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LazerSwordsman

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About LazerSwordsman

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  1. My players started out sans lightsabers at the beginning of the current campaign, but after the first arc I realized that they would absolutely need to have their signature weapons if they were going to survive the next leg of their journey. I didn't want to just have them make a few rolls and see what they built, though; I wanted to make an adventure out of it. So I cooked up the following scenario and inserted it between episodes 1 and 2 as a sort of side-quest. My players really liked it, and I thought I'd put it here for other GMs to use and critique. The following adventure contains mild spoilers for The Chronicles of the Gatekeeper, but with a few modifications it could be inserted into any low-level campaign. Please review and critique honestly - I want to become a better writer and GM!
  2. I unequivocally loved TLJ the first time I saw it, but then I heard about all the problems people had with stuff like lightspeed ramming (including some of my own friends whose opinions I respect), and I started to like it less. But then I watched In Defense of The Last Jedi and liked it again. Then I started reading Matthew Kadish's Storycraft blog, and the shine came off TLJ for me after that. But then I thought about it some more and decided that I didn't enjoy feeling bad about the new canon, and decided to follow Yoda's advice and unlearn what I had learned. At the moment, I feel okay about TLJ, but I also haven't re-watched it since it came out, so maybe a second watch would help me to crystallize my feelings. But all that ambivalence went right out the window the moment I saw Rey do a running backflip in preparation for slicing a TIE fighter cleanly in half with Luke's lightsaber. And then the awesome moments kept on coming (Lando, Leia, that laugh), and now I'm totally stoked for TRoS. So I guess my feelings kind of went in a big circle, kind of like the Hero's Journey. Its so meta!
  3. A squad of 6 droids tried to ambush the PCs, but they players turned the tables and ambushed the droids while they were halfway down a staircase between levels, effectively cutting the squad in half (becoming two groups of three) and reducing the droids' ability to support one another. Yeah, I noticed that the PCs had a lot of trouble against the droids' blasters, and it would have been a good idea to change out their weapons to something else. I was using the Adversaries app, so changing their stats didn't even occur to me. I wish I had thought about their damage rating beforehand, but my mind was only focusing on how many droids there were, and how many minion groups they were divided into. I'm still getting a feel for how damage works in this system. Oh well, I'll just have to learn from my (luckily non-fatal) mistake. I figured if the PCs lost, I'd have the droids take them somewhere to await transport to a Confederate POW camp (which was, obviously, never going to arrive). But luckily they made it through in one piece. All good ideas. The PCs will have to fight against a unit of B2 commando droids and even a droideka(!) later on, and I'll consider applying some of your suggestions to their stats so the PCs don't get steamrollered at the final boss fight. Thanks so much!
  4. I just finished running the adventure I had planned. They never fought the womp rats, preferring to not harm animals who were simply defending their nest, so I increased the number of battle droids from four to six to make up for it. They barely made it out alive, but they did survive despite being outnumbered and my using Dark Side Destiny Points pretty liberally. I think they've learned an important lesson: when there are only two PCs in the party, it's important to invest in plenty of stimpaks and better armor!
  5. Ask and ye shall receive. The players already know to expect wamp rats, but the guy who sent them on this quest forgot to mention the battle droids, possibly because everyone knows about those, possibly because he might be a little senile.
  6. Oooh, now that's an idea I like! I'll add that to the list of options I'll present my players with when I see them tonight. Thank you.
  7. I intended to post photos of my players' character sheets with my original post, but the photos were too big and I couldn't figure out how to resize them. I've typed up their stats instead, below. I still can't quite figure out how to put things behind spoiler tags... ------------------------------------------------------------------------------------------------------------------------------ Character Name: Brekan Charsam Gender: Male Age: 20 Species: Human (Half-Dathomirian) Career: Consular Specialization Trees: Niman Disciple Motivations: Restore the Jedi; Become a Jedi Emotional Strength: Caution Emotional Weakness: Fear Morality: 71 Soak: 5 Wound Threshold: 12 Strain Threshold: 12 Melee Defense: 1 Ranged Defense: 1 Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 3, Presence 2 Skills: Charm 1, Discipline 1, Medicine 1, Negotiation 2, Lightsaber 2, Lore 1 Abilities: Nobody’s Fool, Niman Technique, Defensive Training Weapons: Blaster pistol (Ranged (Light), Damage 6, Critical 3, Medium range, Stun setting), Lightsaber (shockingly this isn’t on his character sheet, but I believe it’s just a standard lightsaber) Armor & Clothing: Heavy clothing, Armored robes (+2 soak, +1 defense) Personal Gear: Tent, backpack Force Rating: 1 Force Powers: Heal, Influence ------------------------------------------------------------------------------------------------------------------------------ Character Name: Luna Torfree Gender: Female Age: 24 Species: Mirialan Career: Sentinel Specialization Trees: Shadow Motivations: Cause - Overthrow the Empire; Faith - The Rebellion Emotional Strength: Bravery Emotional Weakness: Anger Morality: 76 Soak: 3 Wound Threshold: 13 Strain Threshold: 12 Melee Defense: 0 Ranged Defense: 0 Brawn 2, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2 Skills: Computers 2, Cool 1, Deception 1, Discipline 1, Perception 2, Skullduggery 1, Stealth 1, Streetwise 1, Vigilance 1, Melee 2, Ranged (Light) 1, Knowledge (Core Worlds) 1, Knowledge (Underworld) 1 Abilities: (I forgot to take a picture of these, I’ll get them next time) Weapons: Vibroknife, Light blaster pistol, Cortosis sword, 2 stun grenades Armor & Clothing: Concealing robes (+1 soak) Personal Gear: Energy bar, fruit, rope Force Rating: 1 Force Powers: Move, Warde’s Foresight
  8. My players are about to start exploring a portion of a city which has been abandoned since the Clone Wars. When they find their destination and start exploring, I'm planning on having them disturb a nest of womp rats; if they fight the beasts (which are only defending their nest), the commotion attracts a squadron of battle droids which are still wandering the ruins, fighting a war they don't know is over. My question is: how many womp rats and battle droids should they encounter? This is actually a problem I struggle with on a regular basis. I feel like I always either use too many minions or too few. Is there a formula for determining how many minions will make a fight easy, difficult, or challenging? Edit: the PCs wound up bypassing the womp rats and surviving against six B1 battle droids, for which I used the "Antiquated Battle Droid" stats on page 410 of Edge of the Empire.
  9. I've personally found that it's relatively easy for players to sleepwalk most of the way to Light Side Paragon status without really doing anything that a normal RPG character wouldn't do anyway. My players haven't really sacrificed much or gone out of their way to make the galaxy a better place, and they've already reached Paragon status less than halfway through the campaign. It's my opinion that refraining from evil should not be enough by itself to make you a Paragon; that should require real dedication and sacrifice. Which is why I like GroggyGolem's KOTOR-inspired Serenity table. I haven't playtested it yet, but I plan to use it from now on if my players consent.
  10. Well, this thread has generated a lot more interest than I thought it would! I had no idea that so many people had such strong feelings on the Force, Morality, and the Gray Jedi. You've certainly given me a lot to discuss with my player(s) next time we meet up. Personally, I'm inclined to agree that most people who want to play as Grey Jedi are really just trying to be edgelords and murderhobos, but I don't think that's this player's intent. I know him pretty well, and I think his goal here is more to create a character who wants to be good and live up to the legacy of his Jedi father, but finds it difficult to just cut ties with the culture that raised him (assuming he even wants to give up the Dark Side completely, which he's not sure he is). Anyway, I've taken the suggestions which have been presented so far and distilled them down into the following list of mechanics, which said player may or may not choose to implement around the gaming table. Mechanically, the "Gray Jedi" option could work in any of the following five ways (I'll let him choose which): As long as a PC's Morality falls between 45 and 55, that character may use Dark Side pips if they take 2 Strain (without needing to flip a Destiny Point as well). As long as a PC's Morality falls between 30 and 70, they generate one additional automatic Dark Side pip on every Force Check, this Dark Side pip can be used without flipping a Destiny Point and using it only incurs one Strain, but it is worth 2 Conflict, or doubles the Conflict of the action the player took within the scene, whichever is greater. The first time a PC uses a Dark Side pip in a given session is worth one Conflict, the second is worth two, the third is worth three, etc. As long as a PC's Morality falls between 45 and 55, that PC automatically contributes one Light Side Destiny Point and one Dark Side Destiny Point to the Destiny Pool at the beginning of each session, instead of rolling a Force Die. As long as a PC's Morality falls between 45 and 55, that PC can choose whether to use the Force as a Dark Side Force-user or a Light Side Force-user, and then pays the normal cost to use pips of the opposing color. For example, a PC tries to activate a Force Power that requires 3 Force Points; he rolls 2 Dark Side pips and 1 Light Side pip. The PC can opt to use the Dark Side pips at no cost, but still gains Strain and Conflict from using the remaining Light Side point (and vice-versa). I think, ultimately, that if my player wants Brekan (the character in question) to walk the middle path between Light and Dark, then the first step would have to be embracing some of that darkness. Thus far he and my other player have chosen to walk the high road in almost all cases (helping the downtrodden, keeping their word, etc) and have achieved Light Side Paragon status as a result of those choices (and because of the way the Morality rules-as-written operate). But those are not the only choices Brekan could have made, and I intend to throw some difficult choices his way very soon; choices which will test his commitment to the Light Side, to the Jedi Order, and perhaps even to the Force itself. 😈
  11. Well alright, I guess the mechanic I suggested is a little broken. That's why I wanted to run it by you guys first before implementing it at the gaming table. I've been trying to give my players opportunities to choose between difficult-but-good options and easy-but-evil options, but so far they don't seem to have taken the bait. Despite one being half-Nightsister and the other being a former thief from Nar Shadaa, both PCs have consistently chosen the good option over the bad. They've both become Light Side Paragons recently, even though neither of them planned to. They never seem to accrue more than a handful of Conflict per session. Maybe I'm not making the Dark Side tempting enough, or maybe I'm not making it difficult enough to be Light Side? How can I make the Dark Side more tempting for them, and what reasons can I give the half-Nightsister to seek -- and remain in -- the middle?
  12. I'm currently running The Chronicles of the Gatekeeper for a couple of friends of mine. We've just started "Episode II - Chasing Ghosts", and one of my players is a little sad that his plan to play as a mid-Morality Force-user isn't working out like he hoped. His character is the son of a Nightsister and a Jedi Knight, and he originally planned to walk the line between the Light Side and the Dark Side of the Force, maybe ultimately becoming a Gray Jedi... until he realized that there's no mechanical benefit for having a Morality between 30 and 70, and decided he might as well go all-the way Light. He's still hoping that he can return to his original character concept, and has asked if we could modify the Morality system to allow some kind of benefit for walking the middle-of-the-road path. I've seen GroggyGolem's KOTOR-inspired Serenity table, and I plan to use it from now on, but what I'm looking for is a reason to stay in the middle. Maybe a houserule which allows characters whose Morality falls within a narrow band (say, 45-55) to choose freely between using dark pips and light pips on Force Dice without taking Strain or having to flip a Destiny Point? Or maybe I could allow middle-Morality characters to use both Light and Dark versions of certain powers (like Protect and Force Lightning) as if they met the Morality prerequisites for both. Would allowing this break the system and make his PC too powerful? Side question: Are there any Force Powers that are only used by Gray Jedi?
  13. Hi all, I'm new here. I've been running The Chronicles of the Gatekeeper for a couple of friends over the last year or so, and before that I ran the Force and Destiny Beginner's Box and The Lure of the Lost. So you could say I've got some experience as a F&D GM, though never as a player (so far). I'm currently a player in a 7th Sea campaign, and I've been both player and Storyteller for a few World of Darkness games (especially Changeling: The Lost, which is my all-time favorite). I'm currently attending college so I'm not always able to reply in a timely manner, but rest assured that I do appreciate your input and I will get back to you, even if it takes me a while.
  14. I'm currently running The Chronicles of the Gatekeeper for some friends of mine. They enjoy playing it, and I enjoy running it. The story centers around the use of a rare Force Power, a modified version of Foresight which allows the PCs to see what individual sentients are most likely to do in the near future... and all the moral and ethical dilemmas which result from reacting to events which are not yet set in stone.
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