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GM_loke

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  1. Oh boy. Well I don't know about your groups but I'm GM'ing Edge of the Empire and all my players are more or less Criminals. They steal ****. If I was playing a modern type RPG with Criminal PC's I'm sure they wouldn't balk at stealing cars. Are you saying that your players wouldn't do that? Very strange. In my very first post in this thread, I brought up the opinion that a stolen ship would probably not give the players more than maybe 10% of it's market value, perhaps even less. Still, that's more creds than many jobs will pay out. And in many cases, stealing and selling the ship will take your story in a very different direction than maybe you'd planned. EotE characters are motivated by Money to a large degree, much more so than in AoR or FaD. Ships seem to be very valuable. As a GM who cares about my players enjoyment I'd try to make stealing ships challenging, dangerous and fun. Ergo, this thread. I was hoping for some anecdotes or advice how to make it fun for the players yet still not broken from a resource point of view. I got some advice but not as much as I hoped. I'm out.
  2. I liked the film a lot BTW, had not had a chance to chime in on it before. Solid western/heist movie that I was hoping for. About the Murder. The film does go out if it's way to set up Tobias Beckett as a seriously dangerous man. Han is outclassed by him throughout the story and is smart enough to know it. In the end, he doesn't take any chances. But is it murder? Sure. Among wanted criminals on a backwater world. The only witness being Chewie. I didn't have a problem with it *shrug*.
  3. 11-14 with this rule you mean, stacking Armor and Shields? Sure, In one defense zone. If someone gains the advantage on you they will hit you where your shields can't help. What if someone hits you ship and shorts out the shields like I described above and then their wing-man is free to attack unimpeded? Also worth noting is that my rule of extra armor would replace the Setback dice completely, so you can't count on them for additional protection. To your point, I'm not sure that my proposal would scale well to capital ships. Especially when Mods are so powerful. I have to think more about that. But for Silhouette 1-4 I think it could work well.
  4. I don't know if this is a good idea, but what if you just treat Shield points as extra armor points that you can move around? Very simplistic. Ships like the YT1300 (base) could stack up to 5 armor + shields in one zone with the "Angle Deflector Shields maneuver and up to 6 if you are boosting shields. A TIE fighter shooting at that with only 1 base success would then only inflict 1 HT damage. The same would be true for an x-wing (except it would probably need the astromech to do the shield boosting). Weaker ships would need missiles or torpedoes to smash through that. A TIE would be unaffected since it don't have shields. Doing it like this increases a ships survival a lot if you can control the direction you are being attacked from and take the time to manipulate the shields, which seems to be in line with what we see in the movies. Its also faster to play and easy to remember. To this I would add a possibility to spend 2 Advantages on an attack to overload the shields. They can be brought back in default configuration with an Average (PP) mechanics check as a Crew action, modified by any critical hits. Additionally, I would rule that shields wont help against Ion weapons unless specifically modulated to protect against that at the expense of all protection against energy weapons. Modulating shields is a Easy (P) Computer Crew action. As I wrote it i'm starting to like it more an more. I'll try this in my game at first opportunity.
  5. I still feel like you are missing the intent of the question. It's not really about consequences, it's more about Starship value out scaling other rewards. Take my previous example from the core rule book adventure - Trouble Brewing. The PC's defeat the pirate crew/captain and lo and behold, there's a YV-666 parked right there. The 5000c or whatever you can get for the bounty pales in comparison to what the ship's worth. Sure, you can put all kinds of Arbitrary "Consequences" in front of your players to stop them from monetizing that ship but would that be Fair? Would it be Fun? What's the right approach to make it work?
  6. I find it kind of funny that this thread mostly turned out to be talking about transponder codes when that is perfectly well covered in the Fly Casual rules and not at all what I was asking for advice on. I was more concerned that a ship is worth a massive amount of money if you just look at its base stats. So I was trying to probe you guys about how you can allow players to steal ships, allow them to monetize that action without it becoming an arbitrary anti-climax (as in they only get a pittance) , nor becoming crazy unbalanced. (why work for the Hutt for 2000c, when you can steal a random ship and earn 10 or 30 times that?). Yes, I know Obligation is a factor here but i'm trying to keep it out of the argument or it risks being a lazy "get out of jail" card to avoid a potentially better solution.
  7. Here's some Feedback like you asked for - I'm not going to tell you what I personally do or don't do. The Automatic individual Strain at thresholds of 5 is a good idea and also gives the players a Tactic they can use to make choices. I.E. trying to avoid the next threshold or reduce to get under the one currently at. Thresholds of 10 might be less harsh as taking on extra obligation early will be extra punishing for low exp PCs. Later on a PC can offset this with talents. If the Obligation never "triggers" I don't think it should increase by 1 automatically. This removes player choice and I think that is negative. Instead I think that you as the GM should determine when someones Obligation comes into play and if that situation isn't resolved or perhaps even ignored - then increase the Obligation. The player has then made a choice or perhaps failed to deal with their Obligation and the causality is evident. Some Obligations are easier to work in to your stories than other, so I think that while you avoid the Randomness, you have to substitute that with even more planning with this method. Especially since players should have a similar about of time in the spotlight. All in all - I like this house-rule and will try it myself.
  8. I'm running a fairly new campaign at the moment, we're only 4 sessions in. When is it set: The campaign is set 15 years after Revenge of the Sith/The New Order - so dawn of Rebellion Era pretty much. What makes it unusual or unique? Well, my campaign is a large Sandbox with One big meta-plot, two major, independent story arcs and dozens of smaller stories. The idea is that the player will be able to jump between all the stories or select the ones they find interesting, as they do, the stories they are not involved with will advance without them. As the story progresses all their Motivations will be turned against them. The Meta-plot concerns the establishing of a new rebel cell, founded with the aid of the Church of the Force, and the Empires attempts at stopping this. (My group is not yet rebels but will unknowingly help or hinder this rebel cell.) The Major stories concerns; Two rival Hutts fighting through intermediates over control of the planet Boonta and An insane Droid religion, run by the enigmatic "CORE", turning militant and trying to start a robot rebellion. Where did you get your inspiration? The open world / Sandbox design came from working on that for a living (Video Games dev), Elements are drawn from Force Awakens, Rebels, Rouge One, Droids and FFG's published adventure modules. Lot's of inspiration came from the characters that my group is playing and I changed and added many hooks after I saw what they would likely be interested in. (Exploration, Piloting/Racing, Ship modifications, Duels) if you could summarize the campaign in one sentence, what would it be? "A open ended story of four peoples search to find true meaning in something greater than themselves." or I guess it could be "Four insignificant criminals change history and the fate of a sector"
  9. but not in peace, as we have demonstrated time and time again. You have great insight into storytelling, mythos and how Fantasy is constructed. Star Wars is in essence, a WW2/Fantasy Story that just happens to take place in something that looks like space but actually doesn't really work like space.
  10. Thanks for all the replies!
  11. In my latest group there is no-one playing a Human. I've got a Iakaru Modder, a LOM-droid Fringer, a Zabrak Marauder and a Rodian Pilot. I have no problems with them being Aliens, in fact, it gives me a perfect opportunity to highlight the Imperial pro-human doctrine and the Hutts usage of other species as tools. I think the animated series of both Clone Wars and Rebels did a great job with gender and species inclusion, especially if you compare to the films. The films continue the sad trend of human-washing the star wars universe. Chewie being the obvious exception. It almost makes me miss Jar-jar, he at least offered us a window into a non-human culture. I said Almost!
  12. Hi fellow GM's! Not sure if this has been brought up before but how have you guys handled your PC's selling ships? Seems like getting a hold of new ships is relatively easy in this game. Just take the Intro Adventure in the core rulebook as an example. They go in an take out the Pirates and score themselves a YV-666 ship. Maybe they want to sell it. It's worth 132k new, but it's used and they don't have the papers and so on. Still, even if you say, get 10% - that's still 13k, maybe 15 with some good Negotiation rolls. Not a bad haul for a party. What's your advice and experiences of this fellow GM's?
  13. A different spin on your Wookies as Slavers/Slaves is using the concept of the Life Debt. What if the PC's Wookie family have all sworn a life debt to someone that the PC's really wouldn't like. I'm thinking a Fallen Jedi, a Hutt or perhaps a Moff. Or use a villain from your previous adventures. If this Antagonist even treat the Wookies with care and respect it would be even more emotionally impactful. Putting the PC's in direct opposition with the Antagonist and then revealing the Wookies caught in the middle should force the PC's into making some very hard decisions (= good Role Playing). The stakes need to be very high for this to really work. Like the Antagonist killing off a planet or eliminating an entire organization the PC's care about.
  14. The Retired Clone Trooper is the one that really stands out as being very hard to retroactively add to a character. Would seem very weird to not allow that one at character creation as a starting specialization as it defines both the characters capabilities, looks and history so much. I love it though, so I would totally allow it, but it almost works in reverse order from Careers > Specialization. Like, I used to be a Clone Trooper - now i'm trying to be a Colonist. Imperial Cadet and Padawan is kind of the same thing but less specific in terms of looks and background. Still works.
  15. I think you handled that good by taking it seriously and talking it through with your players afterwards. If you can reach a consensus in the group for the future then you'll have gained much from this situation. My feedback: Don't ever retcon stuff, what happened, happened. There is always a way to move forward as long as the players feel that it was fair consequences for their actions. Also agree 100% on player agency. When my players want to roll off against each other I encourage it by trying to highlight the role playing aspects. However, I also ask the player being targeted if they feel comfortable with abiding by the result. Player buy-in is essential to these type of interactions. This is a moment where the GM need to step in and be a clear support to both players. If the GM can help make the result Fun and Dramatic, it may end up becoming a positive experience instead.
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