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PupsOfWar
Dec 6, 2013

Pyronic posted:

I'm working on starting up a campaign for Age of Rebellion allowing stuff from all 3 systems (but with restrictions on Jedi stuff) and I want the players to choose their starting ship by coming to the hangar bay on the ship seeing they're on and picking one out, but i'm not sure what kind of ship (size wise) i'd need to have a hangar bay with a couple decent-sized freighters docked.

For rebel flagships, you can always go with a Quasar Fire.

Those have a ton of hangar space without eroding the rebellion's rag-tag aesthetic quite the way a Mon Cal cruiser, captured Star Destroyer or refurbished Acclamator might.

I also like the idea of the rebellion using antique Old Republic ships. You could go with "hell, these rebels ride around in an ancient Invincible-class star dreadnought they stole from a ship graveyard. they've only explored like a quarter of the interior so far."

PupsOfWar fucked around with this message at 18:55 on May 19, 2016

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kingcom
Jun 23, 2012

Pyronic posted:

I'm working on starting up a campaign for Age of Rebellion allowing stuff from all 3 systems (but with restrictions on Jedi stuff) and I want the players to choose their starting ship by coming to the hangar bay on the ship seeing they're on and picking one out, but i'm not sure what kind of ship (size wise) i'd need to have a hangar bay with a couple decent-sized freighters docked.

Home One.

Mustache Ride
Sep 11, 2001



The Errant Venture.

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL
The Game is Empire Strikes Back timeline wise, and The ship is going to be blown up relatively quickly So I think an Acclamator-class cornered and overwhelmed by a couple Victory-class Star Destroyers might be just what i'm looking for.

Sounds good.

CaptCommy
Aug 13, 2012

The fool doth think he is wise, but the wise man knows himself to be a goat.
How well does this game handle larger groups? I normally try to stick to 5 players but the lure of Star Wars has gotten interest from 7. It's not my first time with a group this big, as I had a 4e game of 7, but that could get real out of hand in the longer combats.

And as a related topic, how well does this game work for players who don't really give a poo poo about learning the mechanics? I've got two players who much prefer fate/world games where they can just focus on what's happening and I can tell them what dice to roll.

Test Pattern
Dec 20, 2007

Keep scrolling, clod!
So I'm going to talk about my recently-started campaign for bit. EotE, only drawback is I got WAY more response from my friends-group than I expected. I invited ten people, expecting 50% buy-in (or 60% and a couple dropping right off) and instead we're three sessions in and at 8 people with no drop-outs in sight. Fun, and a great way to see the gang, but exhausting to run. We're set five years after RotS, it's the era of the Empire really starting to get nasty, with Kashyk and Mon Cal just "pacified" and their populations being moved into "civilizing labor programs".
Party is:
S1R1, an ex-separatist astromech/technician
CT-11271, a recently defected clone
Another recently defected clone who goes by Kiva and doesn't like to give his serial number
An ex-ISB agent
A stormtrooper cadet who left with CT-11271
A Dathomiri survivor, now bounty hunter
An heiress-turned-smuggler and her loyal (and substantially smarter than her) protocol/factor droid

My plan is to gradually turn the Empire up from "sucks, but whatcha gonna do?" to "we have to do something!" They've just arrived on Lasan as things are starting to go to poo poo and I'm hoping this puts them in full rebellion -- if it doesn't, any suggestions for canonical atrocities in the pre-ANH period?

Sushi in Yiddish
Feb 2, 2008

CaptCommy posted:

How well does this game handle larger groups? I normally try to stick to 5 players but the lure of Star Wars has gotten interest from 7. It's not my first time with a group this big, as I had a 4e game of 7, but that could get real out of hand in the longer combats.

And as a related topic, how well does this game work for players who don't really give a poo poo about learning the mechanics? I've got two players who much prefer fate/world games where they can just focus on what's happening and I can tell them what dice to roll.

I think 7 can work, though you might want to have the group split up. What I do is have one part of the group do their thing, resolve turns/one round of combat then bounce back to the second group to resolve what they are doing. Keeping the party engaged is more difficult though.

I think the game would work fine as long as you know what they can do. The talents are where you need to know how the different skills interact, but otherwise, the GM is doing a lot of the interpreting of the dice results anyways.

Vanguard Warden
Apr 5, 2009

I am holding a live frag grenade.

CaptCommy posted:

How well does this game handle larger groups?
How well does this game work for players who don't really give a poo poo about learning the mechanics?

In my experience, it's better than the editions of D&D I've played on both counts. In combat, there aren't distinct grid-spaces to worry about, and you're not supposed to be able to make more than one roll for anything per round. The flexible initiative order tends to keep people from zoning out when their turn isn't up, and the way the dice work keeps number crunching limited to pushing damage and strain values up and down.

Initially learning what all the silly symbols on the dice mean can be a hurdle for people, but after that the system is fairly simple. You're free to ignore the official guidelines of what advantage/threat/triumph/despair can be spent on and just make up whatever sounds cool.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Vanguard Warden posted:


Initially learning what all the silly symbols on the dice mean can be a hurdle for people, but after that the system is fairly simple. You're free to ignore the official guidelines of what advantage/threat/triumph/despair can be spent on and just make up whatever sounds cool.

"Go with what sounds cool" is the official guideline. The tables are just suggestions for when you can't think of anything cool.

KittyEmpress
Dec 30, 2012

Jam Buddies

Large groups work pretty well. There's enough skill variation that everyone can still have their own niches - one int guy might do mechanics, and other handling medicine, they both probably have non-overlapping knowledges, etc.

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL
for all you GMs out there, how much did you prepare before starting your campaigns? Sandbox or more structured? How are the official adventures? I'm currently working on putting together the campaign prologue set piece (see my last posts) but I'm not sure how much time I wanna spend past the first session or two planning before I know what direction they end up going.

Mendrian
Jan 6, 2013

Pyronic posted:

for all you GMs out there, how much did you prepare before starting your campaigns? Sandbox or more structured? How are the official adventures? I'm currently working on putting together the campaign prologue set piece (see my last posts) but I'm not sure how much time I wanna spend past the first session or two planning before I know what direction they end up going.

One of the biggest stumbling blocks for new GMs in this system is a reluctance to let the dice derail the story; but that ignores the biggest strength of the game. Frankly you almost can't prepare too little beyond maybe a few NPCs, a vague threat to the galaxy, and a couple of backup notes on encounters and what to do in case the odd Despair comes up.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Pyronic posted:

for all you GMs out there, how much did you prepare before starting your campaigns? Sandbox or more structured? How are the official adventures? I'm currently working on putting together the campaign prologue set piece (see my last posts) but I'm not sure how much time I wanna spend past the first session or two planning before I know what direction they end up going.

I usually start with a few episodic adventures and watch for how the players react to them, then string their favorite NPCs and plot points into larger campaigns.

The published campaigns have some decent plot hooks for longer campaigns. The Jewel of Yavin, for example, has a bunch of important NPCs who, if impressed by the PCs, could all serve as patrons—they could wind up working for a university or for a casino or for a Hutt.

You can also go get The Pirates of Drinax for Traveller or the Tapani Sector books for the old D6 system for ideas for sandboxier campaigns. And both are free!

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
You could also check out the Stars Without Number faction turn. Someone on reddit had the same idea and came up with:

quote:

  • A faction has Political, Economic, Military, and Deniable Capital Ratings from 1 to 5. These ratings are abstractions for a faction's ability to effectively plan and execute political, economic, military, and deniable operations.
  • A faction has Assets with various skill ratings. Assets are specific resources including: NPCs, Starships, Businesses, Territory, etc. Assets are always related to one or more capital ratings, which will define how pools for actions/operations are built.
  • To attempt an Action/Operation, a pool is built from a Capital rating and the Asset(s) performing an action, just as a character would build a pool from a Characteristic and Skill. Assets can provide each other the equivalent of skilled and unskilled assistance when working in concert.
  • Factions earn Faction Credits completing actions. FCs are an abstraction for both finances and general influence. They can be spent purchasing/upgrading assets and, once per in-game month, upgrading capital ratings. (faction turns happen once per in-game week)
  • Factions have Key Assets - flagships, leaders, important buildings - which are powerful, but the loss of which can result in lowered capital ratings. Many faction operations/actions involve trying to target/find/destroy enemy key assets.
  • Factions can take as many actions as they want per turn, provided they have assets to commit to those actions, but an asset may not commit to more than 1 action per turn. (key assets may commit to 2 actions)
  • I also allow actions to roll against a standard difficulty. (e.g. the Rebellion or Empire trying to propagandize the populace would be against a number of purple dice based on the size of population)

Which is something you do between games, that allows the world to have progression that isn't based solely on player actions or GM fiat.

I agree with echopapa though. Start with the group already in a mission, set the scene for them cinematically, go over the highlights of the briefing or whatever and then put them in a spot mid-mission where they need to start making decisions immediately. Then see what kinds of things stick. Maybe they're always killing everyone, or spend a lot of time looking over vehicles and trying to race them, keep trying to start up a criminal enterprise or help the homeless. Whatever. Then you can tailor future sessions more towards what they show you they like rather than what they thought they wanted from pre-sessions. Just in general key off their attentions, instead of making an NPC a big thing by design, if they take interest in an NPC then maybe that guy just happens to be around in the most strange places, because hey it's the movies. It just works.

If you have some time to kill Adam Koebel's Office Hours and his show with Steven Lumpkin Being Everything Else has some really nice game agnostic GM advice.

Mr E
Sep 18, 2007

I'm making a Twi'lek Technician/Mechanic. 4 of my chosen skills use Int and 2 use Agi (piloting skills). Should I pump Int to 4 from 2 and leave Agi @ 2 for char creation or would it be better to bring both to 3, or does it matter that much?

homullus
Mar 27, 2009

Mr E posted:

I'm making a Twi'lek Technician/Mechanic. 4 of my chosen skills use Int and 2 use Agi (piloting skills). Should I pump Int to 4 from 2 and leave Agi @ 2 for char creation or would it be better to bring both to 3, or does it matter that much?

You are likely to be sadder with a 2 Agi than you would be with 3 Int unless you are in a very not-combat campaign or otherwise are surrounded by combat-manic PCs.

Mr E
Sep 18, 2007

homullus posted:

You are likely to be sadder with a 2 Agi than you would be with 3 Int unless you are in a very not-combat campaign or otherwise are surrounded by combat-manic PCs.

That's kinda what I figured. I'm playing a character obsessed with cybernetic modificaiton, so I might be having a bunch of aesthetic mods on me since I'm not going to be having too much actual cybernetics on me with 1 Brawn.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Mr E posted:

That's kinda what I figured. I'm playing a character obsessed with cybernetic modificaiton, so I might be having a bunch of aesthetic mods on me since I'm not going to be having too much actual cybernetics on me with 1 Brawn.

The cybertech career is for you, it has talents specifically for that.

Mr E
Sep 18, 2007

wiegieman posted:

The cybertech career is for you, it has talents specifically for that.

Yeah I was gonna start in Mechanic and go to Cybertech later.

PupsOfWar
Dec 6, 2013

My group's gearing up for a Force and Destiny campaign, and, now that crafting rules are out, I'm thinking of letting them stretch the starting credit allotments a bit by hand-crafting their starting gear. We could ignore the time requirements, given that the characters assembled this gear before the beginning of the campaign.

The way it'd work is I would give them one crack at each item category (weapon, armor, etc) they wanted to start out with, then deduct the materials cost from their starting credit pool and see whether they can pass their crafting check. This would potentially save them a lot of credits, with the trade-off that a bad roll could stick them with a below-spec item, or no item of that type at all.

Crafting rules are cool to have, is what I'm saying.

PupsOfWar fucked around with this message at 06:33 on May 27, 2016

Major Isoor
Mar 23, 2011
Hey there, just wondering; is there any way a ship (occupied by say...PCs) can be pulled out of hyperspace other than with an Imperial interdictor? Like, a means pirates or mercenaries could employ/utilize, to try and pull a ship out of hyperspace so that they can attempt to board them? (e.g. with freighters that are suspected to have valuables onboard, and the like)

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


A trick from the old WEG books is to tow a large asteroid into a known Hyperspace lane.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Major Isoor posted:

Hey there, just wondering; is there any way a ship (occupied by say...PCs) can be pulled out of hyperspace other than with an Imperial interdictor? Like, a means pirates or mercenaries could employ/utilize, to try and pull a ship out of hyperspace so that they can attempt to board them? (e.g. with freighters that are suspected to have valuables onboard, and the like)

There's always navicomputer fuckery, like what happened in the 3rd Wraith Squadron book. Someone deletes a star or planet off a ship's records so the navicomputer doesn't plot a course around it, and pops out of hyperspace in the mass shadow of that body.

Or, also from Wraith Squadron, there's the EmpIon mine. Single shot grav-pulse generator, single shot ion cannon, single shot EMP burst, and a transmitter to alert the minelayer that the trap has been sprung

Major Isoor
Mar 23, 2011

Galaga Galaxian posted:

A trick from the old WEG books is to tow a large asteroid into a known Hyperspace lane.

Heh, just after posting that I was wondering what would happen if you tried jumping past some asteroids or large clusters of debris/destroyed ship hulls - that's a very interesting idea, indeed. I didn't think of actually having an asteroid being towed into the lane. I think it could potentially even evolve into a large firefight, if a medium to large group of pirates towed a rock into the hyperspace lane, and multiple ships (and any escorts) coming from both directions get pulled out of hyperspace, into a large fray/battle royale between the pirates and other ships that were pulled out earlier.

EDIT: ^^^ Huh, that's an interesting idea. It'd likely have to involve someone going aboard prior to them making the jump, but yeah, definitely an idea I should keep in mind

Major Isoor fucked around with this message at 04:33 on May 31, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


jivjov posted:

Or, also from Wraith Squadron, there's the EmpIon mine. Single shot grav-pulse generator, single shot ion cannon, single shot EMP burst, and a transmitter to alert the minelayer that the trap has been sprung

They were expensive for what they did, but for someone who had a surplus of funds and a shortage of men and material like Zsinj, it let a corvette do the work of multiple interdictors.

Man I miss Allston, he was great.

ShineDog
May 21, 2007
It is inevitable!
In the new canon interdictor also function like mega tractor beams and function in real space, which is fun.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Just picked up AoR CRB and the starter game on a lark at my FLGS's pre inventory sale. Any good videos to recommend that will help me watch a game being played? That's usually more useful to me learning thru technical writing.

Mildly annoyed wookiees of all things are in a seperate sixty dollar book.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Otisburg posted:

Just picked up AoR CRB and the starter game on a lark at my FLGS's pre inventory sale. Any good videos to recommend that will help me watch a game being played? That's usually more useful to me learning thru technical writing.

Mildly annoyed wookiees of all things are in a seperate sixty dollar book.

Get OggDude's character generator off the FFG forums. It has stats for all the species built in. Just none of the flavor text

ShineDog
May 21, 2007
It is inevitable!
That's easily fixed :D

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Just got the call from my FLGS that my copy of Savage Spirits is available for pickup.

Hit me up with info requests!

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

jivjov posted:

Just got the call from my FLGS that my copy of Savage Spirits is available for pickup.

Hit me up with info requests!

I want deets on additional animal companion talents. I want my Space Druids to be super druidy

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Finster Dexter posted:

I want deets on additional animal companion talents. I want my Space Druids to be super druidy

Hermit has Improved Animal Bond, you can take strain to add Boost to the animal's next check; Harass, can have an animal's combat check do no damage to upgrade the next combat check; Menace, have a short range animal make a menace action and the enemy has Setback in their next combat check; Soothing Tone, make a Xenology check to recover strain on a mount

Test Pattern
Dec 20, 2007

Keep scrolling, clod!

Otisburg posted:

Just picked up AoR CRB and the starter game on a lark at my FLGS's pre inventory sale. Any good videos to recommend that will help me watch a game being played? That's usually more useful to me learning thru technical writing.

Mildly annoyed wookiees of all things are in a seperate sixty dollar book.

Audio, not video, but the Campaign podcast basically sold me the system: http://oneshotpodcast.com/category/campaign/

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
What is the Executioner tree like, any stand out abilities?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

HidaO-Win posted:

What is the Executioner tree like, any stand out abilities?

Lots of stuff to increase damage/attack output.

There's Deathblow which lets you flip a DP to add your Willpower score in damage, there's Essential Kill which lets you add Force Dice equal to your force rating to the check and spend pips to add Advantage or Triumph to a check, there's Lethal Blows which bumps crits up by 10 per rank, and then Terrifying Kill which is another of the talents that forces you to take Conflict at the start of the session, but let's you spend a DP to inflict strain on anyone nearby someone who you've just killed or Critted.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum


Also, Solid Snake the Ewok.

KittyEmpress
Dec 30, 2012

Jam Buddies

wait are ewoks something you can play now?

PupsOfWar
Dec 6, 2013

How're the signature abilities?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

KittyEmpress posted:

wait are ewoks something you can play now?

Sadly not; that's just an art bit

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KittyEmpress
Dec 30, 2012

Jam Buddies

jivjov posted:

Sadly not; that's just an art bit

gently caress i was super pumped to make a teddy bear Jedi for my next game.

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