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GM_loke

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  1. 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!
  2. 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!
  3. Like
    GM_loke reacted to SirSaiCo in Selling Stolen Ships   
    I wouldn't worry too much about this happening.  If players want to keep the ship and repurpose it for their own use, I would say it's just a matter of getting new ID permits for it, which can lead to a whole underworld scenario in itself but at a minimum, Underworld and streetwise checks to locate the right place and people to purchase permits from.
    If you are worried about the money I would say fencing a stolen ship would start at about 10% of cost and increase / decrease by 1% on a negotiation test. In the grand scheme of things 15 - 30k is not a great deal of cash for a party and a good DM gives with one hand and takes with the other.
    The secret is, allowing players to have fun making money and then feel like the outrageous speed they lose that money is their idea and enjoy themselves spending it without having anything to show for it at the end...
    Always justify why it costs so much to achieve goals that they have to achieve. 
    Easy come, Easy go.
  4. Like
    GM_loke reacted to SFC Snuffy in Universal Specialization Trees as Starting tree, what is your opinion?   
    That's only if you take the title "Retired Clone Trooper" very literally. I think it works equally well for someone who had military training, even at an elite level, but left the service. Elite guards, ceremonial troops, soldiers from disbanded armies or militias, etc. could all qualify. For example, a soldier from a Separatist world (that didn't use battle droids) could have been part of a force decimated in battle against the Republic. Determined to move on with his/her life once the war ended, the soldier became a (insert Career here). Now adventuring, long-unused skills and Talents are being dusted off and employed once again.
    To be honest, from that viewpoint, it does make the most sense when employed with Careers that don't have a militaristic combat focus.
  5. Like
    GM_loke got a reaction from Frankosis in New GM, looking for must have things   
    For me, apart form all the things mentioned here, an essential tool is Excel or Google Sheets! 
    Use it to set up a GM Holocron with some tabs for your use. My tabs look like this:
    Tab 1. PC Data - party and PC information - total exp, obligations, motivations, morality, duty, PC relations and short backstory notes. 
    Tab 2. Session Notes: Short notes on what happened in previous sessions and loos plans for coming sessions.
    Tab 3. NPC Data - Name, Occupation, Species, Sex, Affiliation, Current Location, Rank, State, Characterization
    Tab 4. Ships - Name, Model, Location, Owner/Captain, notes 
    Tab 5. Planets - Planets and what the can be used for. Just some quick data. For easy reference.
    Tab 6. Scene Notebook - ideas for campaigns, encounters, locations and scenes that I haven't used yet -  serves as a note pad
    Tab 7. food/drinks - just to add local flavor
    In my Holocron I have way more things then I need and constantly add to it, form multiple campaigns. I can easily grab something on the fly and just make it work. 
     
  6. Like
    GM_loke got a reaction from evo454 in Good RPG Writers?   
    Not sure about Written blogs but I did enjoy the GM TIPS with Satin Phoenix programs that Geek & Sundry ran on their You Tube Channel. She took the GM'ing seriously and had many great guests. 
  7. 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. 
     
  8. Like
    GM_loke got a reaction from crashnburninc 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. 
     
  9. Like
    GM_loke got a reaction from Vestij Jai Galaar in Player Disputes on First Game   
    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.   
  10. Like
    GM_loke reacted to Tyberius_Deangelo in Player Disputes on First Game   
    Thank you for your replies and comments.  Over Facebook, I had a long group chat on this situation and I made it clear that I goofed big time letting the Falleen character use his pheromones on PCs and that would not happen again unless it is okay with the PC.  We would have out of game conversations if the players are okay with what the Falleen player wants to do.  
     
  11. Like
    GM_loke reacted to Natsymir in Player Disputes on First Game   
    Player agency is a very complicated issue, with a long history in RPG theory circles. The overwhelming consensus is that, like many in this thread have said, player agency is very important, meaning - be very cautious about forcing player characters to do things against the player's will.

    Unfortunately, Star Wars, while having many innovative mechanics, is a bit old school when it comes to social skill checks, in that it lacks a good mechanic for how social skills relate to player agency. The problem is excarbated by the fact that social skills are valued as much as other powers in Star Wars, so if we do -not- allow social skills against player characters at all, we hurt the balance in the system.

    There are several ways to approach this, that you as a GM might consider. Several of these can be combined:

    - Social skills can never be rolled against player characters. The drawback with this is that social skills become almost worthless for NPCs.

    - Social skills can be rolled against player characters, but only if the player is okay with it.
    - Some systems, like the swedish game Eon, have clever opt-out mechanics. in Eon, if your character is targeted by a successful social check, you can refuse to accept the result, but the character who used the social check against you get to choose consequenses that happen to your character instead (for example, your character's core motivations might be changed for a time). This means that players have the comfort of being able to never be forced to do something, yet always considers carefully if they couldn't accept the result after all, for the story's sake. Star Wars doesn't have many such consequenses to play with, but strain or setback dice to future rolls could work.

    - Social skill checks are modified by how strongly the targeted character is opposed to what the check is intended to accomplish. I use this all the time; if an NPC is vehemently opposed to being talked into whatever, for example, I give the PCs several setback dice in trying to convince him.

    - Some types of social skill checks are rolled more often than others. Negotiation about the price of something, for example, never gets too personal, whereas someone trying to seduce a character using the Charm skill often might.


    In swedish RPG circles there's a slogan that I'd roughly translate to "be brave and vulnerable". It means that you should try to go outside your comfort zone every now and then, and expose your character to adversity, humiliation, and dramatic change when it serves the story or gives other player characters a moment to shine.




     
  12. Thanks
    GM_loke got a reaction from VanHippo in New GM, looking for must have things   
    For me, apart form all the things mentioned here, an essential tool is Excel or Google Sheets! 
    Use it to set up a GM Holocron with some tabs for your use. My tabs look like this:
    Tab 1. PC Data - party and PC information - total exp, obligations, motivations, morality, duty, PC relations and short backstory notes. 
    Tab 2. Session Notes: Short notes on what happened in previous sessions and loos plans for coming sessions.
    Tab 3. NPC Data - Name, Occupation, Species, Sex, Affiliation, Current Location, Rank, State, Characterization
    Tab 4. Ships - Name, Model, Location, Owner/Captain, notes 
    Tab 5. Planets - Planets and what the can be used for. Just some quick data. For easy reference.
    Tab 6. Scene Notebook - ideas for campaigns, encounters, locations and scenes that I haven't used yet -  serves as a note pad
    Tab 7. food/drinks - just to add local flavor
    In my Holocron I have way more things then I need and constantly add to it, form multiple campaigns. I can easily grab something on the fly and just make it work. 
     
  13. Like
    GM_loke got a reaction from PzVIE in Hyperspace Report   
    I'm still waiting for Fully Operational here in Europe. But I'm not going to complain too much. Even if they are more popular than they've been in along time, table top RPG's has never been a massive money-maker for any publisher. I'm glad they are supporting it at all to be frank and actually seem committed to release the final 3-4 Career supplements.  
  14. Like
    GM_loke got a reaction from SFC Snuffy in Questioning ship roles in space combat   
    It could be a bomber like the MG-100 StarFortress SF-17 of SW:The Last Jedi fame. If not a prototype of that exact ship.   

    http://starwars.wikia.com/wiki/Resistance_Bomber
    According to this article it has a Crew of 5 which would actually make it pretty decent as a AOR pc-group ship.
    It could also be useful to have a few escort fighter to a ship like this, if the PC's are trying to bring it down.  
    Also, it's manufactured by Slayn & Korpil, so that's another excuse to use the Verpine, and who doesn't love those bugs?
     
  15. Like
    GM_loke got a reaction from Dayham in Star Wars: Resistance (The next animated series)   
    Cool! I think that it's a good move to explore what happened in the long interim after Episode VI and before VII.  Not unlikely to see more of what happened with Luke and Ben Solo as well. 
  16. Like
    GM_loke got a reaction from GroggyGolem in Star Wars: Resistance (The next animated series)   
    Cool! I think that it's a good move to explore what happened in the long interim after Episode VI and before VII.  Not unlikely to see more of what happened with Luke and Ben Solo as well. 
  17. Like
    GM_loke reacted to hikari_dourden in What do you still miss or want (species, spacecraft, classes...)   
    Starship and Vehicle decks, like the ones that already exists for talents.
  18. Like
    GM_loke got a reaction from Dayham in Dark Force Corruption   
    The dark side works though basic emotions like fear, envy, desire and pride. With a child it's easiest to use Fear. The necklace represents resolving your fear through violence, by killing what you fear. This is obviously a pretty dark interpretation but could make perfect sense to a child. Children are often fascinated by death and what happens after and are terribly afraid that something will happen to the people they care about. Use these things to create a difficult moral challenge for the party. Also, The child can ask to be taught how to fight to defend themselves and then later use violence to "help" the PC's, for instance killing someone friendly by accident, acting out of fear. 
    Another avenue to explore is traumatic events in the child's past that are unresolved. The death or loss of parents or siblings or abuse at the hands of a trusted person. If situations that are similar to the traumatic events come up during play, they can have extreme effect on the child and force them to act in irrational ways to protect their mind. Further pushing them to the dark side. 
  19. Like
    GM_loke got a reaction from crashnburninc in The Star Wars Universe   
    The narrative devices of "Doomsday Weapon" (really just a standard McGuffin), Evil Space Empire, and dog fights in space can be varied so much that it's really not a problem.  You need these type of power imbalances if you want to tell an EPIC saga, like Star Wars is. Also, you need to have the WW2 references clear as well, even if it's just for ambiance. The "Wars" in Star Wars cannot be ignored. You may argue that it's formalistic, but all heroic storytelling are.  
    I enjoyed the Last Jedi so much because it used all these elements but in a new way and in some ways that really surprised me.
    Here's what the big Star Wars Tropes give you to work with as a GM/player:
    Doomsday Weapon (must be of planetary scale or bigger, because of Galaxy setting). Necessitates extreme Heroics as in willingness for personal sacrifice. High drama right there!
    Fight Against Evil Space Empire: Everybody (mostly) morally sides with the underdogs - proven fact. SW is very black and white, because it's a classic saga at heart. The lack of ambiguity clears away doubts about decisive action on both sides and we can get on with the action! 
    Dog fights in Space: Clear reference to the real world makes the conflict seem more real. Also it's fast, visceral and looks nice on film. High Stakes and personal skill emphasized. 
    Laser sword duels: Clear reference to matinees from the 1940-60's, helps the audience understand. Same as the dog fights. Also, gives great opportunity for Drama with banter and when a foe is beaten but not killed or disarmed.  
    I think Star Wars works and have worked well for over 30 years is because of these things, not in spite of them. However, it's become self-referential and rigid. I was very disappointed in The Force Awakens because it used all these ingredients in the same way as we've seen before.
    TLDR/Final point: Break and ignore all these things as much as you like. I'm just trying to point out why they are not inherently bad.
    A tip: Don't loose the relationship high drama! The betrayals, the romance, the heroic sacrifices, the bonds forged in battle, the fall from grace, the redemptions. That's the true heart of Star Wars for me. 
     
  20. Like
    GM_loke got a reaction from Dayham in The Star Wars Universe   
    The narrative devices of "Doomsday Weapon" (really just a standard McGuffin), Evil Space Empire, and dog fights in space can be varied so much that it's really not a problem.  You need these type of power imbalances if you want to tell an EPIC saga, like Star Wars is. Also, you need to have the WW2 references clear as well, even if it's just for ambiance. The "Wars" in Star Wars cannot be ignored. You may argue that it's formalistic, but all heroic storytelling are.  
    I enjoyed the Last Jedi so much because it used all these elements but in a new way and in some ways that really surprised me.
    Here's what the big Star Wars Tropes give you to work with as a GM/player:
    Doomsday Weapon (must be of planetary scale or bigger, because of Galaxy setting). Necessitates extreme Heroics as in willingness for personal sacrifice. High drama right there!
    Fight Against Evil Space Empire: Everybody (mostly) morally sides with the underdogs - proven fact. SW is very black and white, because it's a classic saga at heart. The lack of ambiguity clears away doubts about decisive action on both sides and we can get on with the action! 
    Dog fights in Space: Clear reference to the real world makes the conflict seem more real. Also it's fast, visceral and looks nice on film. High Stakes and personal skill emphasized. 
    Laser sword duels: Clear reference to matinees from the 1940-60's, helps the audience understand. Same as the dog fights. Also, gives great opportunity for Drama with banter and when a foe is beaten but not killed or disarmed.  
    I think Star Wars works and have worked well for over 30 years is because of these things, not in spite of them. However, it's become self-referential and rigid. I was very disappointed in The Force Awakens because it used all these ingredients in the same way as we've seen before.
    TLDR/Final point: Break and ignore all these things as much as you like. I'm just trying to point out why they are not inherently bad.
    A tip: Don't loose the relationship high drama! The betrayals, the romance, the heroic sacrifices, the bonds forged in battle, the fall from grace, the redemptions. That's the true heart of Star Wars for me. 
     
  21. Thanks
    GM_loke got a reaction from DangerShine Designs in EotE Powerpoint Template for adventures/sourcebooks   
    Sweet! Thanks! Will totally use this on the Module I just wrote. 
  22. Like
    GM_loke reacted to DangerShine Designs in EotE Powerpoint Template for adventures/sourcebooks   
    hey all,
    So I have started putting together adventures and sourcebooks for my campaigns and, being sort of OCD about certain things in life, I felt compelled to try and give them a look and feel cohesive with FFG's stuff. Building on the work of other people on these forums (such as adding page backgrounds from previous templates by people such as Depicacyx as well as others that I'm currently unable to find the original threads and give credit to (sorry!)), I have thrown together a PowerPoint template that should make generating your own content a little easier for anyone (like me) who has greater experience with PowerPoint than they do with (say) as Desktop Publishing Software package. I also find PPT just so much easier to use for adding pictures and reformatting text than Word.
    I plan on 'publishing' the adventures to the community when they are finished and have been play tested by my group but while I'm still tinkering I thought I would share the template for anyone putting together their own stuff.  I plan on creating an AoR and FaD templates in the next few days, and will upload those too when complete.
    Notes/features:
    click the center box on the title page to add your own image opening crawl page table of contents page pages with pre-formatted text and heading boxes pages with just text boxes blank 'starfield' pages for adding planets credits page the initial page as well as the master have the dice icons printed for copy/pasting EotE PowerPoint Template v0.91 (The template got super-bloated, have uploaded a small copy)
    AoR PowerPoint Template v0.9
    Fonts (Aurebesh, SF Distant Galaxy, Teuton, SWRPGIcons, these will need to be added or you'll have funky text and no symbols)
    Feedback, comments and questions very welcome!
    To see the full list of pages, just hit View > Slide Master

    Here are thumbnails of the layout:

     
  23. 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
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