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jendefer

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  1. Like
    jendefer reacted to c__beck in I need a hand stating something out   
    If the child soldiers are the protagonists, then you just make characters normally. A characteristic of 2 is average for your campaign world. If kids are the norm the Brawn 2 is the average brawniness of a child soldier.
    Adversaries will have 3s if they're "better" than then average child soldier and a 1 if they're worse than the average child soldier.
  2. Thanks
    jendefer reacted to Direach in Expanded Fantasy Weapons   
    As an introduction to Genesys for my players who aren't familiar with the FFG SW system, I'm starting off with a short campaign set in my swords and sorcery setting, Swords of Blackwater. I'm working on adding some new weapons to fill out the selection a bit, I wanted to share my progress here. Please let me know if you have any suggestions, and feel free to use or adapt any/all of this for your own games.
    I've included the weapons from the rulebook for completeness and convenience. I renamed "Axe" to "Battleaxe" to differentiate from a basic handaxe, "Bow" to "Hunting Bow", and renamed "Light Spear" to "Spear".
    EDIT: Rarity has been added (highly subjective, your world may vary). I've made a number of changes based on suggestions offered by the community. Also added the lance and tower shield.
    Notes:
    Lance: While mounted, a character wielding a lance may use his mount's Brawn rating instead of his own for determining damage. Using a lance while dismounted requires the Melee (Heavy) skill, and it gains the Cumbersome 3 quality.
    Tower Shield: This shield cannot be used while mounted.
    NAME
    SKILL
    DAM
    CRIT
    RANGE
    ENCUM
    PRICE
    RARITY
    SPECIAL
    MELEE WEAPONS
    Axe
    Melee (Light)
    +2
    4
    Engaged
    2
    25
    1
     
    Battleaxe
    Melee (Light)
    +3
    3
    Engaged
    2
    150
    2
    Vicious 1
    Blackjack
    Melee (Light)
    +1
    5
    Engaged
    1
    5
    1
    Disorient 2, Stun 3
    Brass Knuckles/Cestus
    Brawl
    +1
    4
    Engaged
    1
     
    2
    Disorient 3
    Buckler
    Melee (Light
    +0
    6
    Engaged
    1
    60
    2
    Defensive 1, Inaccurate 1
    Dagger
    Melee (Light)
    +1
    3
    Engaged
    1
    20
    1
     
    Greataxe
    Melee (Heavy)
    +4
    3
    Engaged
    4
    300
    4
    Cumbersome 3, Pierce 2, Vicious 1
    Greathammer
    Melee (Heavy)
    +5
    4
    Engaged
    4
    700
    6
    Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1, Sunder
    Greatsword
    Melee (Heavy)
    +4
    2
    Engaged
    3
    300
    4
    Defensive 1, Pierce 1, Unwieldy 3
    Halberd
    Melee (Heavy)
    +3
    3
    Engaged
    5
    250
    3
    Defensive 1, Pierce 3
    Lance
    Melee (Light)
    +3
    2
    Engaged
    4
    200
    4
    Cumbersome 3 (dismounted), Pierce 3, Special
    Mace
    Melee (Light)
    +3
    4
    Engaged
    2
    75
    1
     
    Parrying Dirk
    Melee (Light)
    +1
    4
    Engaged
    1
    75
    3
    Defensive 1
    Rapier
    Melee (Light)
    +2
    2
    Engaged
    1
    600
    6
    Accurate 1, Defensive 1, Pierce 1
    Scimitar
    Melee (Light)
    +3
    2
    Engaged
    1
    250
     
    Vicious 1
    Shield
    Melee (Light)
    +0
    6
    Engaged
    2
    80
    1
    Defensive 1, Deflection 1, Inaccurate 1, Knockdown
    Short Sword
    Melee (Light)
    +2
    3
    Engaged
    1
    150
    2
    Accurate 1
    Spear
    Melee (Light)
    +2
    4
    Engaged
    2
    90
    1
    Accurate 1, Defensive 1
    Sword
    Melee (Light)
    +3
    2
    Engaged
    1
    200
    2
    Defensive 1
    Tower Shield
    Melee (Light)
    +0
    6
    Engaged
    3
    120
    4
    Cumbersome 3, Defensive 2, Deflection 2, Inaccurate 2, Special
    Warhammer
    Melee (Light)
    +3
    3
    Engaged
    2
    300
    2
    Pierce 1, Sunder
    War Spear
    Melee (Heavy)
    +3
    2
    Engaged
    3
    300
    3
    Defensive 2, Pierce 2
    Staff
    Melee (Heavy)
    +2
    5
    Engaged
    2
    80
    1
    Defensive 1
    RANGED WEAPONS
    Axe (Thrown)
    Ranged
    +2
    4
    Short
    2
    25
    1
    Limited Ammo 1
    Dagger (Thrown)
    Ranged
    +1
    4
    Short
    1
    20
    1
    Limited Ammo 1
    Crossbow
    Ranged
    7
    2
    Medium
    4
    600
    4
    Pierce 2, Prepare 1
    Hand Crossbow
    Ranged
    6
    3
    Short
    2
    800
    7
    Pierce 1, Accurate 1
    Hunting Bow
    Ranged
    7
    3
    Medium
    4
    275
    4
    Unwieldy 2
    Javelin
    Ranged
    +2
    3
    Short
    1
    60
    3
    Accurate 1, Limited Ammo 1
    Longbow
    Ranged
    8
    3
    Long
    4
    450
    6
    Unwieldy 3
    Spear (Thrown)
    Ranged
    +3
    4
    Short
    2
    90
    1
    Pierce 1, Limited Ammo 1
  3. Like
    jendefer reacted to Swordbreaker in Approach-Based System instead of Characteristics   
    FYI, the CRB does have a section talking about uncoupling characteristics and skills in the optional rules section. On that note, Brawn influences wound threshold, soak, encumbrance (both value and capacity), and added damage to brawl and melee attacks. Willpower influences strain threshold.
    The elemental rings in L5R are tied to the lore, and represent physical aspects of a character as much as their life philosophy, i.e., their approach to things. You're suggestion captures the philosophical aspects of rings, but not the physical aspects.
    A system like this could work, but I would do two things: replace the characteristics with a less defined concept (like the elements) that fit well into the setting, and then use the aforementioned rules for uncoupling skills. For example, a game set in an Age of Myth setting could replace the characteristics with aspects of a pantheon of gods, which would allow for both the physical aspects (strong as Ares, lusty as Zeus, etc.) with the philosophical/spiritual (wise as Athena, observant as Artemis, etc.).
    I guess an argument could be made for games where you have no physical combat or danger whatsoever, like some game that exclusively attempts to mimic the works of Jane Austin, but I'm sure there are games better suited for that elsewhere.
  4. Like
    jendefer reacted to roy.altman.7 in [BLOG] 12 Published World Settings for the Genesys RPG   
    How many times did you hear this: "But Genesys doesn't have an official world setting..."?
    Well, that couldn't be further from the truth! Next time you hear someone say that -- just send them to the link below, detailing TWELVE published world settings for Genesys!

    12 Published World Settings for the Genesys RPG on RPGNarco.com


     
    Roy Altman
    RPGNarco.com
  5. Thanks
    jendefer reacted to Swordbreaker in Plant (as in vegetation) Adversaries   
    There's the carnivorous plant from RoT in the jungle area at the end of the book, FYI. Secrets of the Crucible also has two plant enemies in the Creatures section, and there is a mushroom men adversary in there as well.
    Giant Venus flytraps or treants/ents are common, but if you're looking at more variety and options, you could base some on Pokemon, which has a variety of plant monsters.
  6. Like
    jendefer reacted to Richardbuxton in "Encouraging Song" & "Active (Action)" Talent Question   
    A common way to deal with this is for GM’s to say “you have time for one action before the story moves forward, wdyd?”
  7. Like
    jendefer reacted to HedgeWizard in Folenn — A Fantasy Setting   
    Hey gaming friends! 
     
    Creating this as ground zero for sharing my content for my home brew setting—Folenn.  It's a relatively generic fantasy setting. The genesis (ha!) is I started my kids with D&D 5e some time ago, but I've always preferred the narrative dice system, and after playing some Star Wars, they agreed it would be fun to switch.  Anyway, this world is a cobbled together mish-mash of D&D tropes and peppered liberally with content and characters from some of their favorite fantasy books/stories. 
    Anyway, I'll start adding links here to content that could be useful to other fantasy folks.  Feedback is welcome!
    Note: All the art in screenshots I share are inspirational/springboards for my kids, and will not be part of the documents I share as I obviously don't own the rights
    General NPC sheet Continent of Folenn (North part of the Continent)  NEW! Environmental Encounter Table cards NEW! Bestiary - Part 1
  8. Haha
    jendefer reacted to HaphazardNinja in Disembodied Characters   
    After all this is said and done, please share the final product. If using the SotC rules, I don't see why consumer-level electronics could be used to physical interaction in a pinch.
    "Hey, you the crew the fixer sent? Aren't there supposed to be five of you?"
    Cuddly tank holds up a fancy toaster.
    Toast pops up, displaying "Hi!" burned in a gluten-free greeting.
  9. Thanks
    jendefer got a reaction from ProfessorTerrible in Disembodied Characters   
    I'm curious how you are thinking of handling exceeding the strain threshold for QIs (if at all) in addition to a crit. For example, a regular character who exceeds the Wound Threshold gets a crit and loses consciousness. So, would exceeding strain essentially kick the QI out of whatever they are possessing, and back to their "home system"?
    Also, what skill would be used to "possess" technology? I could see using an existing skill like Computers, but that might be overloading it. Maybe essentially having a "magic" type skill for that purpose would apply. I don't own Keyforge... maybe @Archellus can comment on if the spirit species they mentioned or their energy beings have to make a check of some kind for possession. 
  10. Like
    jendefer got a reaction from DarthDude in [PODCAST] Dicey Stories: Genesys + Starcraft   
    Dicey Stories: Episode 9
    StarCraft FRAWD Investigators: Rendezvous on Redstone Part 1 of 5
    Rendezvous on Redstone: Lilly and Imogen recover some of the corpse of a cerebrate amid the lava flows of Redstone III, making more enemies than allies along the way.
    This episode: Lilly and Imogen prepare for their next job, then remember to check in with their actual employer.
    Current episode: audio | serialized write-up
    Character profiles: Lilly | Imogen
    RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  11. Like
    jendefer got a reaction from DarthDude in [PODCAST] Dicey Stories: Genesys + Starcraft   
    Dicey Stories: Episode 8 
    StarCraft FRAWD Investigators: Mayhem on Mar Sara Part 8 of 8
    Mayhem on Mar Sara: Lilly and Imogen investigate reduced vespene delivery from Mar Sara and find more than they bargained for.
    This episode: Once again, Lilly and Imogen are denied health coverage.
    Start of arc: audio | serialized write-up
    Current episode: audio | serialized write-up
    Character profiles: Lilly | Imogen
    RSS feed | Google Podcasts | Apple Podcasts | Stitcher | Spotify | Castro | Pocket Casts | Overcast
  12. Like
    jendefer got a reaction from Stacie_GmrGrl in [PODCAST] Dicey Stories: Genesys + Starcraft   
    Introducing... Dicey Stories - stories shaped by dice - a tabletop RPG actual-play podcast with emphasis on storytelling - listen to us play or read the serialized narrative.
    My gaming group has recently started up Dicey Stories. We share our table-top RPG experiences in two formats: the actual-play audio and the serialized narrative write-up. If you're interested in reading adventures as they occurred in the lives of the characters, those are at our website, diceystories.com. If you like listening to real people laughing their way through telling a story together, you can listen at our website or find episodes on Google Podcasts, Stitcher, Spotify, and Apple Podcasts. Here's the RSS feed, too.
    Our first series on the podcast is StarCraft: FRAWD Investigators, played using Genesys.
    “The Fraud, Retaliation, Abuse, and Waste Division (FRAWD) needs hardworking terrans like you to inspect facilities and gather evidence. Satisfy your service obligation and earn steady pay with FRAWD today!”
    — Dominion recruiting pamphlet, 2503
    This game is set in Blizzard’s StarCraft universe at the beginning of Starcraft II. The characters are Dominion investigators within the chronically underfunded, under-equipped, understaffed, and possibly underhanded FRAWD. Their first assignment together is to gather evidence of an allegedly illegal jorium crystal mining operation nestled between zerg hive clusters on the remote planet Brontes IV in the Koprulu Sector.
    If you know nothing about StarCraft, that’s fine! Neither did the players prior to starting this game. But if you do know StarCraft, don’t worry; our GM Dan is quite familiar with the universe from playing the video game. This campaign began as a beta test of Dan’s module for the 2019 Rincon Gaming Convention, an adaptation of Leovaunt’s module The Raid on Installation Delta Rose using Genesys rules.
    Players Lex and Jenn did a trial run of the module using two of Dan’s pre-generated characters, and he included a third as an NPC to round out the skill set of the party. That made the party Lilly, a resocialized soldier (a resoc); Imogen, a latent psionic from the Umojan Protectorate; and Ted, a zerg-infested researcher. Enough fun was had by all that we decided to continue with the characters. Following a few tweaks to the PCs to make them our own, we began regular play. That is where the actual-play podcast series begins, picking up the story after the mining adventure (which, while not recorded, is available in narrative form at Dicey Stories).
    We release a new episode at the start of each week and the audio is accompanied by a serialized write-up of the adventure on our website. The podcasts themselves are edited to cut down on digressions (as well as "uhs" and "ums"), so they generally clock in around 30-90 minutes. Episodes 1-7 are out already. The first story arc will conclude with episode 8. 
  13. Like
    jendefer reacted to SavageBob in Question on Assist maneuver combined with boost advantage (and how it can create the "blue wave")   
    To my mind, the only reason to cap passed boosts is to encourage the players to be more creative with rolled advantage. Otherwise, you just get "I heal strain and pass a boost" every time. That said, even those options can be fun if you encourage (or require) the players to justify how their check is setting up their ally for greater success, especially if it's more than one blue being passed.
    I also don't have a problem with large numbers of boosts on a check for multiple reasons. I mean, you could conceivably have two passed boosts from a previous check, the PC could use the Aim maneuver twice, they could have the Accurate quality on their weapon, they may have some talent, and they may have done some legwork to get even more advantages. All of those can stack up boost dice.
    In short, you might cap passed boosts if they're proving a block to player narrative creativity. But there's nothing game-breaking about allowing them to stack up, either; it's just how the game represents what other systems might call momentum or advantage or whatever.
  14. Like
    jendefer reacted to WolfRider in Are critical hits negated by soak?   
    If a player doesn't want to inflict a critical, or to make a critical more lethal if it was triggered by exeeding the Wound Threshold, he / she just needs to not spend any advantage on critical. That's no more complicated than that.
  15. Thanks
    jendefer reacted to dipicacyx in Genesys Adversaries Site   
    A long time ago I was pointed to the amazing resource of Star Wars: Adversaries (http://swa.stoogoff.com/#0-0-0) by @SkyJedi and others. I thought it would be really cool to have a Genesys version - a utopic open-source catalogue of Genesys adversaries, nice to use and all stored in a nice (JSON) format that could be used in other cases.
    After some help from Stoogoff with Windows hosting issues, and @drainsmith for a text dump of all of the official adversaries, and a lot of manual copy-pasting, I've finally finished the first iteration.
    http://genesysadversaries.dylanpetrusma.com
    Big thanks to @Direach, too, for letting me use the stats from the fantastic Creature Catalogue to fill the site. All the code and stats are open-source, available on Github. If you want to add any adversaries, you can either do it yourself by following the format in the src\media\data\adversaries folder and creating a pull request, or sending me the JSON file, or just asking nicely and I might add something.
    You can filter by name, tags (I've started with the adversary power levels, the setting, homebrew vs. official, and a few misc categories like "Undead") and Source (GCRB, EPG, etc). You can keep track of wounds, add more tabs for other adversaries (down the bottom of the page), use the links on weapon qualities to look them up, even create your own adversary on the site. Again, I did none of the actual coding - just some data entry and slight layout tweaks (colours and Genesys symbols).
    There are a changes I made to the abilities as printed to better fit with generic ones, and I have some to-dos in the readme file in the Github repo. I hope people find it useful.
  16. Thanks
    jendefer got a reaction from GM Hooly in [PODCAST] Dicey Stories: Genesys + Starcraft   
    Introducing... Dicey Stories - stories shaped by dice - a tabletop RPG actual-play podcast with emphasis on storytelling - listen to us play or read the serialized narrative.
    My gaming group has recently started up Dicey Stories. We share our table-top RPG experiences in two formats: the actual-play audio and the serialized narrative write-up. If you're interested in reading adventures as they occurred in the lives of the characters, those are at our website, diceystories.com. If you like listening to real people laughing their way through telling a story together, you can listen at our website or find episodes on Google Podcasts, Stitcher, Spotify, and Apple Podcasts. Here's the RSS feed, too.
    Our first series on the podcast is StarCraft: FRAWD Investigators, played using Genesys.
    “The Fraud, Retaliation, Abuse, and Waste Division (FRAWD) needs hardworking terrans like you to inspect facilities and gather evidence. Satisfy your service obligation and earn steady pay with FRAWD today!”
    — Dominion recruiting pamphlet, 2503
    This game is set in Blizzard’s StarCraft universe at the beginning of Starcraft II. The characters are Dominion investigators within the chronically underfunded, under-equipped, understaffed, and possibly underhanded FRAWD. Their first assignment together is to gather evidence of an allegedly illegal jorium crystal mining operation nestled between zerg hive clusters on the remote planet Brontes IV in the Koprulu Sector.
    If you know nothing about StarCraft, that’s fine! Neither did the players prior to starting this game. But if you do know StarCraft, don’t worry; our GM Dan is quite familiar with the universe from playing the video game. This campaign began as a beta test of Dan’s module for the 2019 Rincon Gaming Convention, an adaptation of Leovaunt’s module The Raid on Installation Delta Rose using Genesys rules.
    Players Lex and Jenn did a trial run of the module using two of Dan’s pre-generated characters, and he included a third as an NPC to round out the skill set of the party. That made the party Lilly, a resocialized soldier (a resoc); Imogen, a latent psionic from the Umojan Protectorate; and Ted, a zerg-infested researcher. Enough fun was had by all that we decided to continue with the characters. Following a few tweaks to the PCs to make them our own, we began regular play. That is where the actual-play podcast series begins, picking up the story after the mining adventure (which, while not recorded, is available in narrative form at Dicey Stories).
    We release a new episode at the start of each week and the audio is accompanied by a serialized write-up of the adventure on our website. The podcasts themselves are edited to cut down on digressions (as well as "uhs" and "ums"), so they generally clock in around 30-90 minutes. Episodes 1-7 are out already. The first story arc will conclude with episode 8. 
  17. Like
    jendefer reacted to c__beck in Minion Groups & Large Battles   
    Minion groups really shouldn't be more than 5 minions each. If you want a mob, though, make it a rival and give it the Swarm ability: a crap-ton of silhouette 1 soldiers can be represented by one silhouette 3 swarm rival.
  18. Thanks
    jendefer got a reaction from DarthDude in [PODCAST] Dicey Stories: Genesys + Starcraft   
    Introducing... Dicey Stories - stories shaped by dice - a tabletop RPG actual-play podcast with emphasis on storytelling - listen to us play or read the serialized narrative.
    My gaming group has recently started up Dicey Stories. We share our table-top RPG experiences in two formats: the actual-play audio and the serialized narrative write-up. If you're interested in reading adventures as they occurred in the lives of the characters, those are at our website, diceystories.com. If you like listening to real people laughing their way through telling a story together, you can listen at our website or find episodes on Google Podcasts, Stitcher, Spotify, and Apple Podcasts. Here's the RSS feed, too.
    Our first series on the podcast is StarCraft: FRAWD Investigators, played using Genesys.
    “The Fraud, Retaliation, Abuse, and Waste Division (FRAWD) needs hardworking terrans like you to inspect facilities and gather evidence. Satisfy your service obligation and earn steady pay with FRAWD today!”
    — Dominion recruiting pamphlet, 2503
    This game is set in Blizzard’s StarCraft universe at the beginning of Starcraft II. The characters are Dominion investigators within the chronically underfunded, under-equipped, understaffed, and possibly underhanded FRAWD. Their first assignment together is to gather evidence of an allegedly illegal jorium crystal mining operation nestled between zerg hive clusters on the remote planet Brontes IV in the Koprulu Sector.
    If you know nothing about StarCraft, that’s fine! Neither did the players prior to starting this game. But if you do know StarCraft, don’t worry; our GM Dan is quite familiar with the universe from playing the video game. This campaign began as a beta test of Dan’s module for the 2019 Rincon Gaming Convention, an adaptation of Leovaunt’s module The Raid on Installation Delta Rose using Genesys rules.
    Players Lex and Jenn did a trial run of the module using two of Dan’s pre-generated characters, and he included a third as an NPC to round out the skill set of the party. That made the party Lilly, a resocialized soldier (a resoc); Imogen, a latent psionic from the Umojan Protectorate; and Ted, a zerg-infested researcher. Enough fun was had by all that we decided to continue with the characters. Following a few tweaks to the PCs to make them our own, we began regular play. That is where the actual-play podcast series begins, picking up the story after the mining adventure (which, while not recorded, is available in narrative form at Dicey Stories).
    We release a new episode at the start of each week and the audio is accompanied by a serialized write-up of the adventure on our website. The podcasts themselves are edited to cut down on digressions (as well as "uhs" and "ums"), so they generally clock in around 30-90 minutes. Episodes 1-7 are out already. The first story arc will conclude with episode 8. 
  19. Haha
    jendefer got a reaction from Rean411 in Funny Dice Fails?   
    We were hiding in a snowy forest, listening in on some NPCs plotting against us, and decided to scare them off by mimicking the growl of a snow panther. Our Big Game Hunter got the sound wrong, and instead attracted a snow panther looking for a mate. He got tackled by the creature.
  20. Like
    jendefer got a reaction from magalvao in GM-less Play-through (EotE/AoR+Mythic)   
    I recently moved away from my last gaming group and don't know any local players yet, other than my spouse. I had spent a lot of time and energy GMing the campaign we just ended, and I wanted to relax a little and play myself without any prep. My spouse and I had tried out the Mythic GM Emulator with Genesys a couple years back, so we dusted it off and used it to run a Star Wars session with just the two of us, using a couple of the NPCs from our recent campaign, characters who had had a lot of screen time, so much so that they already had full character sheets drawn up.
    The scenario was a Rebel operative working with a former Imperial officer to scout Outer Rim planets that could potentially be used for Rebel bases. We found that the GM Emulator worked really well with the FFG rules. We have a firm understanding of how to set difficulty levels for checks and when to apply boost and setback dice, so there were no problems there. We have the adversary decks and recently picked up Allies and Adversaries, so spur-of-the-moment NPC creation was also covered. The Environmental Set Pieces document was also enormously helpful. Mainly, we only needed the GM Emulator to help shape the plot and introduce random twists to it.
    I was pleasantly surprised with how well it all worked. I suppose it helped a lot that we were playing in a campaign world we both already knew very well. Not only did we produce a coherent story, but we even had a pretty good character arc for the Rebel operative. Additionally, it gave us an opportunity to try out a new way of approaching chase scenes, based on some house rules for fight nights.
    I have been intending to work on prepping some modules for when we get our next group game going, and based on this experience, I'm inclined to try two experiments in the future. 1) Use the GM emulator while plotting ahead of time to direct the flow of the story or behind-the-scenes NPC events when I get writer's block. 2) Tap into the GM emulator at the table occasionally when my players do something I have no immediate idea how to respond to.
    In case anyone is interested in seeing how it was done, I'm including a link to both the play-through notes for the three sessions and the narrative write-up of the adventure, which we dubbed "Resh Hour" because both characters have names starting with 7... I mean, R, and there was a bit of a buddy-cop thing going on.
  21. Like
    jendefer got a reaction from magalvao in GM-less Play-through (EotE/AoR+Mythic)   
    Mythic is the only GME with which I am familiar, so that is why we used it. I suppose one could come up with something specifically for FFG, but I'm not sure how it would really need to be different. The FFG dice are an amazingly powerful narrative tool, in my opinion, and I love the Yes/No & But/And opportunities they provide for players to inform where the story goes. Perhaps one way of playing without a GM would be to imbue them with more decision-making power, but I don't know how I would implement that without the game seeming much more like everyone doing "let's pretend" all together like back on the playground in grade school. Mythic already took care of that for me.
    One of the things I really love as a GM is setting up a mystery for my players to solve. I know what the NPCs have already done, and the players come across the evidence and try to reconstruct the scene. That is the sort of thing that I find hard to replicate if you are just making up what happens as you go along. Where the GME came in really handy was throwing curveballs at us, making events happen when we weren't anticipating them, and then we had to fold that into the on going narrative in a way that made sense. Another place where it really helped was Perception checks. Out of all the checks you can make in the game, that one most relies on the GM having details to give you when you succeed. We leaned on the GME really heavily for that, asking it questions when our characters were supposed to have noticed something important.
  22. Thanks
    jendefer reacted to Ghostofman in Cruise Ship mutiny - ideas wanted   
    Check out the old D6 Adventure module "Riders of the Maelstrom."
    Probably not what you're looking for exactly, but it all takes place on a Mon-Cal cruise liner. Maps, locations descriptions, and so on are all there. So that's a lot of legwork already done for you.
  23. Like
    jendefer got a reaction from RLogue177 in Cruise Ship mutiny - ideas wanted   
    I'm going to be running an adventure set on a cruise ship (in space!). The main "adventure" part will be the mutiny that takes place and endangers the passengers and PCs. We had a lot of fun in a previous game set at a ski resort (inspired by Cold Comfort) and I'm looking to do another sort of Agatha Christie-like mystery while trapped in a fancy location. I have never been on a cruise ship myself, but a quick search online indicates the types of entertainments that might be available, from game rooms to theaters to bars to lecture halls to pools, and so on. I'm posting here to see if anyone has some interesting ideas to share on Star Wars-y things to include on this luxury (space) cruise liner. There is definitely going to be a charity fundraiser event for orphans of the Clone Wars and Galactic Civil War, as that is the hook to get the PCs in place.
    To emulate the way real cruise ships take people to remote locations with a few ports of call, like in the Caribbean or the Pacific Islands, I was considering making this a cruise through the edge of Wild Space or some area that might have populated asteroids. If anyone has good actual Star Wars locations to suggest, I'd love to hear them. The main thing is, just getting off the cruise ship is not going to be a viable way to avoid the troubles caused by the mutiny.
    I would also like to make the mutineers a diverse group. Why are they taking over the ship? Some might want to hold the rich passengers hostage for ransom. Some might be participating as cover for an Imperial sting or a Rebel action. What other ideas do you all have?
    Also, any suggestions on wacky socialites or celebrities to be aboard are welcome!
    Thanks for any help you can provide!
  24. Like
    jendefer reacted to Vek Baustrade in OT-style communications   
    I don't allow long range communications unless you specifically have access to a long range communicator. Seems obvious, but I don't think most ships have them. 
  25. Thanks
    jendefer reacted to whafrog in Cruise Ship mutiny - ideas wanted   
    Since I'm in the middle of watching The Expanse, season 3, and there was just a mutiny...    
    Maybe the current beloved captain has been dismissed (but still on board) by some evil-minded corporate exec who has his own nefarious plans (like ransoming the passengers, etc), but before this is known he reveals his incompetence in the face of some crisis (local nova, rogue gas clouds, pirates).  So the tussle might be between crew loyal to the old captain, and new crew in on the new captain's goals.  But with all the chaos it would be hard for passengers to discern the truth without asking around and hunting for clues.
    The loyalist crew might be divided, because some will be unwilling to buck the chain of command (which by corporate right is with the new guy).
    The new crew will be loyal to the new captain because they know they will burn along with him if it doesn't work.
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