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GM_loke

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  1. Like
    GM_loke got a reaction from Ogrebear in Species Master List?   
    Hi Guys, I made this pdf for my players to avoid them having to rifle through all the books. It has all official playable species except the ones in "Suns of Fortune" because I don't own that book. Also, missing the species from the last three books naturally. All in all it's 71 playable species with images and compacted stat blocks. 
    NOTE This is meant as a complement to the books not a replacement to them. The stats are deliberately written to make no sense if you don't own the base games, mostly because of limited space.  
    None of the artwork is mine and belongs to whomever owns them. 
    https://www.dropbox.com/s/af5me4x57ic7em9/SW PC species.pdf?dl=0
  2. Like
    GM_loke got a reaction from Mindless Philosopher in Species Master List?   
    Hi Guys, I made this pdf for my players to avoid them having to rifle through all the books. It has all official playable species except the ones in "Suns of Fortune" because I don't own that book. Also, missing the species from the last three books naturally. All in all it's 71 playable species with images and compacted stat blocks. 
    NOTE This is meant as a complement to the books not a replacement to them. The stats are deliberately written to make no sense if you don't own the base games, mostly because of limited space.  
    None of the artwork is mine and belongs to whomever owns them. 
    https://www.dropbox.com/s/af5me4x57ic7em9/SW PC species.pdf?dl=0
  3. Like
    GM_loke got a reaction from Archlyte in Adventure crafting for players obligation   
    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. 
     
  4. Like
    GM_loke got a reaction from Bellona in Species Master List?   
    Hi Guys, I made this pdf for my players to avoid them having to rifle through all the books. It has all official playable species except the ones in "Suns of Fortune" because I don't own that book. Also, missing the species from the last three books naturally. All in all it's 71 playable species with images and compacted stat blocks. 
    NOTE This is meant as a complement to the books not a replacement to them. The stats are deliberately written to make no sense if you don't own the base games, mostly because of limited space.  
    None of the artwork is mine and belongs to whomever owns them. 
    https://www.dropbox.com/s/af5me4x57ic7em9/SW PC species.pdf?dl=0
  5. Like
    GM_loke got a reaction from Semi-Retired Gamer in Solo: was it murder?   
    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*.
  6. Like
    GM_loke got a reaction from SanguineAngel in Solo: was it murder?   
    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*.
  7. Like
    GM_loke got a reaction from crashnburninc in Solo: was it murder?   
    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*.
  8. Like
    GM_loke got a reaction from Dayham in Solo: was it murder?   
    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*.
  9. Like
    GM_loke reacted to Archlyte in Selling Stolen Ships   
    I think this comes down to how do you want to spend your game time. If it's something that you want, then Transponders are no obstacle of note. If it's not something you want, then maybe you make it hard to do or just tell the players to stop chasing their tails because it's not a focus you are interested in following. 
    I liken this somewhat to the Magic Item economy of D&D (which I hate) because the players are just looking to video game and progress in equipment--often at the expense of being interested in what else might be going on. I have seen players stop doing something that would be vitally important to their character in order to trade up a piece of equipment. 
    So it's about the content of your game really, and how you want to deal with your players. 
     
  10. Like
    GM_loke reacted to panpolyqueergeek in Selling Stolen Ships   
    I mean, you asked for non-specific "advice" and "experience". I brought up transponders by way of advice. I'm sorry for not being more specific. My "advice" would be putting as many steps and risks between the PC's and the payoff of selling hot starships. My "experience" is that if you don't, then it could become their go-to move. To be specific, I experienced this in the same back-of-book adventure as you. As soon as the players saw the YV-666, two of them basically said "oh yeah, we're totally murdering this guy for his ship."
     
    But the 5000c is cleaner and easier to collect than moving a stolen ship, depending on how many hoops you want your players to jump through. If you think they bounties are too low, you can make them higher and add another zero (or more). If you think ships are too valuable, you can make stolen ships harder to sell or even harder to steal. Maybe the ship is actually owned by one of the Hutt cartels, or there is a lien on it. Maybe it won't even start up without the murdered owner's voice-verification. 
    If you think it's fine as-is and are okay with the chance your players might become space pirates because they see more profit in it than bounty-hunting, then you can leave it as-is (I honestly believe this is the direction my last group was going, even with all the obstacles and hoops of dealing with stolen ships).
     
    I personally would not call the laws, systems, and "consequences" dealing with stolen property "arbitrary". Whether it's fair or fun and what approach you use to "make it work" will be different for every table. You don't seem satisfied with the advice or suggestions being given, but I think we need more information about you and your players. What kind of game are you trying to run? What kind of game do the players want to play? What do you/they think is fair and fun? What is your intended experience for the players?
     
  11. Like
    GM_loke reacted to penpenpen in Selling Stolen Ships   
    We took a page from Gone in 60 Seconds (the original), and when we replaced the sublight drives on our Ghtroc (which had attracted some imperial attention) we tracked down a decomissioned Ghtroc of the same type on a junkyard, bought it's transponder under the table, then sent a crewmember to BoSS re-register our ship as the junked ship, with the explanation that we salvaged a junked ship and rebuilt it, including the engines, thus getting our new signature registrered on a what is officially a clean "new" ship.
  12. Like
    GM_loke got a reaction from SanHolo in Selling Stolen Ships   
    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. Like
    GM_loke got a reaction from AceSolo5 in When and where is your campaign set?   
    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"
  14. Like
    GM_loke got a reaction from panpolyqueergeek in I have changed my mind about aliens   
    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.
  15. Like
    GM_loke got a reaction from Lotr_Nerd in I have changed my mind about aliens   
    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!
  16. Like
    GM_loke got a reaction from edwardavern in Obligation House Rules - Feedback Appreciated   
    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.
  17. Like
    GM_loke got a reaction from SFC Snuffy in I have changed my mind about aliens   
    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.
  18. Like
    GM_loke got a reaction from Absol197 in I have changed my mind about aliens   
    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!
  19. Thanks
    GM_loke got a reaction from Archlyte in I have changed my mind about aliens   
    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.
  20. Like
    GM_loke reacted to Natsymir in When and where is your campaign set?   
    When is it set: My campaign is set at a somewhat vague point in time, a few years before A New Hope. I wanted to keep it a bit vague so I could, if necessary, take some liberties with the wide-ranging scope of the story while trying not to contradict canon. (I don't really care about canon, I'll break it without hesitation if I feel it serves the story better, but for now I see it as an interesting challenge to fit my story within it if I can).

    What inspired it: It's mainly inspired by lots of browsing of all the nice Star Wars lore on Wookiepedia, but there's a bit of Babylon 5 (especially the vorlons and shadows) and Mass Effect (especially the interesting planet design and dark humor) in it as well. My university studies in islam, jainism and buddhism may have influenced how I portray the Jedi and other force traditions. I'm probably subconsciously influenced by all the high drama and nuanced villains from a lot of manga and anime, too.

    Summary in one sentence: The player characters are force-sensitive adventurers who, after encountering the fallen jedi master Ilum on the forgotten planet Tython, are now on the run from both her and the Empire, but will be forced to take desperate action as Ilum's twisted desire to destroy the Sith makes her more and more dangerous for the galaxy.

    Why it is unusual or unique: The campaign has a complicated and consequence-heavy "fish tank" structure*.  Ilum and her followers, as well as various imperial factions and other random groups are all the time doing things in the background, while the PCs are just trying to avoid capture, deal with the fallout from their latest defeat, and thwarth Ilum and the Empire in whatever desperate ways they can. This means that the campaign essentially have two major groups of villains (Ilum and the Empire) that are also mortal enemies to each other, and a challenge for me as a GM is to make sure that the PC's can't just sit the whole thing out and let Ilum and the Empire destroy each other. As time progresses in the game, no matter what side plot the PCs occupy themselves with,  Ilum and the Empire will advance their different agendas (the machinations of these villains are sometimes shown through short cutscenes, too), which functionally sets a clock on the game. So the PCs must be goaded into action against one faction or the other, and eventually led to a climactic confrontation with at least one of them (preferably more), but I have plenty of tools to work with there.


    *A Fish Tank, in RPG theory, is a character-driven story structure where drama is generated through ambitions and relations between characters. Good examples of this structure are a lot of HBO dramas like Deadwood and Game of Thrones. In a fish tank, the actions taken by one actor (for example, the player characters in an RPG) naturally generates a counter-action from other actors, which drives the story forward.
  21. Like
    GM_loke reacted to EliasWindrider in Selling Stolen Ships   
    A hyperdrive is a 1 hp attachment available in fully operational, but my hazy recollection is it was sublight drives that had the transponder built in, because all ships have sublight drives but not all have hyperdrives.   But fully operational also has rules for replacing the hull and or engine/sublight drive.
  22. Like
    GM_loke reacted to Archlyte in I have changed my mind about aliens   
    Now see I can appreciate the dynamic in your all-alien/droid group though because it's just a game for one, and also it's fun. It's also a cool way for you to explore that other dynamic of being an alien in a universe dominated by humans hopefully without it getting bogged too far into that. 
    As to the Movies: The fact is that we are all humans who are reading this, and so any of the aliens or droids are our creations and are being anthropomorphized psychologically. Stories have that amazing quality of allowing us to accept the absurd, and to attribute qualities to things that have no basis in reality. That process requires immersion and the ability to see the underlying story in the symbols. The Humans in Star Wars are us, they are the over-arching awareness that forms the basis of the setting whose central conflict is our tyranny over our desire for peace and freedom. The aliens are the embodiment of our interest in nature and the weirdness of reality. Anything as far as interactions you can do with an alien you can do with a human character, but Alien characters are good for being the voice of external concerns personified. Droids and Insect Aliens reflect back to us our emotional selves through the lens of a less emotive species or intelligence. Wookiees are the noble savage who embodies strength of body and natural purity and goodness--the thing we used to be in essence. The weird appearance of the rubber head aliens just serve to keep them somewhat apart from the rest of the characters, a little dab of superficial uniqueness because people often simply play them as humans anyway. 
    In a real way the aliens are simply tools of the humans who wrote and play in this galaxy. They are used to highlight human behavior because without humans we have no context. If you removed humans from the setting, then some other race or races would be the same thing, the human stand-ins. 
    Humans are ill-prepared to exist in a world of other species who may have better natural attributes to survive, but what we have demonstrated we are good at is getting to the top of the food chain. If your children were eaten by Barabels you may have a different approach to aliens. I think the Empire represents our dual-sided ability to overcome nature and to oppress while doing it. Humans are shown as the most aggressive species in the setting and I think that's a perfectly understandable assessment. We understand how capable of mayhem we are, and the faeries of the woodland know only too well that when the king and his army attack the ancient wood they will bring fire and steel. In a faerie tale the magical creatures would rise up and defeat the King's Army with the help of a Human who saw the value of the Faeries and their Magical Realm. In reality the humans would build a civilization and live in comfort. 
     
     
  23. Like
    GM_loke got a reaction from DurosSpacer in Selling Stolen Ships   
    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?
  24. Like
    GM_loke got a reaction from panpolyqueergeek in I have changed my mind about aliens   
    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!
  25. Like
    GM_loke got a reaction from Dayham in I have changed my mind about aliens   
    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!
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