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The gm is Dad to two players. He's Dr. Haley's Dad to the rest.

Hoo boy, that’s a hard one to beat.

“Hello, I’m Doctor Haley’s Dad! And you are? …”

And I was his secret weapon when he wanted to get them to switch from Murderhobofinder (or is that Pathmurderhobo?) to Star Wars.

PathMurderHoboFinder? I like that!

The 16 year old boys had started noticing the 14 year old me. Except my brother. We're not Skywalkers...

Ahh, yes. Slightly older boys noticing slightly younger girls. I remember that like it was just 35 years ago…. Or is that 350 years ago? ;)

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The gm is Dad to two players. He's Dr. Haley's Dad to the rest. He's known all but one from birth. Knew their parents before that! He had very good control of the table because everyone knew better!

 

GM dad, ho boy. I'd so abuse that power.

 

Me: "After this game, go clean your room, son."

 

Son: "No I don't wanna."

 

Me: "Whoops! Itseems the Empire has tracked you to this world! Using the hidden locator device in your new lightsaber as a beacon the super star destroyer fires all its turbolaser batteries at your location!"

 

Son: "Do I get a save?"

 

Me: "Only if you clean your room son. Otherwise it's death rains down everyone dies."

 

Son" Sigh! Fine. I wish Darth Vader was my dad."

 

Me: "Oi! I heard that!"

You've been at my house?

Actually, it never really happened. He'd joke about it but that's all. Gaming with my brother and his friends started for my dad as something to make a babysitting job easier. He was making sure my mom got some time to do some things. And it worked! So maybe he had to make sure not to abuse it too much or babysitting could have been a lot worse.

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Thanks again for the ideas and suggestions on how to deal with the situation with said player. I've spoken with him but we'll see how things fare.

 

I now have another request. I'm trying to plan an encounter around the idea that the PCs have to find their target. Basicly, 3 of my PCs will be hunting down a Bounty in a (hopefully friendly) competition with another group of Bounty Hunters. Their prey is using a cave network as his base of operations, forcing the PCs to hunt their target and hopefully reach him before the Bounty Hunter group does. How would one normally go about this? Do I simply make a map and keep most of it hidden one way or another until they come across another pathway? Do I simply use the dice and have an arbitrary cave system based on their dice rolling? Do I do a combination of both? The Bounty is familiar with the cave system and will try to fire upon either party before ducking back into a crack in the wall or similar.

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Sounds like an old school dungeon crawl, which I've done from both sides of the screen for decades. My advice is to map it out beforehand and just describe each part as the PCs travel through it. It can be fun to randomly generate the dungeon but don't do it during play because that's just one more thing to worry about. Though the players can always "find" a side passage or other helpful feature like an easily-climbed wall by flipping a Destiny Point.

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Just had a thought. The 3 players in particular haven't experienced the chase rules. I could use their tracking skill vs the Bounty Hunters' tracking skill with the difficulty being the Bounty's stealth. Probably make the chase 5-6 rounds worth, ending early if the Bounty is eventually caught up with or taken down. With that, I don't have to make an overly complicated maze but make different set pieces of the cave for roughly 6 rounds worth while also teaching my players a new game concept. I could still even let them make choices on which path to take but keep enough pressure on them that they simply don't slow down. Triumphs lead to short-cuts while despairs lead to a quick combat encounter with some local wildlife.

 

Would this be a good compromise or should I stick with the more tried and true variant of them going through a 'dungeon'.

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Hello again. The chase through the cave didn't go as planned (as is expected in these games it seems). It went well none-the-less.

 

I'm here today to seek some advice on a game I'm going to be having tomorrow over Skype. My father has asked me to try running the Edge Of The Empire beginner game with a few of the kids that show up every Friday night. I currently don't have full numbers but I have told him 6 is the max I'm willing to play with.

 

My request is two-fold:

 

1. The suspected age of the players will be between 12-16 with their only experience being Imperial Assault or other strategy minded games. I've seen others on the site with heavy looting being an issue but I should be able to handle that. Basically, I'm asking for is what is people's experience with such groups for a (probable) one night game?

 

2. How should I modify the beginner game if I have 6 players? Primarily for the first encounter against the Gamorreans for the Initiative and the final fight against the TIEs. My thought with the space fight is to have the party effectively split in two as two other secret security droids that belonged to Trex reactivate while on the 'Krayt Fang'.

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to me it sounds like this player is expecting your campaign to more like a game of PATHFINDER, "that's where the murder hobos like to live".  

 

In my opinion it comes down to every player to have some agency in the game, this includes the GM. maybee what needs to happen is a conversation with all the players at once. set you expectations and listen to what they want. If the shitfoolery continues you can always teach  a lesson to the player by throwing the really tough stuff at him. I had this happen with a player he finally thru enough tantrums and quit the game. 

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Hello again. I've returned for further help in regards to Obligation and Motivation. Honestly, both of these items have left me somewhat stumped, even after reading them a few times. I believe I understand what's being said but I could be wrong. Nonetheless, my reason for here isn't exactly how Obligation works but more how to deal with a particular Player's Obligation, my question on Motivation will appear later. The PC in question is a Human Bounty Hunter Assassin. He's chosen Oath as his starting Obligation, which is basically as follows: He swore an oath to himself to be the best Assassin, loyal to the Empire. In relation to this, he has mentioned that he wants this inner-conflict of him wanting to turn in the other PCs or to continue to help them. Knowing how the Player has played thus far, I totally see him giving in to the 'dark side' of this inner-conflict and then totally derailing the game into oblivion. After thinking it through on my own, I told him it's not going to work but I've come to realize that was offly rash of me and I should seek help from those with more GMing experience. I have yet to have a full conversation on the topic with him and decided I should ask now for help. While I have similar issues with Obligation of other PCs (probably due to my lack of communication & full understanding of the topic), I feel if this one can be sorted out then the others will follow-suit.

 

Onto my Motivation question. In relation to the same PC, is Motivation is 'Greed'. Now I will give him ample reason to keep to the jobs he said he'd do, he has constantly considered handing in a PC or two for an extra credit. Heck, he proceeded to muscle money out of Lei Muoroy from the 'Trouble Brewing' adventure then attempted to mug the woman Lei was muscling up (which he failed cause I pulled the woman away as he muscled up Lei). He's mentioned that his character is 'greedy' to become the best Assassin to the point where he's more notorious than Boba Fett, meaning I might ask him to change his Motivation to better fit that actual motivation better (still somewhat fresh characters).

 

All criticism welcome.

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IMO, being the best Assassin who is loyal to the Empire doesn’t necessarily mean turning in the other PCs.

They could instead be very useful tools to help him achieve his goals of assassinating targets that are harmful to the Empire, like perhaps important planetary governors who have rebel alliances, or somesuch.

But that would mean that he should be frequently looking to fulfill his obligation by assassinating targets that are harmful to the Empire.

For me, this one seems to be pretty simple if you interpret it as narrowly as possible. But then the player has to cooperate.

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