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TheTofuShop
Aug 28, 2009

nelson posted:

With that being said, playing a melee Wookiee in the middle of a battle royale is ridiculously more fun than sitting behind cover and taking shots from a distance.

I'm one of my games, our wookiee ran down an alley in the middle of the fight as the group was being attacked by a twi lek swoop gang on Nar Shaddaa.

Our Bounty Hunter freaked out for a round or two, and then three rounds later the wookiee comes flying off the roof of a nearby building with his vibro axe.

It's a wonderful, narrative game.

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BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS
Looks like my IRL group will only have two players for the near future.

They'll be a Hired Gun/Bodyguard and a Smuggler/Pilot.

Any tips on how to adjust the encounters for a smaller group? I'm worried about combat more than social interactions.

susan
Jan 14, 2013

BetterWeirdthanDead posted:

Looks like my IRL group will only have two players for the near future.

They'll be a Hired Gun/Bodyguard and a Smuggler/Pilot.

Any tips on how to adjust the encounters for a smaller group? I'm worried about combat more than social interactions.

Always have an escape route. With two people, Option 1 should normally be fighting retreat rather than straight-up brawl, unless the PCs have some serious advantages on their side. I mean, Smuggler and Bodyguard kinda sounds like a Han and Chewie game, and like the movies show, they don't tend to stick around when shooting starts unless they have a battalion of Rebels behind them. Though a two person game could also make for interesting Spaceship fights, and wouldn't be so nearly unbalanced against them.

cptn_dr
Sep 7, 2011

Seven for beauty that blossoms and dies


Last night my players turned themselves in to the bounty hunters guild, disguised as a famous local pirate and her crew, broke out along with the black sun forger they were there to spring, and robbed them blind in the process.

Then they used the forged ID he made for them to walk into an imperial base as a 'surprise technical inspection' and steal their pass codes and poo poo.

One of the players also pretended to be a mad street preacher while another stole an Imperial officer's wallet. And everything else in his pockets, and the pockets of the guy next to him, because she rolled a triumph.

All of this is in prep for a mission to Coruscant, where they're hoping to find out where the Empire is taking the Jedi prisoners that survived Order 66. I love my players.

cptn_dr fucked around with this message at 22:18 on Mar 2, 2016

Savidudeosoo
Feb 12, 2016

Pelican, a Bag Man

nelson posted:

With that being said, playing a melee Wookiee in the middle of a battle royale is ridiculously more fun than sitting behind cover and taking shots from a distance.

Having played a melee based Wookie, it totally is. I went with a crit build and became an absolute monster on the battlefield. Focusing on Brawn does bring up some weird situations though.

For example, a training lightsaber was much more dangerous to me than a lethal one. Wound/Strain thresholds can be weird.

karmicknight
Aug 21, 2011
Melee Wookiees have the common problem of passing out from just being too awesome.

kingcom
Jun 23, 2012

Savidudeosoo posted:

Having played a melee based Wookie, it totally is. I went with a crit build and became an absolute monster on the battlefield. Focusing on Brawn does bring up some weird situations though.

For example, a training lightsaber was much more dangerous to me than a lethal one. Wound/Strain thresholds can be weird.

Its been a bit of a long running gag that the way to kill a jedi is very clearly to use electrostaff and just strain them to unconsciousness. If they try and deflect it they are still just harming their own strain.

susan
Jan 14, 2013
Are there any rules for StimPack addiction in EotE? Looks like I got a party of Hotshot High-G Pilots, and may need to houserule some...

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

susan posted:

Are there any rules for StimPack addiction in EotE? Looks like I got a party of Hotshot High-G Pilots, and may need to houserule some...

addiction obligation is in EOTE

ShineDog
May 21, 2007
It is inevitable!

susan posted:

Are there any rules for StimPack addiction in EotE? Looks like I got a party of Hotshot High-G Pilots, and may need to houserule some...

Our group kind of house ruled around stims.

We've long been of the mindset that wounds or HP or anything like that is just an abstract of luck left and bruises taken and that if a given game gives you a status effect that's the only time a wound is important. With that In mind no one in my group really likes taking boatloads of drugs for what is narratively a few scrapes and cool movie eyebrow cuts.

And so we apply the mechanical effects of stims and call it a short rest. We pay for some generic medical supplies after a game. Mechanically its near identical but narratively it feels more sound. Critical wounds work the same as ever.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
So, I had a fairly great game... well last week but who's counting.
I revived the group I tried the game with as GM (Run a fairly plot light story of "You were all taken along with dozens of others in a dinky spaceport by the Imperials on suspicion of there being a Rebel agent nearby, the convoy is busted by Rebels seeking to free their man, the convoy is in disarray, you can escape, what do you do), losing two players, gaining one, and one one other rerolling. The intro ended with the group stealing a ship from smugglers, and running to the last place the ship went... Nar Shaddaa.
In between session, what happened is that the three vacating characters (A Gand Diplomat psychopath who murdered his colony, a techie that want to build the baddest, raddest killbot ever, and her latest creation), betrayed the Pilot and Survival Expert (and big game hunter), stun rayed them, and sold them out to the Planetary Forces as ship thieves.
In jail, they met the two new characters: a former Imperial chief Scientist and Doctor, and Gadgeteer Bounty Hunter.
The group is as such:
The Pilot is a fairly normal smuggler. His was betrayed by an old mate, which resulted in getting an imperial bounty on his head. He wants to find his custom ship, an YT-1300 named the Black Phoenix.
The Survival Expert has less background. She's played by my SO, who, while a fairly experienced roleplayer, tends to be more of a follower and watcher than liking being at the center of attention. She is a big game hunter, and has a bounty on her head for reasons her player has yet to determine.
The Medic was a former imperial researcher. He got cold feet when realising how despicable the things he has to create were. He vanished, along with the schematics of a combat drug he was working on, said schems being now hidden in an hotel room on Corellia. He worked in the underworld for a bit, then was contacted by the organisation of some Gazco the Hutt, would be upcoming crime lord on Nar Shaddaa to work for them as a drug maker. Considering he quickly picked up that Gazco was kind of an idiot whose schemes would never amount to anything important, he accepted, hoping to keep a low profil, while making money, and hopefully a few friends in Nar Shaddaa. Ended in jail there for a little while as part of a scheme to make him disappear, but was assured by Gazco's organisation that "steps were taken so he wouldn't stay long in jail".
The Gadgeteer, an aggressive former Guild member that was booted for not playing by the book. Right now, on the hunt for a Rodian smuggler and thief called Abonibaar, who stole a shipment from a Devaronian entrepreneur lady. Followed Abonibaar on Nar Shaddaa (And I of course immediatelty decided Abonibaar worked for Gazco). Disguised as a Security Forces member to try and get info from them, as Abonibaar spent a shot time in custody, got pinched, ended up in jail.

The group spend a few minutes in the same cell, meeting and greeting, before the Pilot tries to escape. He manages to short-out... the whole level (rolled a triumph). A guard then went to checked on them, whined that it was not how it was supposed to go according to the plan he was bribed for, then escorted them outside, pointing them to the direction of a getaway speeder.
They then were whisked away to Gazco's HQ. It's at that moment I decided to go back to one of my ideas: The Hutt was a two bit player. I turned it up to 11: he was instead a complete moron, with wads of cash and the dwindling backing of the Hutt Council, but a moron all the same. He therefore was operating from a grandiloquent, gaudy hotel, the Palazzi Palace. He is going to be an incompetent, petulent, and unpleasant boss for the PCs and mismanage the hell out of them.
They meet him, as well as his new imperial "friend", a captain tasked with crushing the local swoop gang that's starting to act up real bad (partly thanks to Gazco's prior management) and sent on their way to a cheap motel nearby. Only Gazco's besties can reside in his cool pad! However, the Hutt soon realise that since he is responsible for breaking the whole group, everyone is then endebted to him!
During downtime, the Pilot and the Gadgeteer go to see an old friend of the Pilot living nearby. The Pilot looks for infos regarding his ship's whereabout, and the merc just tag along, for fun. Said friend is operating some kind of little pawnshop, and propose the pair the following deal: He'll use his network, and a bit of prying in imperial registers to find where the ship is (and the gadgeteer can get a shiny piece to upgrade his gun with), if they prevent the shop from being ransacked by the thugs of the up and coming swoop gang who are going to come next day for the protection tax.
Meanwhile, the Medic and the Survival Expert are resting, when the Medic receives a call on the holocom in his motel room. The caller made a dialling error, and quickly blurt out that "a few of Jimmy's boys are bringing some spice to trade, tonight, Hangar 2356. If we hit'em quick, we can get away with enough money to get away from here!" before realising his mistake and hanging up.

The then reunited group chat up for a while, and the Medic proposes to work for the Hutt for a little while, raise a bit of cash, then when his incompetance catch up with up, get out, find his hidden schematic and sell it for a pretty penny. The group agrees, shortly before being summoned for their first task: The first step in Gazco's genius plan to make his organisation great again is to send the Medic and his escort take back the place where the Hutt's people used to cook drugs, which was squatted by a group of criminal and junkies. The Medic tries to bargain for a bit of back up, but rolls a disaster, because of course he would. The Hutt gets mad, and the Medic (who's player is really great) starts giving a bunch simpering apologies (The humble worms we are beg for your generosity" "Don"t say worm, he'll think you're insulting his mum!").

Our righteous heroes then end up at the front of said safehouse. It's a derelict little clinic, with a few people in the basement shooting up, squatting, and cooking drugs. The Gadgeteer sneak down the stairs, arrives at the door of the basement, and shout "Planetary Security forces, FREEZE!" while waving his light. Panic ensues inside. Most of the junkies form a squad of 7 or so panicked individuals that start to stamped toward the room's only exit. In addition, three thugs grab makeshit weapons.Both of the bounty hunters of the group open fire on them, standing clear of the door as the squad of junkies make its exit. The Pilot, running down the stairs at that moment is not so lucky, and get trampled halway to death while the medic backs out from the stairway. The group then quickly finishes the three thugs, and as silence returns to the creepy basement, I called for an end, with our heroes feeling not so proud of themselves after that.

I'm really happy with this group, lots of levely moments, and personnalities bouncing off each other really well. The possibilities are also endless. After all, the players are going to end up with a little base and a regular source of income (I plan to give them a couple of not so honest NPC that'll assist the Medic in cooking up spice), and quite a few plot threads. For instance, they plan to hit the hangar transaction they were tipped about. But what if Jimmy and his boys were selling... to Gazco? And Abonibaar, the Gadgeteer's target? He will make a few apparitions, always protected by circumstances, such as being under his boss's scrutiny. Also, the swoop bike is going to hear about thm, both because of the drug selling operation, and because of their promises to the Pilot's friend, who promised to spread the new around that there were people standing up to the gang (that's what happens when you roll lots of threats in negociating your reward), and the imperial captain may contact this bunch of newcoming humans to convince them to help him play the Hutt and the swoop gang against each other, so that he may take them both down. And I plan to introduce a sinister Twilek, that's pulling Gazco's strings by posing as his secretary and right hand man, on behalf of the Hutt Council who tries to prevent Gazco from loving up too much. He may be a Force Adept with limited persuasion power as well...

ShineDog
May 21, 2007
It is inevitable!
The fuckin dice are like golf dust

Sushi in Yiddish
Feb 2, 2008

Eagerly awaiting the Mechanic splatbook to tick over to 'shipping now'. As most of my crew is bounty hunters, they're probably most looking forward to that one coming out.

What kind of class makeup do you have in your Edge of Empire/Age of Rebellion/Force and Destiny groups?

Do your players tend to optimize for best efficiency, or do they want to play stranger builds and backgrounds?

VoidTek
Jul 30, 2002

HAPPYELF WAS RIGHT
In the game I run, it's with a team of all explorer careers. One driver, one big game hunter, and one scout. The driver is really the only odd one out when I'm trying to think up adventures for the entire group, since there aren't really many opportunities in the wilderness to be racing his swoop, and the one time I tried to sort of combine a cross country endurance race with a hunting competition, the party caused so much trouble leading up to the big race and things spiralled so wildly out of control they decided they had to drop out and leave the planet.

The one I play in is my bounty hunter, a smuggler and a scholar. I think it's been driving the GM nuts trying to think up appropriate jobs for the three of us, which has resulted in a lot of pirate ambushes.


All of the players in both groups seem to mostly just go with what fits their character best rather than trying to be the strongest at a particular thing. My own character is probably the closest to being optimized, just because I invested very heavily in Brawn and Brawl due to the fact that he's less of a bounty hunter and more of a mechanical pro wrestler. But because of that, I've also started investing in the Agitator tree just because I really liked the idea of cutting promos on people so hard they take strain damage (scathing tirade) or working a crowd so much they go crazy and start rioting (incite rebellion.) I think there's just enough flexibility in the system and there are so many careers that you can build towards a specific character concept without sacrificing optimization at all, because each career is at least going to be good at something, even if it's really situational.

Foolster41
Aug 2, 2013

"It's a non-speaking role"
I'm planning on running the Shadows of the black sun scenario tomorrow, and I'm pretty excited. I've only played a little bit in one campaign, but it looks like a neat system and I love star wars.

I set up the dice tables in Roll20, and I may have gotten bored and decided to draw some thematic, but unnecessary gang graffiti.



(I drew this with a mouse, and wasn't a very good artist to begin with. :P)

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Foolster41 posted:

I'm planning on running the Shadows of the black sun scenario tomorrow, and I'm pretty excited. I've only played a little bit in one campaign, but it looks like a neat system and I love star wars.

I set up the dice tables in Roll20, and I may have gotten bored and decided to draw some thematic, but unnecessary gang graffiti.



(I drew this with a mouse, and wasn't a very good artist to begin with. :P)

There's an API to do dice in the OP

Foolster41
Aug 2, 2013

"It's a non-speaking role"
I think I need to be a subscriber to use Roll20 code plug-ins.

Zodack
Aug 3, 2014

Foolster41 posted:

I think I need to be a subscriber to use Roll20 code plug-ins.

It's a Google Hangouts API that you can also use Roll20 with, so you don't have to worry about that afaik

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Foolster41 posted:

I think I need to be a subscriber to use Roll20 code plug-ins.

Yup, I think it's less than :10bux: a month

Google hangouts app is a little ghetto but it works

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS
Do any of you bother tracking basic maintenance, fuel, and consumeables for ships?

I've seen a bunch of different ways people are houseruling it based on WotC and WEG rules, and know FFG didn't give set rules.

I haven't figured out how serious my players will be about counting credits yet.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

BetterWeirdthanDead posted:

Do any of you bother tracking basic maintenance, fuel, and consumeables for ships?

I've seen a bunch of different ways people are houseruling it based on WotC and WEG rules, and know FFG didn't give set rules.

I haven't figured out how serious my players will be about counting credits yet.

Only track the little stuff like that if that is going to be the focus of the campaign. I could see some fun in an FTL-like campaign where careful travel planning is a must...but generally speaking, only bring up "you're out of fuel" if someone rolls a Despair on a astrogation or piloting check.

homullus
Mar 27, 2009

BetterWeirdthanDead posted:

Do any of you bother tracking basic maintenance, fuel, and consumeables for ships?

I've seen a bunch of different ways people are houseruling it based on WotC and WEG rules, and know FFG didn't give set rules.

I haven't figured out how serious my players will be about counting credits yet.

I have thought idly about some kind of abstracted wealth system for the game, since docking fees and customs and maintenance and repairs and such could theoretically be used to keep the group hungry for the next big score. As it is, the implied emphasis on heists and dirty jobs means that only disasters and betrayals currently function as drains under the credit faucet. In my ideal world, seeing those numbers dwindle down as they have to hit each new port would be motivation enough to take and finish jobs, without the tracking itself wearing everyone down.

ShineDog
May 21, 2007
It is inevitable!
I'd just abstract it. Throw in that it's time for resupply from time to time if they havent been anywhere inhabited. set up a supply tracker if they are specifically in a situation where they can't get food and fuel for whatever reason, but not as a matter of course. It's faff, and the system tends to avoid that.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
If you want to keep them hungry for the next score, don't offer them credits for missions. Offer them alternative rewards at least some of the time. Vehicles, drugs, information, access to people/places/factions, weapons, mods, etc. Then give them credit rewards only every two or three missions but now they have access to things they want to mod or personalize or buy they wouldn't have before.

Or make them pay for parts of the setup too. Sure you can get some uniforms made to make getting into this place smoother/safer but it's going to cost you so the score winds up less net credit profit but they lessen the chance of heat or revenge.

Sushi in Yiddish
Feb 2, 2008

DemonMage posted:

If you want to keep them hungry for the next score, don't offer them credits for missions. Offer them alternative rewards at least some of the time. Vehicles, drugs, information, access to people/places/factions, weapons, mods, etc. Then give them credit rewards only every two or three missions but now they have access to things they want to mod or personalize or buy they wouldn't have before.

Or make them pay for parts of the setup too. Sure you can get some uniforms made to make getting into this place smoother/safer but it's going to cost you so the score winds up less net credit profit but they lessen the chance of heat or revenge.

That's a great idea. I'm giving the PCs a Clone Wars era Republic consular cruiser, but it's a beater that they'll want to do jobs to upgrade. There's a wookie mechanic who has a lead on a suitable hyperdrive, there's a disgraced ISB agent who can get her hands on a long distance sensor array, etc.

Having the reward given out in cartel coins, or some kind of illicit and difficult to spend currency could open up some story opportunities to have to work with people they otherwise wouldn't.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Also keep in mind this doesn't have to be how the deal was initially presented either. They could be offered (random numbers) 10k for a job, but after they retrieve the object(/person/etc) their client doesn't have the credits on hand to cover that. But he does have a couple crates of blue fuzzles they can sell for 15k+ depending on the buyer as well as 2k in cash. Which then presents your players with a few choices. Is this betrayal or a bonus? Do they keep the mission item and sell it to someone else? Take the offer? Take the client out for not keeping up his end of the deal? Etc.

And then even if they choose to take the deal, maybe your pilot has lost family to blue fuzzles. Gang war, overdose, etc. So maybe they're not willing to go along with it and need to be convinced. And in the end they're still having to make a choice of standing the high ground (morals) or do they do what's best for the crew and what keeps them able to fly to the next job (needs). Which can lead to some fun roleplaying between people even if the player knows in the end, the pilot's going to side with need and have to deal with the personal and interpersonal fallout from that.

Now they've got a crate of blue fuzzles, they've still got to get it to a buyer, which likely involves getting it back to the ship and maybe even off the planet. And the longer they hold onto it, the longer someone might come looking for it (rival, "cops", perhaps the original dealer/buyer, etc). So you've now potentially gotten multiple sessions or even missions out of this.

Much like a client outright betraying them, this shouldn't be something that comes up very often, but just mixing it in can create interesting situations and make the crew have to struggle to get that actual credit balance. And then when they do have a credit balance, you've hopefully got multiple ways to "threaten" that too (which can be something as simple and positive as offering them shiny things to purchase).

DemonMage fucked around with this message at 05:15 on Mar 7, 2016

Black_Nexus
Mar 15, 2007

Nurgle loves ya

DemonMage posted:

If you want to keep them hungry for the next score, don't offer them credits for missions. Offer them alternative rewards at least some of the time. Vehicles, drugs, information, access to people/places/factions, weapons, mods, etc. Then give them credit rewards only every two or three missions but now they have access to things they want to mod or personalize or buy they wouldn't have before.

Or make them pay for parts of the setup too. Sure you can get some uniforms made to make getting into this place smoother/safer but it's going to cost you so the score winds up less net credit profit but they lessen the chance of heat or revenge.

In the group I play in, we were gathering things to infiltrate a corporation so we needed maintenance uniforms to get in. Turns out the uniforms were super easy to get as a supplier sold them and they were generic.

So one of our players gets it delivered to our ship, which is bad for a whole lot of reasons. But also one of our players had their obligation trigger and the delivery man was a bounty hunter who rolled in a grenade to greet us.

(The damage that we had to repair was much more than the reward for the job)

Black_Nexus fucked around with this message at 07:03 on Mar 7, 2016

Zodack
Aug 3, 2014
Unsurprisingly I had another session last weekend where "only assassinations" the Assassin Droid stood idly by and did nothing all session. One player had to dodge, and now can't make it for the next two (and probably more) weeks, so I've put my group on hiatus for a bit. It helps that midterms are coming up for some of us but I'm still pretty discontent. I have plans to try the advice you guys gave me earlier in the thread but my last session was once again them bitching about landing fees.

Features from last session:

The planet the party is going to, a fictional moon named Toshk V, has a dangerous, stormy atmosphere that blasts the surface with intense electrical storms. All the cities are underground and use giant lighting rods to power a lot of their facilities. The only things aboveground are mines for a special, energy-resistant metal. These features have, on no less than four occasions, been described in detail to the party after they have asked for details from a shipmaster of a station in orbit around the moon, seen a holonet report on the surface conditions, looked up the moon in their navicomputer, etc.

The Pilot flies into the atmosphere of a planet described as "roiling, black, and ridden with electricity" immediately upon arrival and is shocked when the ship is struck by a massive fork of lightning and all systems fail. The crew is able to "repair the damage" in time and get the power back online (because at this point I was getting exasperated that the assassin droid was STILL not doing anything and just standing around) and then manage to roll a Triumph on the second check I throw their way to break through the lower atmosphere. At this point they find a city built into a fissure. They are directed to land in the city. PTSD overcomes my party at the thought of having to pay 100 credits each to park their ship.

Pilot: "Can I land outside the city... like can I roll piloting to find a spot where no one can steal or see the ship or something?"
Me: "That would likely be a Perception check, but I won't make you roll because there are no noticeable features nearby. You can find a level spot if you look, sure. The surface of the planet is entirely flat plains and slagged rock, most of which seems blasted apart"
Pilot: "So do I see an outcropping or... some rock I could put the ship under?"
Me: "No, the surface is mostly flat plains and slagged, melted rock. Remember the holonet vid?"
Pilot: "Okay can I go back on that? We will land in the city"
Me: :shrug: "Sure"

Pilot: "I tell the ISB that I would appreciate our weapons and gear back from them [as we are their captives]" (the ISB captured and press-ganged the team into working for them)

Assassin Droid: "...", "...", "...", "I demand to know the reasons for my capture from the ISB"
Me: "They tell you they have no obligation to release that information to you"
Assassin Droid: "..."

BetterWeirdthanDead posted:

Do any of you bother tracking basic maintenance, fuel, and consumeables for ships?

There's actually a really neat third-party resource for this - I forget what it's called - but as you can imagine my group was suitably appalled at the idea of paying credits to upkeep the ship. God forbid.

I think it would be a cool idea with the right group but Star Wars is kind of nebulous as far as ship fuel goes (at least in the movies, I know Rebels has plenty of references to fuel). It might be tricky to balance and require a bit of extra planning or creativity as a GM to either make sure the party doesn't get stranded or, if they do, have a cool hook waiting for them on that particular world.

E: Looks like Sushi found it!

Zodack fucked around with this message at 09:09 on Mar 7, 2016

Sushi in Yiddish
Feb 2, 2008

There's a community made PDF if you wanna get detailed about maintenance and ship upkeep if you want to have a little more Traveler like realism in your campaign https://drive.google.com/file/d/0B-cK7UE7hkkcTzJocVowQnJwRkk/view

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS
Thanks everyone.

I'm think the cinematic costs will make more sense with my group than the flat upkeep fees a few people on the FFG forums vouched for.

Drone
Aug 22, 2003

Incredible machine
:smug:


Zodack posted:

They are directed to land in the city. PTSD overcomes my party at the thought of having to pay 100 credits each to park their ship.

No offense but your party sounds kinda awful. But it's not for any one major huge reason, just a bunch of really tiny reasons like this. Death by a thousand cuts and all.

ShineDog
May 21, 2007
It is inevitable!
Respond in character. As they dither they get called out for fouling airspace.

Sushi in Yiddish
Feb 2, 2008

Drone posted:

No offense but your party sounds kinda awful. But it's not for any one major huge reason, just a bunch of really tiny reasons like this. Death by a thousand cuts and all.

I kind of identify. Our Traveler group never got too cheap over docking fees or anything like that but the GM described a sinister plant infested space station so creepily, the entire party decided it was a huge trap so we did a 180 and got the hell out of there, basically abandoning an adventure that took the GM days to write I'm sure. People can get stubborn about weird things.

nelson
Apr 12, 2009
College Slice
To be fair, I could understand a party avoiding something scarry looking.

Unless there is significant reason for them to confront it, such as saving a friend, promise of great treasure (with enough prep that they feel confident), or to avoid an even bigger threat, players should be expected to avoid obvious traps. This isn't a horror movie where the characters act illogically so they can all be murdered one by one.

nelson fucked around with this message at 19:40 on Mar 7, 2016

Its Rinaldo
Aug 13, 2010

CODS BINCH

nelson posted:

To be fair, I could understand a party avoiding something scarry looking unless there was significant reason for them to confront it (such as saving a friend or promise of great treasure).

Docking fees. The galaxy's most deadly threat.

nelson
Apr 12, 2009
College Slice

Bad Moon posted:

Docking fees. The galaxy's most deadly threat.

I was referring to the sinister looking plant infested space staion. The docking fee thing is stupid and they should have their ship impounded for parking in an unauthorized area.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Sushi in Yiddish posted:

I kind of identify. Our Traveler group never got too cheap over docking fees or anything like that but the GM described a sinister plant infested space station so creepily, the entire party decided it was a huge trap so we did a 180 and got the hell out of there, basically abandoning an adventure that took the GM days to write I'm sure. People can get stubborn about weird things.

Did the same thing in a D&D game once, GM had some big scary thorn tunnel leading up to the cave we 100% had to get in to, so we just stone shaped around it. He was visibly dejected.

I'm with nelson on this one, you can only make something look so forbidding without a carrot (or gun to the head) of some variety.

ShineDog
May 21, 2007
It is inevitable!

nelson posted:

To be fair, I could understand a party avoiding something scarry looking.

Unless there is significant reason for them to confront it, such as saving a friend, promise of great treasure (with enough prep that they feel confident), or to avoid an even bigger threat, players should be expected to avoid obvious traps. This isn't a horror movie where the characters act illogically so they can all be murdered one by one.

No. It's an adventure movie where people stride heroically into perilous situations, and this should be clear at character creation just from the name of the game.

You are going on space adventures for fucks sake. Make a character who would have a space adventure. He might grouse about it, but he's going to draw his blaster and two fisted punch people also.

nelson
Apr 12, 2009
College Slice

ShineDog posted:

No. It's an adventure movie where people stride heroically into perilous situations, and this should be clear at character creation just from the name of the game.
Adventure, not horror movie. The characters didn't look at the garbage collector and decide that might be a good place to go. They were trying to escape a bigger threat and basically fell into it.

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Sushi in Yiddish
Feb 2, 2008

Azhais posted:

Did the same thing in a D&D game once, GM had some big scary thorn tunnel leading up to the cave we 100% had to get in to, so we just stone shaped around it. He was visibly dejected.

I'm with nelson on this one, you can only make something look so forbidding without a carrot (or gun to the head) of some variety.

In our case I think several of our previous missions ended up with us breaking even or coming out a with a huge deficit in fuel costs and the complication of me having crashed our only shuttlecraft repeatedly into a planet's surface due to a several really really lovely landing rolls trying to shuttle multiple loads of cargo up to a ship that could've landed on the surface instead.

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