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Urbane Spaceman

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Everything posted by Urbane Spaceman

  1. How about allowing the roll in the open, but tell them you are flipping a Destiny Point to make it harder for them (you aren't, but it might explain the dice pool to the players). I realise that this is effectively metagaming the players, in order to stop them metagaming the dice pool, but it might work. Of course, you cannot control the actual result of the roll, so it might be that the NPC reveal comes a little early no matter what.
  2. I can't remember how much of this I took/inferred from the book, and how much I added myself, but when I ran this the part the challenge for the PC's was navigating their way their way there. The scenery moved and changed so much as people sifted through the scrap, and more was added, so that a route that was accessible last month might not be so now. They had a starting location and a destination but no certain route through it all. There was always a possibility that this might be made worse by repulsorlifts, so they could use a landspeeder, but had to be careful about their speed. With an airspeeder that might not be a problem, of course. So how about taking inspiration from the pod race (or the recent Blade Runner film), and have the PC's warned that some scavengers in the scraplands are likely to shoot at air traffic in order to get first pick at what's left of it should it crash. If they ignore that warning, well that's up to them! Or maybe the guy who wants the package delivered doesn't want it flown, as that might make it easier for someone to track, so insists they travel by ground vehicle? (He was a secret sponsor/investor of the slave camp in my game, but I can't remember if that was in the book already or not).
  3. If they are just introducing themselves as being Rebels, then how about something like: PC: Have you seen my cousin here lately? The barman could then have a few different responses, depending on what he needs to convey. "Yeah, he said he'd be back soon" - Could mean "sit and wait, someone will be along soon" "No, and he hasn't paid his tab" - Could mean "it's not safe to talk right now" "Yeah, but he went for a walk" - Could be an instruction to meet at a different location, which might also have it's own code.
  4. The novel Triple Zero was set almost entirely on Coruscant, so might be worth reading for getting a feel of the place (albeit before the Empire).
  5. Vader was physically stronger, almost certainly, but I'd say that the evidence in the films suggest that he is weaker in the Force as Vader than he would have been at the same age as Anakin. After all, Leia held out against him on the Death Star. His fighting style was certainly more sedate than in his younger days. Of course, he does call on the Dark Side, and is, as you said, fuelled by rage, but does that make him stronger, or "only the Master of evil"? As I said, it's debateable that a direct quote from George Lucas is canon, but he seems to suggest that his intention was that Anakin never reached his full potential due to his defeat on Mustafar.
  6. I'm sure that on one of the voice commentaries George Lucas said the opposite, that Anakins powers diminished because of the suit replacing so much of his physical form. In fact the Wookiepedia page on Vader has a quote from him saying "Anakin, as Skywalker, as a human being, was going to be extremely powerful, but he ended up losing his legs and an arm and became partly a robot. So a lot of his ability to use the Force, a lot of his powers, are curbed at this point, because, as a living form, there's not that much of him left." However, you could argue if that makes it canon or not. For me, personally, I would say that someone with cybernetic arms can't use Force Lightning, but could use a technological solution to the problem of frying people from a distance!
  7. WEG D6 version of Star Wars gave the example of the opening of A New Hope as being in media res, and recommended it as a way to start your adventures. The trick with using the technique in an RPG is you need to ensure that the players are invested, as @Mark Caliber said earlier. The point of using it is to hook them in. So within a campaign which has already begun, you need to let the players know that they can influence things and that they will understand the context soon. The players should already trust you by now, they are still playing after all, so I don't think you'll have any problems using it @ddbrown30 @Mark Caliber I'm genuinely interested to know where you got your understanding of the term from. The Greek origins are relate to the Iliad and the Odyssey, which start near the end and then retell the chronology (so are more literary terms then theatrical, as they were both poems). In fact this example, along with Hamlet are mentioned in the Wikipedia article mentioned above. I'm loath to lean entirely on Wikipedia, but do have an extensive performance background, and the explanation given there matches the one I'm familiar with. I'm happy to hear where you've developed your understanding of the term from (feel free to send me a message rather than derail this discussion).
  8. After a campaign has started, I use it sparingly. The characters were on their knees in front of an impromptu stormtrooper firing squad, a young Imperial officer calling for the troops to 'Ready, aim, fire', then between aim and fire we cut back a number of days to just how things went down this way. As I was reading the description out the players looked at each other, each thinking that they must have missed something, or forgotten the previous game, but as soon as I announced the '3 days prior' thing, they were on-board (although one player jokingly remarked that if they just refuse the mission/adventure, then they can avoid it from happening). So it worked well for my group, in an established campaign. I'm running a one-shot at convention soon, and am intending to start in media res to get the players used comfortable with their characters skills and abilities before they get start roleplaying them. I have to assume that none of the players are familiar with the game system, and some may not have roleplayed before, so it seems like a useful way to open (no flashback this time though as I want to keep things simple).
  9. Yeah, same words different order around the world, seemingly. Actually, health and safety faults might give a few ideas for environmental hazards in an abandoned station. There's no-one there to maintain the systems, so coolant/radiation leaks could be a factor (might even be why there's no-one there). Doors and lights not functioning properly, or are dangerous to use. Some areas too cold, some too hot. Someone mentioned AI problems, think HAL from 2001, but the computer systems think that the sentient life forms are hazardous, so begins trying to purge them.
  10. Occupational Health & Safety? That seems to fit. Particularly with all those walkways without railings, and the lack of safety notices near very long drops!
  11. For spotting the lieutenant, could it be someone from one of the PC's background, making it easier to recognise the NPC as being up to something (or out of place, at least)? Perhaps that NPC has a particular laugh, and so the PC hears the NPC and would be told something like "You'd know that laugh anywhere, it's low-life muscle for hire Baddie Badson who you had a run-in with last year on Nal Hutta. But what's he doing at a fancy occasion like this?" This could lead them to approach him, or try and observe him whilst trying to hide in the crowd of the party. When he knows they are there, he could try to bluff it, or just straight run for it.
  12. How about introducing a Dug NPC that prefers to speak only to the other Dug? Perhaps the party need that NPC to come along with them for a short while, meaning you can encourage that player to be more vocal through the interaction, and maybe they'll discover more about their own character that way?
  13. Maybe he has a brother/sister/father/mother/lover still inside Black Sun, who has pulled in a lot of favours not to have him killed? I like the idea of his dismissal being a little like the main character in 'Burn Notice'. He's left with no money, no contacts or resources, his reputation shredded. He might not even know why this has happened to him, which may provide a story hook along the road somewhere. Especially if the mistake was seemingly trivial but actually formed part of a bigger picture he wasn't aware of.
  14. Time travel tends to make more problems than it solves. If you are going to do it, then maybe go full out, and put them in the Old Republic. Or chuck out time travel, but put them out in Wild Space via Hyperspace mishap. If they want to get back to familiar ground, it's going to take luck, guile and working together to do so. Or send them to the Corporate Sector on a secret, long term mission for the Rebellion (hunting people, items, safe houses/worlds).
  15. The old WEG adventure 'Domain of Evil' would be perfect.
  16. My memory was slightly faulty on this one. The swoop slang was specific to the Swoop Gangs of one particular place (GALLISPORT), but here you are anyway: Back Door: An easy entrance or exit, often created as needed Blinkers: Narco-spice addicts (because of their involuntary blinking) Boost-Bot: A droid designed to help steal repulsorcraft and parts Cherry Bombs: Grenades LA-LA’s: Locally Authorised Legal Authorities (private cops who control the different city zones) Lighter: Flame-thrower Popper: A riot suppression gun (named after the loud popping sound created when fired) RT’s: Real Things (real law enforcement officers, legitimate cops who seldom left the protection of the walled sections of Gallisport) Sissy Straps: Seatbelts Slag: Local swear word Slag it or Slag you: Choice curse phrases Sprinkle: Narco-spice Stonemen: Imperial stormtroopers Street Cleaners: Imperial Army troopers SUBAR: Slagged Up Beyond All Repair Swoopers: Swoop Gang members Toaster: Thermal detonator Torch: Blaster Zones: Territorial divisions in Gallisport Zoomies: Professional swoop racers
  17. One of the old D6 supplements had a list of slag-terms used by swoop gangs. I'll see if I can dig it out. One of my players has a swoop racer character, so I've used the races as a background element in a few adventures. Rather than make it all about speed, I ended up finding that races involving obstacles as well as finishing first made things more exciting. That way the character can balance speed versus getting past (through, over, or under) an object. The races usually involved a bit of Road Rash style bumping opponents off the track. Swoop gangs and rival races/teams are obvious to use, but also consider betting syndicates. An offer to throw the race can be made. And if refused, then an NPC can be held hostage as an incentive (I did this once, so that the other PC's had something to do during the race - we cut between the race scenes and the rescue attempt, increasing the danger and excitement levels as the swoop racer waited to get the message that he could go ahead and try to win after all). This also brings up another point: the other players. Assuming they aren't all racing, they will need something else to do whilst the racer rolls dice (unless you are taking care of the race in a single dice roll). It's a tricky situation (you can't kidnap someone every race!). Aside from the rescue attempt, I've had the other PC's break in to a data centre by using the race as a distraction. Another time I waited until the PC's had places their bets, and then handed them random character sheets for the other racers and let them take part in the race (each racer had a secret agenda in this one - it was a very corrupt race). I'd love to hear what you do with it.
  18. I had an idea for an adventure where there are reports of a disease on a planet, so the PC's turn up to help only to find that the Imperials are already there and are freely administering a cure (this is post-Return of the Jedi, so there are factions of the Empire still around trying to make their own little corner of the Galaxy). The PC's are suspicious of this, and a little investigating shows that the Empire secretly manufactured the disease and the cure as part of a scheme to show that the local Moff is nothing like the Emperor, so the planet should come under his protective wing, rather than sign up to the New Republic. In your case, the facility could be manufacturing the disease and the cure, so you are laying the ground for the above story idea at some point in the future (maybe the PC's recognise the shipping containers or one of the scientists)?
  19. The best bit about doing things this way is that you, as a GM, don't become attached to the really clever/cool way you thought of to solve a problem. I had a GM who was fell in to this trap, and didn't realise that it made his games less fun because he thought we'd really enjoy the great solution to the problem. It didn't occur to him that it made the adventures feel like an old text adventure or a guessing game, rather than our own story where we lived or died by our own ingenuity/luck.
  20. Or "You rescued him, but he was badly injured in the attempt. Those medical bills are going to be expensive...so to cover the cost, here's what your going to do for me......"
  21. Haven't read this adventure yet (it's sitting on the shelf waiting) but could it be that the gem they find there is a fake, and that the real gem will only be produced at the auction?
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