Jump to content

Malashim

Members
  • Content Count

    139
  • Joined

  • Last visited

About Malashim

  • Rank
    Member
  • Birthday 12/24/1982

Recent Profile Visitors

292 profile views
  1. It seems that it all comes down to what style of GMing you are using. Some systems put a lot of the plot control in the hands of your players intentionally and they work as well as any other system, as long as it fits the table. I'm running mostly the "galactic force" style and I don't fear to bypass any encounters. It can bring forth great narrative scenes and even if you start with the target in custody it doesn't mean that getting away with it can't lead to a great encounter. As a player, I'm quite a source of plot derailment by running after "plot hooks" that weren't even meant to be one. And this doesn't mean the GM did his job poorly - it is just me being me. Right now with all the online sessions we are running it gets somewhat complicated, especially if you are using battle maps. But we managed to get by with some simple drawings and a lot of narration in those scenes. Still no real problem. But as I said it all comes down to what GM-Styles are brought to the table. The group should be able to work with and respect the limitations of those. How to be a Great Gamemaster has videos on GM-Styles and they actually helped me to understand differences and understand my own style better. Certainly a big recommendation here.
  2. Let's say you want to play something like a Healer (Life-Cleric maybe) you can start with Career: Colonist, Spec: Doctor. But as soon as the game runs long enough to max out in Talents you want from Doctor and the Skills that go with it, everything you can get as a new spec will be something strange from a D&D perspective. If you stay in Colonist there is no other "healing" spec, but if you go to specs from other careers you actually can get more "healing" improving stuff. Just try your best to get "classes" out of your mind when switching systems, because there are massive amounts of systems out there that are almost impossible to translate in those regards. Maybe just start off with any of the beginners boxes and the adventures in them (they include pre-made chars). Take a shot at the System an try to wrap your head around all the other differences one at a time. As a side note: I began my pen&paper experience years ago with a system without any classes. It was so open that you could try to literally do everything - although performing below average while doing so. And when building chars in systems with classes I still get annoyed over things that those systems prevent me from doing although they would fit the char 😄
  3. Combine it with elements from the movie Passengers and make the ship itself a deathtrap that is about to blow up anytime. So engineering crews panicking, trying their best to prevent the systems from collapsing. Doors and elevators are not only hindrances but break down or force the group to take another route. Malfunctioning terminals blow up and hurt PCs/kill NPCs. For the climax, you can even make the way they were boarding bugged, so they can't leave unless they find a way to bypass some of the malfunctions while the original crew has taken all escape pods. Although thats not too bad as some of them exploded... Maybe it is a bit much for a one-shot with PVP in mind but it can make things interesting 😄
  4. As far as i know, you have to attach all the signature abilities to one of the specs from the career they belong to. But it would be new to me that using a universal as the starting spec prevents acquiring an in career spec later on and attach the signature ability to it.
  5. The first question that comes to my mind is: Is this even an actual problem? My Table quite often finishes a session (doesn't matter if i'm GMing or playing) realising that actually nothing was accomplished, BUT the whole crew had a blast anyway. Have you asked your group if they feel too slow moving and if they probably want more guidance or narrative pressure? Building adventures with time running out from the get go can help with the pacing. Set yourself some timers or deadlines for things to happen no matter how far you or the group managed to get until then. Either all speed up or they can only chase what they actually want to accomplish. It can be quite a task to prepare for this as it can quickly turn into "we are always too late" but give it a try. Ideas for such plots can be something like: - a very dangerous enemy is chasing them and every 30 minutes of non combat time they get closer unless the group manages to solve certain things within the time limit. After a set number of "fails" a chase sequence starts to get away, and it gets more difficult every time - the party is after someone who is about to (for example) blow something important up and they only have a few hours of non combat game time to find and stop him - set a timer which you can stop when combats begin and remind them (and yourself that they need to hurry) On the other hand players often run into analysis paralysis and most of the time you need very plot specific hints to shake them out of it. It helps to set atimer for yourself when you notice they are struggling a bit and if they still sit there after like 5-10 minutes give them some hints. So all can move on.
  6. Balancing encounters with more players than "the normal 4" is quite easy. The entry parts of the starting adventures shouldn't be there to challenge the party but show them how everything works. This is the best time to test the waters for balancing what you can throw at them and how beaten up they finish encounters. Just start with the numbers in the adventure and if they get through the first encounters too easy, add more. Start with adding one minion to minion-groups then test how they do if you replace some of the minion-groups with a rival or adding a new minion-group to the encounter. Usually, first-timers don't notice that u are still testing the waters with encounters, as they are too busy learning the rules and playing the game. And for the future: Don't be afraid to include encounters that are way too easy OR too hard (with the option to flee or get captured) but realistic how they are set up. Encounters don't generate XP like in some other games - tell a story.
  7. As my gateway drug for P&P was tabletop wargaming i use the same approach here, paper with some environment printed on, battle mat, cardboard stuff from other games or a blank table with snacks as "terrain" and then just state that your pencil's lenght is short or close range and go from there with tokens. Easy to remember where everyone is and relative distances to other npcs/ships just fall naturally into place. The only difference to wargaming should be that distances should have a bit leeway to make things easy and fluid without checking them 4 tmes...
  8. Recent history suggests that such propaganda has the potential to harm the product way more than bland, bad or cliche characters/story. The idea behind this project is really interesting and it would be a shame if all of it gets crushed by falling into the "go woke go broke" section. I think that this project can withstand at least some "bad" characters/story, but such propaganda seems to be able to push away customers who would otherwise have been loyal long time consumers.
  9. One of the rare occasions when one could say: It's not a bug, it's a feature!
  10. My players got their hands on a run down C-ROC (using the fan-made ship quirks) which they "acquired" from a quite extreme Rebel Cell. As they started to update and repair the thing - including a new Transponder Code - they settled on The Revenant
  11. Sounds like maybe 1-2 ARAKs would be a good way to test the waters. Viper and K-X could actually really be too much - depending on their weapons
  12. As i said, i don't know the chars of his group, but if he fears a viper droid is overkill - a K-X has a good chance to wipe them :D.
  13. I don't know the chars but why exactly would one Viper droid be overkill as a "Boss" fight? They are only Rivals... But just for a small change of taste maybe an ARAK-Series Probe droid (Beyond the Rim - Adventure) ... or a set of two?!
  14. RAW wise you are right, your player is wrong. Under the species it is stated that you are not allowed to train the skill above 2 in char creation. In the skills section it is stated that every rank in any skill represents a substantial degree of training and practice. The conclusion would be that the wording under any species with one rank in any skill means that there is no way (with some very specific exceptions) to raise any skill above rank 2 until you are done with char creation and into the first adventure. What could work is to save enough xp in creation and keep it into actual play so he can raise a skill while playing. But the Species-Career-Spec combo doesn't work, no matter how hard he tries to play around with the wording...
  15. Or the attacked managed to touch the attacker, as one roll is more than just one swing this could work also. And we see a lot of punches and kicks in lightsaber combat in the Movies as well.
×
×
  • Create New...