base building ruies that allowed for recruitment. Basically, as they installed barracks, more troops showed up. As they installed training facilities, they got more skilled, and had more rivals, not just minions. As they installed more armories, they got better gear to fight with. That sort of thing. I did run an adventure that they turned into a recruiting drive, suddenly picking up a group of skilled mechanics as an in-game reward rather than expanding their base between missions.
Samuel Richard reacted to GMPercy in Star Wars RPG Actual Play Podcast
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Samuel Richard reacted to Ghostofman in How a rebel cell grows.
The CSA representing a significant source of materiel for the Imperial Military, not to mention the various political and economic power and stability it provides and represents.
Bit by bit and remembering that growth is a two-way street.
So first off remember that the Alliance is an Alliance. So the players don't have to literally recruit and train more people. Instead they can go out and find existing groups that are more-or-less already fighting the CSA/Empire and bring them into the fold. The Alliance gets bigger and the ability to coordinate the fight for greater strategic effects, the recruited locals get a source of plans, intel, materiel, and occasionally personnel.
So it can go like this:
There's already a cell of locals on Ord Bardue that have been commiting acts of sabotage, this can be fed to the player be alliance intel. The players go, link up, gain their trust, and ultimately convince them to go in with the Alliance.
As they get more groups on board, they will need bases to funnel materiel through, and a place to plan and coordinate everyone. So..player need to build abase. They can find a location, prep a site, and then go back to the recruited cells to acquire more materiel locally, directly assisting them in operations they are too small to execute themselves.
Rinse repeat (sort of).
At each place you can mix in additional details and complications. So like the first one or two might be easy to help give the players a foothold, but then you can start making things more interesting.
So like, maybe they hit up another local resistance group, and find out they are actually not compatible with the Alliance. you can always go Saw Guerra "too violent" but you can also make their politics and policies not compatible. It might make for a good "Cassian Andor Live" themed adventure or two where there's a group that's not "bad" but also not politically compatible with the Alliance and the players make contact and start to build a relationship, only to have to neutralize them when Alliance HQ decides that they'd be too disruptive and might cause more harm than good to the Alliance at large.
Samuel Richard got a reaction from SHADOWGUARD CHAMPION in Paranoia Aboard a Star Destroyer
A rebel prisoner is on board the Star Destroyer, after learning that the PC's want to defect he/she will try to get the PC's help in escaping. The PC's will be torn between helping their most obvious way out and trying to stay quiet and subtle in order not to be discovered by ISB. Anyone who is reluctant to help because of the latter reason will be pegged as a ISB agent causing more paranoia.
Samuel Richard reacted to Kyla in Rakghouls and the one hit KO problem
So, having written my own horror adventure, I can offer a few of points of advice.
1. First, use the Pirates.
As NPCs, they can provide the mood and spectacle of the horror. They can make the bad decisions, stupid moves, and provide setting and warnings to the PCs to convey the threat level of the situation. The PCs don't necessarily need to able to be one-shotted if they believe they could be. I introduced an NPC team of salvagers alongside the PCs in my adventure, and basically made them die off without massive intervention from the PCs. One of them didn't even have a chance of survival, and it provided the PCs with the feeling that they were one bad roll or decision away from a TPK at all times - this is exactly the mood you want to engender. Remember, the illusion of normalcy being stripped away is what causes terror, that means you can get the players to that state by implying the rules of the game have changed as much as making the setting horrific.
2. Don't be afraid to sacrifice your plans.
When using NPCs to invoke mood, don't be afraid to set up a recurring nemesis or ally to die horribly to prove the point. The ISB agent that has been a thorn in their side sounds perfect for this. Have them die horribly and messy in a way that implies any of the PCs are just as vulnerable. The association that the players have with this person that they see "on their level" is a great psychological trick - the empathetic association of an equal will lead the PCs to subconsciously conclude "this could happen to me!" It's infinitely harder to build horror in Star Wars thematically than it is to create another foil or ally for the PCs, don't be afraid to sacrifice someone that means something to the Players to get them on board with the fear.
3. Change the rules of the game subtly to keep the PCs off-balance.
Increase your use of setback dice and upgrades, making normal rolls harder. Occasionally make the PC roll for something incredibly innocuous like opening a door. If pressed for a reason for the upgrade or roll, describe the reason as something elusive, like "as you reach for the door controls, all the hair on your arm stands on end and a cold, nervous feeling creeps into your core." Stop describing setback modifiers as "because of the darkness" and start describing them as "you're finding hard to focus as shapes seem to be constantly moving in the blackness of the room, as if your mind were playing tricks or someone was waiting in the dark for you." Whether PCs succeed at opening the door isn't important ... it's the fact they never had to roll just to hit the button before. It will keep them off balance and increase the strain the characters accrue - this by itself has an unsettling effect as they Players will think that they are "weaker" or more "stressed" and the effect will carry over. If they fail to open the door, describe it as the character stops suddenly, unable to bring themselves to open the door from a sudden feeling of dread about what's on the other side, shrugging off the notion they press the controls to open the door and .... then make them roll initiative. On the other side you can choose to input a rakghoul or not, vary your decisions, but soon you'll have every player associating any innocuous roll with a danger, and that's where you want them.
4. Constantly set time limits.
Make the PCs feel as though they are under pressure to move fast. Establish that time is not on their side, and they need to beat the spread of the gas through the ship, because it is spreading, and if they take too long to accomplish their goals they will inundated with contagion and no amount of Resilience checks will stop the transformation. This will establish the need in the PCs to be quick in their movements and judgments. Then, to reinforce it, if they take too long discussing or talking and not doing, flip a Destiny Point from light to dark to show the "odds stacking against them." This is another subtle change in things like in point 3, and will get them moving fast and not working out every detail. Make these missed details matter, causing them headaches and problems along the way. Let the threat of a single bad decision killing them be on their minds, then when they make bad decisions hit them hard but let them get out with a papercut ... call them "lucky" when it happens ... then let them wonder when their "luck will run out." You want them worrying about screwing up, its a mental condition I call "quicksand" - they try so hard not to mess up, they start messing up more often, which just reinforces the stress. The longer they go without dying, the more they'll fear they will die the next time they mess up.
5. Make sure the players get out alive unless killing them would benefit the story more.
Once the players are convinced you are totally unfair and going to wipe them all, you have them exactly where you want them. Don't be obvious about the fact that you aren't trying to kill them, but make sure that "lucky rolls" resulting in failure at key moments lets the PCs barely survive. If the PCs rolls put them in a position where you would have to dispel this illusion, don't - but don't outright kill the PC either - add more hoops they must go through in order to live. For instance, if you've implied that a roll is guaranteed death should they fail it, and the PC fails the roll (a yawning chasm the PCs must jump over while being chased by overwhelming numbers of Rakghouls for instance) alert the players that the character isn't going to survive, and offer them a chance to flip a Destiny in order to get a single maneuver and action to alter the course of the character's fate. It puts the impetus on them, and allows you the excuse that you are getting a valuable resource from them (the Destiny Point). In this situation, the PCs will explain it away as you "getting greedy" and going for the Destiny Point, which they can then use to escape the death of the PC, but in reality, you couldn't care less, but are continuing with the illusion. Finally, if you know a Player is dissatisfied with their character, then use this opportunity to really go after that character, the death of a PC can really ratchet up the story and fear of the other players, and take the player aside, and offer them a benefit on their next character, explain that you really want them to love this next character, and will work with them on what they play to make it special as thanks for being a good sport about dying to the "impossible" adventure. The player gets what they were waffling about, and you get the rest of the players terrified that "they'll be the next one to go."
Anyway, that's what I would suggest as far as maintaining the feel of it, the rules for rakghouls that Donovan mentioned are really good, too. Good luck on your game, let me know how it goes!
Samuel Richard got a reaction from Sturn in Titanfall and building a RPG
Not to mention the gameplay possibilities of being able to fight titans and pilots as normal people. Pilots suddenly become powerful and agile enemies that are very lethal while fighting a titan is a cat and mouse, david vs goliath by the seat of your pants borderline horror encounter that encourages tactics and smart, quick thinking besides shooting at it till it dies.
Samuel Richard reacted to Sturn in Titanfall and building a RPG
I completely understand what you are saying Gundark, but as a referee of numerous campaigns through almost 4 decades I think it should be held off a bit in my personal opinion.
Starting without a Titan allows for an introduction to the lore and mechanics of the campaign/system before moving on to more details. Starting without a Titan makes it a campaign goal that also expresses the lore of the pilots being an elite position. Starting without a Titan allows you to later show the sudden respect the PCs have earned upon giving the title of "Pilot". Starting without a Titan makes it a more enjoyable earn. Starting without a Titan allows a sudden change-up when/if the campaign becomes stagnant.
Starting with a Titan means you've got to teach more mechanics on day 0/1. Starting with a Titan precludes it as a campaign goal. Starting with a Titan makes it just another piece of gear ableit powerful. Starting as a Pilot lessens its prestige. Starting with a Titan precludes their later introduction spicing up the game.
Unless you have an extremely veteran gaming group, I would at least hold off until the grumbling begins. Then, send them off to pilot academy while announcing what tier Talent "Titan Pilot" is.
Samuel Richard reacted to Gundark in Titanfall and building a RPG
As a fan of Titanfall 2 I would be annoyed if I showed up to a Titanfall game and was told that I had to wait a ton to access Titans . I want a Titan like BT that has a personality ( preferably its own character sheet) "Welcome back pilot it is good to have you back" or "incoming Titanfall detected".
I think you can still do want you want and still let the players be the awesome pilots that the setting has. To do otherwise would feel like a bait and switch