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Midnight_X2

Switching from WEG d6 to EotE

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After several delays this Sunday I will be running "Escape from Mos Shutta" followed by "The Long Arm of the Hutt". My players are very excited; I lent them the beginner's rulebook and the character folios that they selected. Now I'm checking out the expanded Mos Shutta posted by Adamageuk. I want to really flesh out Mos Shutta and its people.

 

The players are long time RPG veterans so I can enhance the NPC's behavior and presence without fear of them not following the adventure "on the rails".

 

Are there any worries in these beginner adventures or suggestions to enhance the story or NPCs? Anything that will make the experience more fun and/or immersive is welcome.

Edited by Midnight_X2

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After they begin to understand the dice mechanics, make sure you let them make decisions and describe Triumphs and Advantages. Don't hog it for too long giving examples since they are new. Heck, even consider letting them choose what happens with Despair and Disadvantages if they wish (instead of yourself) if they are doing it correctly and not abusing it. I think this is the most important aspect of the game - getting them involved with creating the narrative. That's the real fun and investment in this system, in my humble opinion.

Josep Maria and Midnight_X2 like this

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I myself am an old WEG D6 player, and I have to ask how was the transition to this new system? I played my first game of the FFG version tonight and I enjoyed it. I purchased the beginners box to get comfortable with the basic rules but I wanted to hear some opinions. What are your thoughts and suggestions?

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I'm still a hard core D6'er, though I tend to pick up any useful RPG books (and with fluff this good, how could I not?). I've run the Escape from Mos Shutta, and I found the dynamic game play a lot of fun. I'm someone who used the Wild Die pretty loosely anyway. If you roll a 1, but still beat the difficulty I'll say, "You succeed... but." For example if someone succeeded on a dodge roll, but rolled a 1, I might say, "You nimbly dodge the oncoming bolts by diving behind a crate. Then you notice that the crates are labeled 'EXPLOSIVES!'" Another time a player rolled really well on an attack against a carnivorous plant, but rolled a 1. I said that he slashed through a bladder full of digestive enzymes, that are now gushing everywhere." He got to kill the thing, but not without a complication.

If someone fails a roll and they get a 1 on the Wild Die I tend to say, "You failed... aaaaand..."

That style of play was pretty familiar to my group. The one thing that it did was hand some of the narrative control over to the players. Instead, the ability to be creative and contribute to the successes and complications are handed over to the players. Instead of me handing their bonus to them, they get to say, "Can I use this advantage to...?"

My advice is to get them to thinking about the dice like Wild Dice, but they get to have collaborative voice in how they play out.

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