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kingcom
Jun 23, 2012

Soup Inspector posted:

I think I worded things a bit poorly with my last question - I was asking how I could make use of the Force (or rather Force related stuff) to make life interesting for a non-Force sensitive party, since I figure that even if they have a blast they're eventually going to want a more interesting set-up than shoot mans/infiltration. Like for a silly example of what I'm looking for, what might happen if they stumble upon a place strong in the Force? Could I bullshit something about them still getting visions ala Luke in the Dagobah cave even though they're not Force sensitives? What sort of cool Force related poo poo could I have them get up to? I know it's my game and I can just have whatever is good for the narrative happen, but I figure it couldn't hurt to get others' opinions and ideas.

Okay this is one of those 'is your group going to lose it going off canon' kind of questions. Everyone is sensitive to the force and is connected to it period. Its just a 'Force Sensitive' is going to have a far easier time interacting with it and being able to do so on a higher level. I look at Donnie Yen from Rogue One, his character isn't force sensitive but its pretty easy to say that his faith and devotion still lets him interact with the force on some level. If you want them to see visions and stuff, thats entirely up to you man. Some people might get mad, some people will love it. I'd say go for it and see if people get upset later.

I'm assuming you're setting it sometime during the Empire era so a really good option I use often are the people who are just force sensitive enough to be dangerous but not enough that an Inquisitor is going to be sent after them. Give them lots of passive stuff such as the Sense or Foresee power (or talents from the Force Emergent/Force Sensitive Exile trees) and have them be able to clearly do things the average person can't when they are cornered. Lots of little things for a character helps them stand out a bit more that can drag the party into a bigger affair.

If its an Edge of the Empire, have the evil pirate campaign/crime lord have this kind of stuff and when the party attacks them, they are forced to use their powers to survive which in turn brings the Empire into it and subsequently onto them.

If its an Age of Rebellion game, learning that the Empire is dispatching a huge amount of resources hunting down a former Imperial Officer is a good hook, the players are sent to save him assuming hes got some valuable intel the Empire doesn't want to let get out only to find out the officer doesn't know anything and is just on the run protecting their child who is a force sensitive. That gives the players a drive, exposes them to the force sensitive and puts them on the radar of an Inquisitor or ISB Agent who is a far bigger problem than the players are really set to face head on.

Jedi Artifacts are always a good one, feel free to crib anything you want from the Old Republic series to spread out throughout the game, old jedi temples/strongholds, holocrons containing a jedi master that someone has gotten their hands on and is trying to learn the ways of the force from it, historical records of some agent order of guardians fighting a sith empire from an aeon ago. Going after these things inherently pulls you into conflict with others be it light siders or dark siders.

I'm a big fan of the various witches and sorcerers going around the star wars universe and they are always a good source of force user that is working alongside the big bad for their own gain type of enemy. Night Sisters of Dathomir being a good one.

kingcom fucked around with this message at 01:05 on Mar 14, 2018

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FishFood
Apr 1, 2012

Now with brine shrimp!
So, my group has been playing a ton of Fellowship, which rules, and after a short Cyberpunk campaign I think I want to run an AoR based Star Wars Campaign. I blatantly stole a great little mechanic from Fellowship that I thought I'd share here. Basically, instead of the kind of arbitrary xp awards the game defaults to, I'd like to give the players a little more agency and a good incentive to be Big Rebel Heroes a la the show Rebels.

At the end of each session, ask the players as a group each of the following questions. For each Yes answer agreed upon, award the players 5 xp. GM has final say, but should rarely if ever override the players' answers.
* Did we strike a blow against the Empire?
* Did we learn something new and important about at least one of the PCs?
* Did we do something heroic and :krad:?

kingcom
Jun 23, 2012

FishFood posted:

* Did we do something heroic and :krad:?

This is the most important question so you've already nailed it imo. I'd say just give them a fixed 5xp flat and then those questions are on top but depends on how long and in depth your sessions go.

Soup Inspector
Jun 5, 2013

kingcom posted:

Plot gold

Man, thanks so much! You're 100% correct, this is an AoR game set roughly a year to a year and a half after the Battle of Yavin (so roughly between ANH and TESB). I know I'm being optimistic here but by campaign's end we're going to probably be playing up to either just before/after TESB or maybe even (if we last that long) ROTJ. It's funny you mention Donnie Yen since I'm kind of going for a Rogue One feel. I haven't decided on a final antagonist yet although one is taking shape (but I'm not sure they've got enough oomph to take on that role).

From what I can see my group tend to like sticking to canon (not that I can wag my finger at them since I tend to be the same way), but as I see their characters will be altering the universe anyway just by existing and doing Extremely Cool poo poo (whatever form that ends up taking) so I can get away with bending things. They're also reasonable people so I think that if I explain it to them they'll be willing to go along with it (particularly if it allows them to do aforementioned Extremely Cool poo poo).

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

1) Don't worry about poo poo falling apart. If something falls apart, bring it back better than before. The main thing is to keep the game exciting for your players. It's the same with any RPG so you just gotta think on your feet. Not everything has to go exactly to plan because it absolutely won't. You'll do fine though.

2) Easiest way to use the Force would be to encourage at least one of the players to take one of the Force specialties. If none of them do, include a Force User. If they're still not interested, maybe don't push it. I feel like if most people want to play a Jedi they'll play a Jedi.

3) Remember you'll probably be learning the system alongside your players so you'll all make mistakes. Just learn from them and have a good time and everyone will be fine :)

Drone
Aug 22, 2003

Incredible machine
:smug:


Radio! posted:

Dude I am so glad you asked all these questions because I am also trying to set up an online game with pretty much the same experience going in as you. How are you going to be running yours? I tried to set up roll20 with the AoR character sheets and it just would not work, so I think I'm going to do Discord only.

My group's been using Roll20+Discord since we started around 9 months ago and it's worked pretty well so far. Occasionally there's a slight hiccup with the dice roller that's integrated into the Roll20 character sheets, but on the whole it's great. I should probably get around to using the initiative tracker correctly, but that's just me being too lazy to figure out how a relatively minor function of the plugin works :v:

We use a Discord voice channel for the actual game, our Discord text channel for tabletalk/OOC stuff/for me to type in the name of a character with a dumb Star Warsy name so people can write it down, and occasionally Roll20 chat for rollplay. We also have an RP-only text channel in Discord, should anyone want to do some ~*deep and engaging roleplay*~ between sessions (which does happen!).

Would also definitely rep using the thread's Discord server if your game has goons in it, since aside from our game it doesn't really see much activity, and it'd be great to see that thing live a bit more.

PupsOfWar
Dec 6, 2013

Soup Inspector posted:

On a scale of "this isn't a good idea" to "your players are fully justified in kicking you in the nuts, hard", how bad an idea is it to give them a NPC assistant (even if it was suggested by one of the players)? They'd spend 99.9% of the time hanging out on the ship just briefing the party (where appropriate) and offering advice over their comlinks or something if they need a hint (though they won't have the answer to everything). They might also have one or two skills that the group lacks in the event the party really digs themselves into a rut.

the GMPC is something a lot of people dread to a near-superstitious extent and get too worked up about

in abstract, a competent GM-controlled NPC companion is fine to have around - most of the horror stories you hear about it are from groups that were or would have been bad anyway.

if you're real worried about it going wrong, you can make them a specialist who has one skill area that nobody else in the group is interested in, inept in all other respects.

if you're real worried about it, you can also make them a nonverbal character - like an astromech droid or a weird alien - that doesn't emote or express things well enough to hog the spotlight or interject into player characters' stories.

But anyway, it sounds like you're not even talking about a GMPC so much as a Handler - something that is pretty normal according to both the genre conventions of AoR and the norms of RPGs. Nothing to worry about imo.

if they're working for the rebellion in the time period where the rebellion was pretty big and organized, it would frankly be weirder if they didn't have a resource like that available.

PupsOfWar fucked around with this message at 14:17 on Mar 14, 2018

cargohills
Apr 18, 2014

Does the Dawn of Rebellion book have stats for the spinning Inquisitor lightsabers? I will buy this book just so I can have all my villains be constantly flying around like helicopters.

Soup Inspector
Jun 5, 2013

FuriousAngle posted:

Encouragement

Thanks, I appreciate it!


PupsOfWar posted:

Handler advice

Yeah, it's the horror stories that put me on high alert. As I mentioned, I'd like the NPC to be an enabler (both "mechanically" and in terms of providing story opportunities for the players).

What's the best way to stat up a NPC handler like this? My gut says I should do it as a Rival/Nemesis, but something feels off about that. I'm probably just reading too much into the Rival/Nemesis nomenclature.

e:

cargohills posted:

Does the Dawn of Rebellion book have stats for the spinning Inquisitor lightsabers? I will buy this book just so I can have all my villains be constantly flying around like helicopters.


If I was playing a less serious campaign I'd want to do this at least once (then again, thanks to that Twitter that gives adventure prompts I got an idea for a Rodian playwright themed bounty hunter who would spout Shakespearean quotes with a SW twist as he tries to murder the party so v:v:v).

Soup Inspector fucked around with this message at 17:05 on Mar 14, 2018

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

Do we have a live link to the Discord server?

cargohills
Apr 18, 2014

Soup Inspector posted:

thanks to that Twitter that gives adventure prompts I got an idea for a Rodian playwright themed bounty hunter who would spout Shakespearean quotes with a SW twist as he tries to murder the party so v:v:v

You've not experienced Shakespeare until you've read him in the original Klingon Rodian.

Drone
Aug 22, 2003

Incredible machine
:smug:


Quidthulhu posted:

Do we have a live link to the Discord server?

https://discord.gg/hbwMdCB

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.

Soup Inspector posted:

(then again, thanks to that Twitter that gives adventure prompts I got an idea for a Rodian playwright themed bounty hunter who would spout Shakespearean quotes with a SW twist as he tries to murder the party so v:v:v).

I mean apparently Rodians did produce the Star Wars equivalent of Shakespeare, so?

kingcom
Jun 23, 2012

Soup Inspector posted:

What's the best way to stat up a NPC handler like this? My gut says I should do it as a Rival/Nemesis, but something feels off about that. I'm probably just reading too much into the Rival/Nemesis nomenclature.

Wait for your party to make their characters, then get yourself a Droid, and just give him a 4 in 2 stats and 1 in everything else. Add a couple of ranks to appropriate skills that you need them to have (but feel free to just stat these up later when it comes up). Don't stress about them being a rival or nemesis, if you want them to be around occasionally then set them up like a rival (i.e. no strain), if they should be a big deal give them strain like a nemesis (maybe add a rank of adversary or a talent or two they might have).

The big thing about the Minion/Rival/Nemesis is actually about how players interact with them and react to them more than anything.

A minion should for the most part be a reflection of the trouble they are deal with, if you are just doing some low down crime stuff then a minion is just going to be a thug. Something simple and forgettable and means the players will treat the whole scenario with a low level of tension and threat. If you have your standard minion in the scenario being a stormtrooper moving around the players will likely treat things with a little more caution, PCs can take down stormtroopers but getting into a prolonged slugfest with them is real risky. If your minions are big scary death troopers or huge armoured battle droids then the players are obviously going to treat the situation with way more care and a shitload of tension realising something important is going down.

Rivals on the other hand are your equivalent of putting a Player Character into the game, they might have a name or a title and be someone the players see and know they can interact with in some large capacity. They might be an imperial officer or pirate captain etc. They are less about setting the tone and more about giving an indication for who the players should be focusing their attention on, whether it be someone to kill or talk to or rob, they're the focus of a scene when a players stumble on it. They're also used as a nice indicator that something is a bit spicier than just a standard group of people, they're your Stormtrooper sergeant making the squad of stormtroopers a bit more dangerous, they're your slaver with an electro-whip or your Magnagaurd bursting out from behind the Hutt you're stalking. Finally they are excellent tools to be used as 'the right hand' type of character for your Nemesis, someone who is a bodyguard/servant/muscle/ally that while isn't a main villain, is someone who shows up enough to cause trouble and be remembered. This can be your Chewbacca to Han Solo type of pairing or your Captain Piett to your Vader. Rivals that stand out and get attention from your players can and should be bumped up to Nemesis later on.

Finally there is your Nemesis and they are usually your big recurring character that is either a player's personal nemesis (Boba Fett and Jabba for Han), your bigger campaign problems (Imperial Agents, Inquisitors, Vader) or occasionally your big immediate threat your players need to deal with (Rancor). They are used either as a tough enough character that you can be returning to them time and time again as a constantly lingering threat to the players or just as a really big super enemy that will take the party working together or some neat tricks to slow down. The longer term nemesis should be the types of characters you define your own PC's ideas and concepts around to make them memorable however its fine to have characters who were only supporting enemies to be given the abilities a nemesis might have and then drop them if players dont find them interesting or bump them more into the spotlight. The important aspect is you want them to be a real dramatic OH poo poo moment when these guys show up. While a Rival will just have your players focusing on how to handle them, the Nemesis is supposed to elicit a response of either fear or excitement as the familiar nemesis can make players draw links and implications from their appearance or make them panic that they're in over their head (as all good star wars characters should be).

kingcom fucked around with this message at 02:44 on Mar 15, 2018

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!
Here's a question about something I just noticed in OggDude's GM Tools.

Does anyone know what "Power Level" indicates? I just built fairly dinky Alliance Troopers and they're showing a Power Level of 80. What does that mean, exactly? I presume it's some kind of indicator of how challenging they are in combat, but... compare to what? Is it an indicator of comparable PC XP?

So, for instance, even starter characters would have no problem dealing with a mob of Alliance Troopers since almost everyone's starting XP is greater than 80? And similarly, a mob of Power Level 220 minions might be more of a match for a team of PCs with 220xp?

Or is it just the equivalence of how much XP they'd have if they were built like Player Characters and holds no real indicator of challenge?

Just trying to figure out balance

Soup Inspector
Jun 5, 2013

Ablative posted:

I mean apparently Rodians did produce the Star Wars equivalent of Shakespeare, so?

Welp that's a happy coincidence! Happen to know what it's called so that I can have said bounty hunter name drop it?


kingcom posted:

Useful poo poo

Thank you! This ironically was more useful to me than the Adversary section in the AoR core book and actually clarified some stuff I wasn't sure of (i.e. the gulf between Rivals and Nemeses).


FuriousAngle posted:

Does anyone know what "Power Level" indicates?

I've been wondering about this too.

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.

Soup Inspector posted:

Welp that's a happy coincidence! Happen to know what it's called so that I can have said bounty hunter name drop it?

At large it's all just Rodian Theater, but it was invented by a chap named Harido Kavila.

kingcom
Jun 23, 2012

FuriousAngle posted:

Just trying to figure out balance

I have no idea what this number is and where it comes from. No numerical system like that works whatsoever in the FFG RPGs since you have some many ways to just switch things out and make them completely different. A combat encounter is very likely to stop even being a combat encounter for example, how do you put a numerical value when a standard attack check could result in anything from a chase scene, diplomacy scene, capture, dramatic narrative betrayal, character reunions etc.

Lorak
Apr 7, 2009

Well, there goes the Hall of Fame...

kingcom posted:

I have no idea what this number is and where it comes from. No numerical system like that works whatsoever in the FFG RPGs since you have some many ways to just switch things out and make them completely different. A combat encounter is very likely to stop even being a combat encounter for example, how do you put a numerical value when a standard attack check could result in anything from a chase scene, diplomacy scene, capture, dramatic narrative betrayal, character reunions etc.
Probably comes out of the Star Wars Character Generator program.

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

Lorak posted:

Probably comes out of the Star Wars Character Generator program.

It does, but surely it has to mean SOMETHING pertinent. I'm just trying to figure out if its something useful.

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

For those of you running your games in Roll20: How tactical do you make exploration / battle / etc?

I'm wondering if running with a typical grid representation actually might be limiting my players abilities to engage with the cinematic battle concept and creating theatre of the mind. When I run PbtA games on Roll20, I usually just toss up some background pictures and let them all roleplay what they're doing. The range band concept and the fact that FFG's Imperial Assault line / the beginner boxes come with tokens and maps clearly suggests that FFG intended to, at least to some degree, have little space barbies moving around on the table if groups want, but is it actually HELPING the narrative?

Any thoughts on this from experienced Roll20 GMs?

kingcom
Jun 23, 2012

Quidthulhu posted:

For those of you running your games in Roll20: How tactical do you make exploration / battle / etc?

I'm wondering if running with a typical grid representation actually might be limiting my players abilities to engage with the cinematic battle concept and creating theatre of the mind. When I run PbtA games on Roll20, I usually just toss up some background pictures and let them all roleplay what they're doing. The range band concept and the fact that FFG's Imperial Assault line / the beginner boxes come with tokens and maps clearly suggests that FFG intended to, at least to some degree, have little space barbies moving around on the table if groups want, but is it actually HELPING the narrative?

Any thoughts on this from experienced Roll20 GMs?

So this is a narrative system, it doesn't really do grids and they dont offer much. Its nice to have some icons around for reference points but for the most part you just stick them 'roughly' where they would be and draw in their range bands and thats about it. I don't really do maps or anything beyond some basic details and quick sketches.

This is basically my map:

PupsOfWar
Dec 6, 2013

FuriousAngle posted:

Here's a question about something I just noticed in OggDude's GM Tools.

Does anyone know what "Power Level" indicates? I just built fairly dinky Alliance Troopers and they're showing a Power Level of 80. What does that mean, exactly? I presume it's some kind of indicator of how challenging they are in combat, but... compare to what? Is it an indicator of comparable PC XP?

So, for instance, even starter characters would have no problem dealing with a mob of Alliance Troopers since almost everyone's starting XP is greater than 80? And similarly, a mob of Power Level 220 minions might be more of a match for a team of PCs with 220xp?

Or is it just the equivalence of how much XP they'd have if they were built like Player Characters and holds no real indicator of challenge?

Just trying to figure out balance

the Power Level in Oggdude is not very good for encounter balancing, since it is just a summation of characteristics, talents and skill levels that doesn't consider what those talents and skills are. And, more importantly, it doesn't factor in Gear, which is probably the most important balance factor on Rivals and is definitely the most important balance factor on Minions

Imperial Army troopers are way more dangerous to your party than Imperial Navy troopers, since the Army Troopers have grenades and their blaster rifle can nearly knock out an average starting PC on a single good roll, while the Navy Trooper's blaster pistol will require multiple hits to do so. But Army Troopers and Navy Troopers have roughly the same stats, thus roughly the same power level on Oggdude.

For encounter balancing, you're better off just eyeballing (or calculating through dice probabilities) the amount of damage your adversaries can expect to do on a hit.

If your party has a tanky combat specialist - like a Marauder with 7 or 8 Soak - you'll want some enemies with weapons heavy enough to threaten them. If your party is squishy, pistols might be menace enough.

Quidthulhu posted:

For those of you running your games in Roll20: How tactical do you make exploration / battle / etc?


I have alternated between doing pure Theatre of the Mind, and doing sketchy maps with a few landmarks to indicate distance and provide narrative inspiration. The former for extemporaneous fights, the latter for encounters I know are gonna happen.

PupsOfWar fucked around with this message at 13:00 on Mar 17, 2018

Drone
Aug 22, 2003

Incredible machine
:smug:


I do pretty much pure theater of the mind, with occasional overhead maps (but that's more to set the scene than anything).

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

PupsOfWar posted:

the Power Level in Oggdude is not very good for encounter balancing, since it is just a summation of characteristics, talents and skill levels that doesn't consider what those talents and skills are. And, more importantly, it doesn't factor in Gear, which is probably the most important balance factor on Rivals and is definitely the most important balance factor on Minions



Good points all around. I guess I should just realize that this isn't D&D and sometimes battles are going to be VERY one-sided.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Also it's important to remember that really high soak values can make an opponent frustratingly tough. Each point of soak makes the next point worth more.

It's okay to blender your way through faceless army mooks, while still running from a nemesis bounty hunter.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
Do we have a thread for the D6 version or would that be talked about here?

Also do we have any idea when the 30th Anniversary Edition is going to be coming out?

Valatar
Sep 26, 2011

A remarkable example of a pathetic species.
Lipstick Apathy
I use Fantasy Grounds over Roll20 for Star Wars; it's a one-time purchase rather than a monthly subscription and there's an excellent Star Wars ruleset made by one of the community people with dice rolling, combat tracker, character sheets, pre-inserted NPC and equipment data, basically anything one could want. It's about as user friendly as a cinderblock with a vaguely lovely 90s UI, but once past the learning curve it's a great program.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Fully Operational is shipping now with a release date of 3/29

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
On my way to my FLGS for Fully Operational now. Any info requests?

FishFood
Apr 1, 2012

Now with brine shrimp!
I'm mostly curious about the starship creation rules and if they're mostly player facing or if GMs can get some good use from them too.

Soup Inspector
Jun 5, 2013
I know I've probably just missed the relevant section and I'm going to feel incredibly dumb afterwards, but how do you guys handle loot in these games? For one thing I'm concerned that I'm going to give my players something completely underwhelming or absolutely ridiculous without realising it.

Azhais
Feb 5, 2007
Switchblade Switcharoo
My general rule for loot, in all games really, is "Is this really something that I want to have to deal with in the future?"

FishFood posted:

I'm mostly curious about the starship creation rules and if they're mostly player facing or if GMs can get some good use from them too.

How :filez: are photos of the rules on this forum?

Soup Inspector
Jun 5, 2013

Azhais posted:

My general rule for loot, in all games really, is "Is this really something that I want to have to deal with in the future?"

Excellent point, thanks!

At any rate I had the first session yesterday and it was a smashing success, thankfully. The only rub is that the Age of Rebellion core book doesn't actually tell you how many credits are an appropriate reward each session (or should I space it out to every other session?). Thinking of going for 100 or 250 credits, maybe 500 (distributed per person in a 3 man group). I'm probably being paranoid but I don't want my players to be flush with cash to the point where they can get all sorts of high end gear (at least at this early stage).

Drone
Aug 22, 2003

Incredible machine
:smug:


Soup Inspector posted:

Excellent point, thanks!

At any rate I had the first session yesterday and it was a smashing success, thankfully. The only rub is that the Age of Rebellion core book doesn't actually tell you how many credits are an appropriate reward each session (or should I space it out to every other session?). Thinking of going for 100 or 250 credits, maybe 500 (distributed per person in a 3 man group). I'm probably being paranoid but I don't want my players to be flush with cash to the point where they can get all sorts of high end gear (at least at this early stage).

Are you playing a purely AoR game, or?

I've been running a weekly AoR campaign (that's since branched out into substantial EotE and FaD content) for the past yearish, and I usually do just XP rewards at the end of every session (started at 10xp per session, upped that to 15xp per session after awhile). I've also houseruled CR rewards for Duty, and just award a CR level at the end of every mission arc (4-6 sessions), which can be taken in the form of a lump-sum payout of around 5k credits. I also added in a weekly "paycheck" from the Alliance for everyone in the sum of 100 credits x current CR level per in-universe week. All of this has made tracking these kinds of rewards substantially easier. And if you're doing a campaign that's focused on AoR, you can sorta replicate how real-world militaries work (money doesn't really matter all that much besides as bonus cash, you get your basic needs already met by the Alliance, etc.)

tl;dr I don't award credits on a per-session basis, but there's a decent (potential) injection of credits every few weeks from other sources. And if we had characters in the party who had careers focused on credits (entrepreneur, quartermaster, entertainer I think?), there would be more. The party is currently sitting at (iirc) 555 earned XP on their main characters, and as far as I know nobody is really overtly wanting for cash.

And re: loot in the form of equipment... I usually just go with my gut. If the party defeats an NPC who happens to have some cool loot on them (based on the statblock I create for them, or one that's in published material), they are free to loot it. I am also 100% behind loot that is based on the emergent story... for example, very early in the campaign our party liberated a mountain base from a group of slavers, and our marauder used one of the mining picks formerly used by the slaves as a weapon. I statted it up as a cool but not game-breaking vibro-pickaxe that he stuck with for a good long while. They also discovered a holocron (due to the narrative), and have commandeered several ships to add to their small but growing fleet thanks to their main ship having pretty much only ion weapons.

Drone fucked around with this message at 19:38 on Apr 9, 2018

Soup Inspector
Jun 5, 2013

Drone posted:

Are you playing a purely AoR game, or?

Yeah, this is a pure AoR game. A slight complicating factor is that it runs every fortnight to avoid burn out on my part and to give me enough time to prepare for the next session since I'm in the thick of university. Cheers for the tips!

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.
Since I had to drop a game to focus on my job hunt, my mind is trapped in a series of "game ideas." I actually dug up something I never shared with anyone, I think. I decided to make an Alternate Timeline Star Wars game setting for the Fantasy Flight Star Wars setting. I can see I missed some things -- BX Droid Commandos should have Parry -- and it's so obvious that I was watching Star Wars The Clone Wars at the time and was being an Ashoka fanboy when I wrote it, but I think this might be a cool thing for some people here.

The premise: Dooku lives, Palpatine dies, Jedi in diaspora, Galaxy in Cold War.

After the battle of Coruscant, Dooku was successfully captured and the Chancellor rescued. During the preparation for the trial, Chancellor Palpatine was confronted by Mace Windu and threatened for being a Sith Lord. During the battle, Anakin Skywalker arrived and sided with Mace Windu, ending the Chancellor's life.

The public, however, did not agree with the Jedi.

Already weary of the Jedi due to the Clone War and their decision to try the Jedi Temple Bomber in their own courts (a source of conspiracy as the Jedi determined that the original suspect, Ashoka Tano, was innocent and instead convicted Barris Offree), they did not trust the Jedi's claim the Chancellor was a Sith nor did they trust the Jedi to try Dooku in their own courts. Storming the Temple like the Bastille, Dooku used the confusion to escape and eventually return to Confederacy space.

With the court of public appeal already decided, the Senate had the Jedi stripped of their status and possessions, only avoiding jail time through the machinations of Senator Organa and Senator Padme. Without their money or central temple, the Jedi went into diaspora across the galaxy, leading to an explosion of alternative force traditions and religions.

Dooku and Mas Ameeda, both aware of Palpatine's original plans, hash out a quick peace treaty as they both determine how to proceed. No longer allies, the two begin using their governments to build up for an eventual war to decide the fate of the galaxy.

Paranoia grips the galaxy, worlds are split down the middle, civil rights errode into the ether, proxy battles spring across the galaxy.

All but open warfare between the two superpowers.

You can find an old draft of some old rules as well as a layout of the setting and some explanation on tone and themes here.

Covok fucked around with this message at 16:37 on Apr 25, 2018

Green Tea Erotica
May 5, 2010

Anything you can do I can do BETTER
That's really neat and the hook of everything that set off this chain of events being the fact Ahsoka is around is also neat.
When GMing I don't tend to keep hard and fast to strict Lore based story-telling, I could see using this in a future game. I was already looking at Homebrew Old Republic stuff anyway since the Rebellion Era is cool and all, but I'm hella fond of the KOTOR games.

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.

Green Tea Erotica posted:

That's really neat and the hook of everything that set off this chain of events being the fact Ahsoka is around is also neat.
When GMing I don't tend to keep hard and fast to strict Lore based story-telling, I could see using this in a future game. I was already looking at Homebrew Old Republic stuff anyway since the Rebellion Era is cool and all, but I'm hella fond of the KOTOR games.

That's one of the main reasons I made it. Playing in the Star Wars Universe can be confining with Cannon. When you make your own take on things, you're free from it.

Also, the Cold War are really cool thing to base things off and people are really unaware of all of the bullshit that everyone did back then. It was a really loving dark time if you sat down and looked at politics and the state of free expression.

And, yeah, I was watching the Clone Wars at the time and I really like Ahsoka Tano and I feel like her loss was part of the things that slowly isolated and made it easier for Anakin to be corrupted. Not letting that happen I thought could be a good explanation for why he would avoid falling in this alternate timeline.

Though, Barris Offree as Dooku's apprentince, Darth Vengence, is embarrassingly fanfiction in hindsight. On a brighter note, while revisiting this, I realize this is the only timeline where Anakin, Padme, Obi-Wan, Luke, Leia, get to just live a happy life.

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Soup Inspector
Jun 5, 2013
I agree with Green Tea, that's pretty nice! Were you going to devise new clone trooper and droid variants? I'm not sure how far along the timeline is from the point of divergence, but it seems logical that we'd see more than the garden variety of clones and droids (especially since it'd hew quite nicely to the Cold War theme - all sorts of weird and wacky projects were on the go in an attempt to gain an advantage after all).

Thankfully I managed to figure out how to handle loot in my game whilst the thread was dormant. :toot: Unfortunately, another problem has cropped up: namely, how to stat rivals and nemeses (minions are fairly easy to do, I just reskin existing statblocks mostly). Especially at the low levels my group are at right now (we're only on the second-third session), I don't want to create an absolute monster or a pushover. In my understanding this is something of a perennial problem for SWRPG GMs; I vaguely recall reading in here something about generally running nemeses and rivals with minion groups.

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