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kingcom
Jun 23, 2012


Awesome work Fuzz, thats really good work with that + the bot.

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Serperoth
Feb 21, 2013




Fuzz posted:

https://discord.gg/WPM43VV

Hey guys, so I decided to make a permanent SA FFG Star Wars Discord channel for all of us to use. We're our own small little community on SA at this point, and a lot of us cross paths so often that it's worth it to just have one.

Regular posters and gurus of the system (Mustache Ride, jivjov, etc) can hit me up on there for Admin access, and if anyone wants a specific channel added for their game or whatever, just let us know. Hopefully Serperoth can get his bot connected to the #rollem channel full-time and then we always have a place to do dice rolls and crap.

If you want to run a game:
1- Post in here so one of the Admins can give you a Moff title and you can setup your channels and such.
2- MAKE A THREAD ON THE TG GAMES THREAD. You know the one.
3- Don't be an rear end in a top hat to your players.

Discord can be found via that site, or if you're on Android/iOS it has apps for both that are fully featured and even allow for voicechat (though I'm not sure if the iOS one has full support).

The logic to this vs a Hangout or whatever is that we have a centralized place to discuss the game in real time that anyone can access, plus you can easily connect to voice channels, do your dice rolls in a separate channel, and even play from your phone at any time of day from anywhere without much overhead and the whole hassle of having to post on here a la a PbP. GM access also has full control over who can speak or send messages in their channels, so this also allows people that AREN'T actually playing to still sit in and spectate on games, even the real-time (or semi real time) ones to either learn the system, get ideas, or just have something to read logs of while they're taking a poo poo.

I figure this is worth a try and could end up getting some games that actually go the distance online in this system, plus it could help strengthen your PnP game (confused on a topic at your PnP session? Ask in the channel and see if someone knows!). Discord is free and you can idle forever and no one will care, and they keep logs on their end so why the hell not.

Game on!


EDIT: Oh and if someone wants to make FFG dice icons as Emojis for Discord, that would be a sweet idea... maybe Serperoth's script could be edited up so that it actually displays results as emojis, which could basically bridge the gap and make it an all-inclusive alternative to Orokos, which hates phones/tablets.

Also if you have any other fun SW or SA emoticons you want added in, say so.

Alright, now that I'm home:

-It shouldn't be much trouble in connecting the bot. If there's someone who's on the channel 24/7, they can do it after we add the bot to the server, and there's also services that do it for you (should be free ones too).

-Emojis are even easier, but the earliest I'll get to poke at it will be Friday, or possibly even the weekend or Monday. Although I will need the emojis to be active on the server, if only to know what words to put in.

EDIT: this is still a cool idea, for the record.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
Often people ask how to play FF Star Wars in an era different than 0-1 ABY of the Rebellion Era (shortly after episode 4). Now, FF SW is flexible enough to accomodate changing eras on their own, but some issues still crop up. For example, setting up an AoR game during the Clone Wars brings in the factor that you're now working for an army with much, much more prevelant resources than the rebellion.

If nothing else, some consolidated settinf info and generic stat blocks always help.

As such, I'm thinking of organizing a little free fan project to make a supplement in a different era.

I'm thinking of using the Clone Wars as it would be enough to cover the entire prequel era and is arguably the most interesting time of the prequel era.

The plan is for a full color pdf. It would share layout features with AoR for obvious reasons.

Chapter 1 - Introduction (short, 5 pages max, gets the idea of the guide, write last)

Chapter 2 - The Clone Wars (guide to running an AoR game with a lot of resources, how to deal with Jedi order/council, guide to incorporating background politics, advice on how to deal with players holding power over other players ---> Jedi general and clones, advice on how to use Palptine and Dooku's machinations and collusion for good adventure design)

Chapter 3 - Player Options (Clones as a species, clone war gear, clone war ships, Padawan universal talent tree for Jedi, Jedi Knight universal talent tree for Jedi, Jedi Master universal talent tree for Jedi)

Chapter 4 - A Galaxy Torn (Planet Gazzeer with quest hooks, some basic overview of galatic politics and the public and real reason for the clone wars)

Chapter 5 - Clankers (adversary section)

Chapter 6 - Modular Encounters (Rescue a captured Jedi, send humanatarian aid through a blockade, reinforce a frontline, capture a seperatist general)


That's the basic layout. Modular encounter section might be much and can be cut. It also might be much to add 3 universal trees for Jedi: maybe just the padawan one.

Shooting for 30-80 pages.

I plan to provide a good amount of the writting, but feel it's more likely this will get done with a well-organized team. This is a fan project so it wouldn't be a paid gig nor would the finish product be sold (both would be illegal, I think): just looking for other interested people to lighten the load.

Any help would be appreciated.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
They're already working on a supplement for it, so that seems redundant.

You'd be better off making a SWTOR era supplement or something like that.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.

Fuzz posted:

They're already working on a supplement for it, so that seems redundant.

You'd be better off making a SWTOR era supplement or something like that.

There isn't any mention of a Clone Wars supplement in development on the FFG website. Where did you hear this?

Warmachine
Jan 30, 2012



Fuzz posted:

They're already working on a supplement for it, so that seems redundant.

You'd be better off making a SWTOR era supplement or something like that.

The more interesting stuff supplement wise comes before and after SWTOR, since the weapons, tech, and culture of the SWTOR era is very similar to what exists in the Clone Wars. Pre-SWTOR you have a very antiquity feel to the galaxy that I tend to equate with Greek and Roman myth. Post-SWTOR you've got the dark ages IN SPACE.

Machai
Feb 21, 2013

Warmachine posted:

The more interesting stuff supplement wise comes before and after SWTOR, since the weapons, tech, and culture of the SWTOR era is very similar to what exists in the Clone Wars. Pre-SWTOR you have a very antiquity feel to the galaxy that I tend to equate with Greek and Roman myth. Post-SWTOR you've got the dark ages IN SPACE.

Return is the start of the Renaissance, Luke is Masaccio

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Here are advantage and threat, I saw the discord doesn't have them:

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
Last night, my characters went into a slightly too-tough encounter (underestimated the difficulty) and 2/3rds of the party when down. The adventure then called for a time sensitive escape. It didn't make sense, considering the circumstances, for them to sit and heal and the players still up had bad intellect and bad medicine.

Now, I felt bad and basically let those players still talk so they wouldn't be completely out for the next encounter: that seemed boring to them.

Did I misinterpret the Wound Threshold rules? It seems it takes a while to heal and hitting your threshold keeps you out for a while. If you go out mid-adventure and the rest of the party is both a) still up and b) not able to heal you, what happens to the unconscious party members? What's the best way to keep them engaged? Since they were with some NPCs they freed from Imperial prison, I offered to let them play them temporarily but they refused that so that seems off the table.

I know it's common in TRPGs and actually fits Star Wars that, once you're out cold, you're out for a while, but am I misinterpreting and, if not, how do I keep people having fun?

Talkie Toaster
Jan 23, 2006
May contain carcinogens
You get up to 10 wounds/day back from stimpacks, plus around 1-4 per encounter from Medicine. Wounds matter a lot less than criticals do, usually. If your PCs are having trouble, you could let them flip a Destiny point to have another medical treatment, or just reduce downed PCs to 1 free maneuver, 0 actions/turn so whilst they can't attack they can still take part.

ShineDog
May 21, 2007
It is inevitable!
I think the way the game handles wounds is frankly bananas for a star wars game, they come so readily, heal so slowly and most importantly it goes into so much detail for a series where you are either perfectly fine or you're missing a hand after the big dramatic climax of a movie.

It's the biggest area to me that the fact that it's a warhammer reskin really shows.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
On the other hand, characters getting knocked out a lot sets up lots of opportunities for them to get captured and escape, which happens in every single Star Wars film. It’s a good idea to have some jailbreak ideas stashed away in case you need one.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Consider just letting players act as if they had the stimpack item and refluff it, really.

Talkie Toaster
Jan 23, 2006
May contain carcinogens

ProfessorCirno posted:

Consider just letting players act as if they had the stimpack item and refluff it, really.
Given the cost is negligible and the encumbrance is 0... hell, the game even has a mechanic for this. Spend a Destiny point, "oh my pockets were full of stims all along!".

kingcom
Jun 23, 2012

ProfessorCirno posted:

Consider just letting players act as if they had the stimpack item and refluff it, really.

Yeah like im actually a fan of falling over during a fight but the idea that you need to keep buying healing items and pay for wounds coming back is dumb as poo poo.

Everyone has unlimited stimpacks and you get back your brawn at the end of every encounter is the way to go imo. Means talking your way out of a situation if your hurt will result in you getting some health back.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
It really comes down to the tone of the game and the desires of the group. Are you playing big broad pulp adventure? Heal up after combat unless the wounds are plot-relevant (like losing a hand)

Running a behind-enemy-lines wraith squadron style mission? Track it all; possibly including player supplies.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
For those who like adventure modules, Friends Like These released today. Yes, I got s copy and yes, I'll info dump stuff people that people want. And yes, this is apparently the book with Mandos.

FishFood
Apr 1, 2012

Now with brine shrimp!
I'm interested in any cool new ships/species/sidebars. What's the Mandalorian section like? A separate chapter?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

FishFood posted:

I'm interested in any cool new ships/species/sidebars. What's the Mandalorian section like? A separate chapter?

The species option is like 2 and a half pages. I haven't read through the entire adventure yet to see if they get more detail later, but they don't have a dedicated sidebar. Ships are sprinkled throughout, and I haven't found anything new yet.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Come play Friends Like These with me? Recruitment is open and will run til shortly before Christmas.

Owlbear Camus
Jan 3, 2013

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



I probably don't have to tell this thread that Rogue One is real good.

"Where are you taking these prisoners?"
*K2SO rolls a threat and a dispair on Deception.*
"They are... Prisoners!"

cptn_dr
Sep 7, 2011

Seven for beauty that blossoms and dies


I totally didn't spend part of the movie picking what careers each character was...

Vitamin P
Nov 19, 2013

Truth is game rigging is more difficult than it looks pls stay ded

cptn_dr posted:

I totally didn't spend part of the movie picking what careers each character was...

To be fair you had time to think about it. The whole sequence on Scarif needed a god drat editor.

Mister Bates
Aug 4, 2010
Myself and some of my friends watched Rogue One, and that combined with reading DCB's old posts in the Catpiss thread has made me really want to run a campaign following a rebel cell in some backwater sector of space. It's probably going to be very Force-lite and have a heavy 'guerrilla conflict' sort of theme, a bit less on the pulpy high-adventure. I've got some people who would be down, enough for a group, but I have no idea which system to use. Is this generally considered to be the best SW-themed game system out there? Any advice for running a campaign in it?

e: also, which books would you recommend? The sheer number of supplements for this game is kind of intimidating

Mister Bates fucked around with this message at 21:40 on Dec 19, 2016

kingcom
Jun 23, 2012

Mister Bates posted:

Myself and some of my friends watched Rogue One, and that combined with reading DCB's old posts in the Catpiss thread has made me really want to run a campaign following a rebel cell in some backwater sector of space. It's probably going to be very Force-lite and have a heavy 'guerrilla conflict' sort of theme, a bit less on the pulpy high-adventure. I've got some people who would be down, enough for a group, but I have no idea which system to use. Is this generally considered to be the best SW-themed game system out there? Any advice for running a campaign in it?

e: also, which books would you recommend? The sheer number of supplements for this game is kind of intimidating

This is definitely the best SW-theme system out there. Best advice is make sure your players a telling you what they're doing rather than asking you, its everyones story to tell and the system is designed 100% around getting the people involved to do the kinds of things you just saw in Rogue One. If the player wants to stand up and walk straight across the battlefield to throw a switch then they should be allowed to do that.

In terms of which book, if you want a force-lite you going to want to pick up either Age of Rebellion Core Rulebook or Edge of the Empire Core Rulebook. Age of Rebellion is if you want to run a group of members of the Rebel Alliance fighting the empire and Edge of the Empire is about running scum, scoundrels and bounty hunters on the edge of lawless space. The two books merge together seamlessly if you get one then later get the other. Get the one which more reflects the style and tone of the campaign you want to run. If you are completely unsure get Edge of the Empire as its more general in focus and lets you do most of the rebel stuff and switch back and do pirate/smuggler stuff.

For supplements you kinda dont need anything, everything just adds more talent trees/gear porn etc thats for the most part unnecessary. The only must buy (if you went for Edge of the Empire) really is 'Fly Casual' the Smuggler source book as the base smuggler is kinda lacking in what you expect it to do. If you want to do lots of space combat in Age of Rebellion I would highly recommend 'Stay on Target' the Ace source book though again both of those are pretty much optional.

FishFood
Apr 1, 2012

Now with brine shrimp!

Mister Bates posted:

Myself and some of my friends watched Rogue One, and that combined with reading DCB's old posts in the Catpiss thread has made me really want to run a campaign following a rebel cell in some backwater sector of space. It's probably going to be very Force-lite and have a heavy 'guerrilla conflict' sort of theme, a bit less on the pulpy high-adventure. I've got some people who would be down, enough for a group, but I have no idea which system to use. Is this generally considered to be the best SW-themed game system out there? Any advice for running a campaign in it?

e: also, which books would you recommend? The sheer number of supplements for this game is kind of intimidating

So this system is great, and you want to look at the Age of Rebellion line. For starting out, you can go with the beginner box or get the core rulebook and some of the dice. I haven't played the adventure in the beginner box, so can't comment on its quality, and it looks like you'll be running your own campaign anyways. All you really need is the core rulebook; the supplement books are just gravy. I highly recommend this fan-made character generator. It has everything there, except for detailed text from the books, which you can enter yourself.

nelson
Apr 12, 2009
College Slice
I will say the beginner game (I assume all of them but have only played Edge) is great for teaching the mechanics of the game. This is useful if none of you have played this incarnation of the Star Wars RPG, as it is different than most RPGs.

kingcom
Jun 23, 2012

nelson posted:

I will say the beginner game (I assume all of them but have only played Edge) is great for teaching the mechanics of the game. This is useful if none of you have played this incarnation of the Star Wars RPG, as it is different than most RPGs.

Yeah thats a good point, if you've touched and seen nothing to do with this game go pick up Edge of the Empire Beginner Game set and run that first.

Owlbear Camus
Jan 3, 2013

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



I will say as I'm gearing up to figure out the game a bit by running the AOR Beginner Box scenario for my nascent group, it really has a strong "dungeon crawl" vibe. A good GM can of course elevate any material and this does give you a few little places you can make a few flourishes, but as written it really feels in the "clear the subterranian orc hovel at the behest of the old man from the tavern" mold. Search and replace dungeon for imperial base and orcs for imperial troops.

alg
Mar 14, 2007

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

https://www.fantasyflightgames.com/en/news/2016/12/20/the-haunted-lands/

:swoon: Dathomir

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.

Mister Bates posted:

Myself and some of my friends watched Rogue One, and that combined with reading DCB's old posts in the Catpiss thread has made me really want to run a campaign following a rebel cell in some backwater sector of space. It's probably going to be very Force-lite and have a heavy 'guerrilla conflict' sort of theme, a bit less on the pulpy high-adventure. I've got some people who would be down, enough for a group, but I have no idea which system to use. Is this generally considered to be the best SW-themed game system out there? Any advice for running a campaign in it?

e: also, which books would you recommend? The sheer number of supplements for this game is kind of intimidating

Funny enough, I am actually running a game like you described: a force-lite game with heavy 'guerrilla conflict' theme to it.

Here is some advice:
  • Essential Books: Age of Rebellion Corerulebook
  • Recommended books: Strongholds of the Resistance, Career Books
  • Possible Buys: The Adventures

The essential books are, as the name implies, the books you need for that game. FF SW is broken into three game lines and Age of Rebellion is the one focused on being an rebel soldier. It has some rules for force powers, but it's rather focused and limited when compared to Force & Destiny, the line about being a Jedi. While all these lines are cross-compatible, for your first game I recommend keeping to just AoR. Doubly so because of your intentions. Also, will save you money that way.

The Recommended Books are things I suggest picking up over time, but not at the outset. Each career book is a great addition with good GM advice and nice rules that help broaden play. Lead By Example gets special note for having Mass Combat rules. Strongholds of the Resistance is a good "this is how the rebel alliance lives and where they live" book. Great if you know little about SW's EU and don't feel like winning it.

The Possible buys, the adventures, are cool if you don't feel like making your own. They are pretty good, but are far from essential.

Now then, for some personal advice on this campaign structure. First off, try to give them a base. Like, maybe not a literal one, but at least some place they care about. Let them grow in it and try to limit their adventures to center around it. Make their characters invested. Then, destroy it. Make them have to flee from it into the greater rebellion. Think Star Wars Rebels season one and season two.

The reason you do this is that it makes the whole thing personal and real. The fact is, Star Wars is a movie. There are no Twi'leks or Zabraks or Aqualish in real life. There is no empathy for the world because it isn't real. It's just some story. By making your players invest in a place only to have the Empire destroy it, it makes them care and actually hate the Empire. Doubly so if you give the destroyer a face like a Grand Moff or even just a moff.

Remember, you don't need dark Jedi to be big antagonists. Literally, a Star Destroyer is the size of Manhattan and near impossible to hurt, but easy enough to flee from. A Moff in a Star Destroyer is a perfect reoccurring villain in AoR and will not be something any players can one-shot.

Tell players from the start that you aren't expected to win every battle, but never tell them when they're in such a battle. Let them gauge when it's best to lay low in play or even out-right flee. Let them get in over their head. Throw more at them that they can't handle when it makes sense. But, keep it balanced. Do it on occasion, not always. And only do it when it makes sense. If they try a direct assault on a weapon's factory, then, yeah. At-Ats coming out and, very likely, wrecking their poo poo makes sense. Having that happen all the time is going to feel dickish. Let it flow from the narrative and let players know that some battles can't be won.

Portray the Empire as competent...usually. While local officials can be portrayed as dumb, the upper eschellions of the empire are competent and dangerous. While letting lower officers gently caress up is fine from time to time, remember that those in charge should be scary because it's hard to overcome them.

Head's up, Stormtroopers are dangerous. The way FF SW is balanced, Stormtroopers can be a real threat if you send too many. While you should try to overwhelm on occassion to remind them of how much of a power difference there is, messing this up can lead to TPKs.

Finally, don't default to Stormtroopers. There are actually three Imperial armed forces: the army, the navy, and the stormtroopers. Stormtroopers are actually the elite and it often makes more sense if the army or navy (or, hell the military police) are on the scene. Makes the world feel more real and allows Stormtroopers to seem scary. Especially if you portray some of the lower factions occassionally less competent. For example, when my players were on a backwater world on their third session, the local military police were jokes. When their actions attracted the stormtrooper corps, poo poo got real and scary fast.

Besides that, get familiar with the rules, let the dice decide, say yes or roll the dice, and remember this is a group effort.

Mister Bates
Aug 4, 2010
The one player in the group who hasn't seen Rogue One yet, and has been carefully avoiding the trailers or any info about the movie to avoid spoiling themselves, ended up creating a character who is a dead-on exact copy of Chirrut, lol

Not sure if I should just roll with it or ask them to change; they said they've got a couple of other characters ready if that one doesn't work for me.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler

Mister Bates posted:

The one player in the group who hasn't seen Rogue One yet, and has been carefully avoiding the trailers or any info about the movie to avoid spoiling themselves, ended up creating a character who is a dead-on exact copy of Chirrut, lol

Not sure if I should just roll with it or ask them to change; they said they've got a couple of other characters ready if that one doesn't work for me.

Sounds like it's the will of the Force.

nelson
Apr 12, 2009
College Slice

Mister Bates posted:

Not sure if I should just roll with it or ask them to change; they said they've got a couple of other characters ready if that one doesn't work for me.

Well, it's certainly not optimal. However the Farsight force power tree from Savage Spirits would be useful. I would probably house rule it so he can use basic (without upgrades) Farsight at short and engaged ranges without spending an action or force pip.

nelson fucked around with this message at 04:38 on Dec 23, 2016

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!
Hey everyone, got another question (Hopefully it's a quick/easy one):

If I'm making NPCs, does it break them if I give them bonus EXP to spend on attributes? Or is it more balanced to use all bonus EXP to skills and Talent Trees while only using the racial and duty/obligation EXP for attributes? (I've only gotten through the beginner boxes, so forgive me if this is all covered in detail in one of the core ruleboks)

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


FuriousAngle posted:

Hey everyone, got another question (Hopefully it's a quick/easy one):

If I'm making NPCs, does it break them if I give them bonus EXP to spend on attributes? Or is it more balanced to use all bonus EXP to skills and Talent Trees while only using the racial and duty/obligation EXP for attributes? (I've only gotten through the beginner boxes, so forgive me if this is all covered in detail in one of the core ruleboks)

NPC's don't matter enough to worry about them. Just give them 2 ability dice for most things, maybe 3 with a skill rank for the one or two things they're supposed to be good at or if they're some kind of elite figure.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
You don't build NPCs like PCs, it's time consuming and most PC talents are protagonist oriented. Mechanically all a NPC needs is 2 in each stat, a gimmick (weird gun/special movement/piece of equipment/etc), a couple of skills and 3 or 4 dice in the stats that support said gimmick.

After that it's funny voices, tragic backstories, and amusing personality quirks!

e: the funny accents and such are the important bits

Splicer fucked around with this message at 19:40 on Dec 23, 2016

Talkie Toaster
Jan 23, 2006
May contain carcinogens

FuriousAngle posted:

Hey everyone, got another question (Hopefully it's a quick/easy one):

If I'm making NPCs, does it break them if I give them bonus EXP to spend on attributes? Or is it more balanced to use all bonus EXP to skills and Talent Trees while only using the racial and duty/obligation EXP for attributes? (I've only gotten through the beginner boxes, so forgive me if this is all covered in detail in one of the core ruleboks)
You don't make NPCs using the PC rules. NPCs have their own talents like Adversary instead of Dodge/Side-step, and don't need many of the fiddly abilities and options a PC needs. Base your NPC stats off similar NPCs in the books, and sprinkle in any talents you think will be interesting.

Try to avoid active abilities (eg Dodge, Intense Focus) and those with stress costs, as they're fine when you have 1 PC to run, but make running 6-7 NPCs a faff.

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!
Rad. Thanks everyone! I guess I'll look more into the GM sections before I ask for any more help :)

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kingcom
Jun 23, 2012

FuriousAngle posted:

Rad. Thanks everyone! I guess I'll look more into the GM sections before I ask for any more help :)

Nah dont be worried about asking questions, people building bad guys like PCs is a super common mistake people make.

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