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Azuka

Clear and Concise GM guide?

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Or how to GM as an absolute newbie yourself.

 

I'm a newish roleplayer, not much experience playing, and less being a GM.

I just want to since this game has really caught my interest.

How well put together is the adventure in the Beginner's box?

 

Am I being spoonfed exactly what I am saying to the players. Or do I read it beforehand and translate it into a more interesting narrative sort of way?

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It's an excellent introduction if you've never GM'd before. In theory you could open the box at the first session and start right up but I'd advise reading through it first, you'll be better able to retain the pace that way.

The story is a bit "on rails" but if you're comfortable with letting the PCs change direction it's easy to accommodate. The free PDF follow up is longer and structured more openly (and is much longer).

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Well that is good. The PDF follow up is free?

Maybe I will read that before I do anything. I just want to make sure I can read it, and communicate it to my my player (cause in all honesty I can only get one person I know interested, here's hoping there's online communities that I can find for myself to have a chance at playing).

 

Problem with prior 'beginner boxes' was the D&D 4E starter set, the blue box. I was really at a loss on all the info on the page what exactly I am narrating for the player.

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This beginner game isn't like the 4E starter set, much better IMHO.  The PDF is a bit more complex.  If you scan this and the EotE gamemaster's forum you'll see quite a few people who've never role-played who have had a great first experience.

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I've seen a lot of good words on it. My hang-up though is trying to present the information and story to the player.

The D&D beginner box had a box that had all this information laid out in a very descriptive and informative way, and I was puzzled, do I read it off word for word to my player?

 

It's made by the fact I've never been able to play a tabletop RPG, so trying to GM without play experience I can imagine makes it a little tougher.

 

I do not, mine aren't the gaming type.

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I think I found the selling point.

 

There is a link the product page that takes to a very basic overview of the game, and a link to an example sheet of the layout of the guide, designating information that you read to the players.

 

Fantastic this is exactly what I was hoping for.

 

One last thing, I know the guide says for 3-5 players, GM and two PC's.

I'm not going to have the luxury of a second player, can I run a single person through just fine?

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One last thing, I know the guide says for 3-5 players, GM and two PC's.

I'm not going to have the luxury of a second player, can I run a single person through just fine?

The designers have worked hard to make the game much more narrative and much less dicey-rolly/crunchy, although there is a dice mechanism to help drive the story narrative.

So, as long as you’re okay with adapting the story to work with a single player, that shouldn’t be a problem. You might want to choose one of the other characters to be a non-player character that helps the PC get things done that the PC isn’t good at, but the focus should always be on the PC.

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Yes and it shows. I do like things the thought of rolling dice, I also do like the story telling (which is why I am also trying very hard to play Vampire the Masquerade and other White Wolf games).

 

I suppose that could work.

Okay, now it's just finding somewhere to get it. Regretfully the FFG shop isn't Canadian friendly with shipping.

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Okay, now it's just finding somewhere to get it. Regretfully the FFG shop isn't Canadian friendly with shipping.

To be honest, my first stop would be your Friendly Local Gaming Store (FLGS). They’re likely to be a good source of information, a point where you can connect to other like-minded individuals, etc….

If you don’t have an FLGS that is nearby, then I’d go looking at miniaturemarket.com, coolstuffinc.com, or if you don’t have any other options, then maybe Amazon could be useful.

If none of them are helpful to you, then you might look for someone “south of the border” who could buy the items for you, and then ship them “internationally”.

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I'd have to decline, I really don't feel like paying their markup, if they even stock it.

Coolstuffinc won't ship to me, I'll have to check miniaturemarket.

 

I've already checked Amazon.ca, sellers there are selling it for $50CAD and that is before shipping. I am pretty limited with my options, living in Canada.

I don't think I will do that, I don't have anyone there that I know or who would do that.

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I've already checked Amazon.ca, sellers there are selling it for $50CAD and that is before shipping. I am pretty limited with my options, living in Canada.

 

Check http://www.starlitcitadel.com/games/ they're in Vancouver.  Usually pretty quick.

 

 

One last thing, I know the guide says for 3-5 players, GM and two PC's.

I'm not going to have the luxury of a second player, can I run a single person through just fine?

 

 

It works, you just have to reduce the opposition.  I played through it with my son, solo, it was just fine, but he ran two characters, and I ran one as an NPC ally, just to make sure we had some options in case things didn't play out right.  I'd cut the opposition in half, because the point of the beginner box isn't to really risk the player characters dying, it's to learn the rules.

 

I also ran through it with a friend, both of us seasoned players, so he ran 2 characters (Pash, and Oskara as his lover/sidekick :) ) without any help from me.  That worked out great...he's been an "old-school" player and was totally taken by the rules, and was critical in me being able to sell it to my other "old-school" friends.

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I am currently runnin the game and I am liking it. I am still unsure what the strain stuff is. Is it a light part of damage?  Or is it to add a added  deterant dice?  Also it mentions cool.  I never really undestood that either.  Can any one explain that to me in laymans terms. Coming from a D&D environment some of these terms are new.  And  apart from buying the next guide is there a quick way of creating caracters and stats for them. I am thinking we may explore Tattooine before taking off. I did see the bonus things others have written  and they are great but wanted to create my own scum and villany.  Any thoughts?  And thanks in advance for the thoughts. :D

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There are three types of damage that a person/living entity can take in FFG’s SWRPG:

1) Strain — this is mental and psychological stress. One way to recover it easily is by spending [Advantage] when you make a roll. If you get a good rest, you can recover it completely. But if you take too much (over your Strain Threshold) without any time to recover, it can put you out of the fight. You’re not necessarily unconscious, but you’re not a functional combatant anymore. Maybe you’re over gibbering in a corner about the demons coming to get you or something, but you’re not going to be able to fight any more until you can pull your head back together.

Note that, as a PC, you can voluntarily take Strain damage under certain circumstances, e.g., to gain a second maneuver in a combat round.

2) Wounds — this is physical damage, but mostly minor scrapes, bruises, bumps, etc…. You can recover them without too much difficulty, through stimpacks and minor medical attention. This can’t kill you, but if you take too many wounds (over your Wound Threshold) then you’re out of the fight, and probably unconscious.

3) Critical wounds — this is serious physical damage. You don’t recover these easily or quickly. It takes real medical attention, potentially including a Bacta Tank. This is like broken bones, ruptured organs, limbs that have been cut off, and so on. If you take wound damage again once you’re over your WT, then that counts as a Critical hit, and you roll on the table. Every critical hit you take is an added +10 boost on that table, and if you have an adjusted roll over 141, then you actually die.

Now, these are the rules for PCs and serious NPCs like Nemesis characters. The rules for everyone else are a bit more … casual.

Minions die if they get a single critical hit on them, or if they take more than their Wound Threshold in damage. Minions also don’t track Strain separately from Wounds, so any Strain damage done to them will count as Wounds instead.

ISTR that Rivals do track Strain separately from Wounds, but they can’t voluntarily take Strain like a PC can. Only a Nemesis can voluntarily take Strain like that.

All of this should be explained in the Boxed Set, but perhaps they didn’t make it so clear.

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Cool is your ability to remain “cool” under a stressful situation. For example, you’ve set up an ambush for some enemies who are down the street, and you’re waiting for them to walk into your trap.

They would roll Vigilance against your Cool, because they’re presumably not expecting an ambush, but they know that people might attack them unawares, so they are generally keeping an eye out.

Cool can be used for a variety of other things, but that’s the basic idea.

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As for creating characters, you kinda want to have a copy of the Core Rule Book available for that process. You will need to select character race, career, specialization, talents, skills, etc… and the easiest way to do all that is with the CRB in hand. There are other books that add new races, careers, specializations, etc… but the CRB is the most important one.

Unfortunately, I don’t think that FFG explains the character generation process as easily as they could. We can try to help with that.

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This is late but.

Bookdepository.com

Free shipping worldwide.

I don't understand how they can be so cheap but yeah I only use them.

Otherwise shipping to Australia costs more than the price of the books

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