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MamoruK

nvm please delete

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17 hours ago, Icosiel said:

Gosh, now I'm so curious.

Same, every single time this happens.

I suppose we can imagine our own OP and begin discussing...

I think that in that situation, it’s always best to just follow along with whatever the PCs want to do. Now, obviously, there would be a lot of different encounters to plan, so I would instead come up with encounter ideas but not match them to any particular NPc, (ie. First time they get betrayed, second they’re sent on a certain errand, third is relatively uneventful, fourth the invasion begins) and switch which encounters match each person based on what the PCs choose. I also think it would be really interesting if you could put the PCs in a situation where they have to ally with the Duke, so perhaps have all of them get cut off together.

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6 hours ago, Yaccarus said:

I suppose we can imagine our own OP and begin discussing...

I'll give a few of my usual responses, then...

1) Unless this person (these people) is (are) a good friend(s) of yours, I'd suggest finding a new player / GM / group.

2) That's why a session 0 is so important. 

3) It's a narrative system; don't sweat reality and just go with what's fun. 

4) I'd just be happy if they sold PDF's. 

Edited by Vorzakk

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Too true, maybe we can make a nice list of canned responses.

 

5) Read the long version of the talent.

6) Only let jury-rig apply to the first activation.

7) Don't let a PC reroll anything (even force power checks) unless they've changed the circumstances somehow.

8) That's not how the buying/selling/trading rules work. I have a megapost here: https://www.reddit.com/r/swrpg/comments/6ynkpc/custom_rules_for_buying_selling_stuff/dmqkykz/

9) Don't leave large objects around for your PCs to use Move on.

10) Two combat rules are on FnD page 217 (or similar in other books). Any dice from the second weapon aren't rolled but any static dice results are applied when it is triggered.

Edited by Hinklemar

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