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Fuzz
Jun 2, 2003

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After reading this, it just seems overly complicated.... any chance anyone's gonna run an old school SWD6 game anytime soon? I feel like that system just nailed it, in terms of simplicity and just letting you pickup and play.

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Fuzz
Jun 2, 2003

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Okay, interest checking in here to get some non-IRC opinions... would anyone be interested in a EotE (but with AoR classes allowed) game set in the SWTOR era or maybe a little earlier, like during KotOR the game or even the Dark Horse Comics? It'd probably be about 3-4 players, with a fast and furious posting pace (updates every day or so, posting whether everyone posts or not) and mostly dealing with corporate/political intrigue and corruption with a band of random underside-of-the-law types that get sucked into a story that's larger than them.

Does that sound like it would be up anyone's alley? Or has the FFSW ship sailed and people's interest is now dead until the Jedi crap comes out?

Fuzz
Jun 2, 2003

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Tactical Bonnet posted:

It was my understanding that setback and bonus dice didn't cancel each other, and the setback dice from "called shot" happen regardless of whether or not you "aim."

So if you had Ranged 2 and AGI 3, and the opponent was behind light cover, and you aimed for two maneuvers you would roll 2 of the yellow d12, one green d8, two blue d6 (Aim bonus) and 1 black d6 (cover penalty).

Aiming for a specific part of the opponent (We'll say "disarm") would change that roll to two yellow d12, one green d8, two blue d6 (aim bonus), and 3 black d6(cover + called shot penalties).

Is this incorrect?

You'd also need to roll difficulty dice based on the distance to target.

Fuzz
Jun 2, 2003

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Yeah, I think the Jedi book will be set post-RotJ to follow the theme.

Fuzz
Jun 2, 2003

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Sucks that all this cool poo poo is squirreled away in some random side book.

Fuzz
Jun 2, 2003

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jivjov posted:

Maybe when all the career supplements are out they could put out a compendium of just the 18 new specializations...I'd probably buy that.

This is what I mean. Make a core companion book that has everything in it instead of 10 random books with scraps of material in each of them.

Fuzz
Jun 2, 2003

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Wow, that is drastically different from the unofficial guide, stat-wise.

Fuzz
Jun 2, 2003

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Okay, so I'm definitely going to start a game, however I have several options on which plot to use, so I figured I'd just ask people in here to get a feel for what people would prefer.

Scenario A:
Aforementioned underworld politics and intrigue campaign involving a small group of mercs who get sucked into a web of schemes and plots that end up being wild. Could be set in the Old Republic, but could be Imperial era too. Has a sort of focused narrative, not as flexible as something like Swags' current game. 3-4 players.

Scenario B:
You are a team of Mandalorian Raiders/their captives who were on a raiding mission in the Outer Rim. It is the height of the Mandalorian Wars, and an internal clan civil war has just ended following the murder of the last Mandalore, Mandalore the Magnificent. Unfortunately, you backed the wrong side, and the rest of the clans want you dead. You're outlaws in the Republic, to boot. Have fun figuring out how to survive! This is a very open ended "let's make a crazy story" sort of campaign. Players can choose to play as Mandalorians or their captives or a combo of both. 4-8 players, ends whenever the hell we want, and if players want to split up groups and make a separate team, whatever, sure.

Scenario C:
Sleemo the Hutt has chosen YOU, yes YOU, to have the wonderful opportunity to leave his Slave pens/prisons/Rancor breakfast line to be forced into supervised labor! Specifically, hunting down a rogue Bounty Hunter who has greatly angered His Illustrious Sleemo. Catch him and you earn your freedom! And maybe after you can continue your employ or go freelance as hunters/whatever.
Or maybe this rogue hunter isn't so bad a guy. You decide! 4-6 players, also open ended and flexible.

Scenario D:
The filthy Rebel swine have the audacity to rebel against the glorious Empire! Moff Barenna is not amused. Hunt down these terrorists and bring them to justice. 3-5 players, actually will use AoR's Duty, except flipped around. This is the least fleshed out idea, but could be fun.


Suggestions welcome, you want to steal one I don't use, just ask and we can chat.

Fuzz
Jun 2, 2003

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It would be ISB covert ops, trying to flush out rebel sympathizers and agents. You COULD find a Rebel cell and then blast it to smithereens, Vader-style, or you could infiltrate it and stay unraveling the web and see how deep the whole conspiracy goes.

Basically it would be like a CIA anti-terrorism thriller, but way more KGB/Gestapo than HOORAH FREEDOM!

Fuzz
Jun 2, 2003

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Jaynen posted:

Hmm, you could meld some of the concepts from Dark Heresy which is all about this sort of hunting down heretics and finding dangerous people elements into the much more playable EoTE/AOR system set.

That would be pretty sweet in my opinion. As a side effect of the great/hilarious things about Dark Heresy anyway characters seem to often die and players make new ones which makes for interesting stories. It's a pretty interesting idea Fuzz. Your biggest issue will likely be having too many volunteers :)

Yeah, never played Dark Heresy. I dunno, of the four options, it's not my top choice for what to run, but the players are what will make it fun, so if people are really into it and proactive like in Swags' game, I will totally enjoy running it.

Fuzz
Jun 2, 2003

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I forgot to mention, in Scenario A you're also prisoners, who have served their time and are being transported to their parole hearings. That's the initial setup.


... what, I was playing a lot of Morrowind and Daggerfall when I thought it up. Shutup.

Fuzz
Jun 2, 2003

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Chortles posted:

You could also straight-up rip the plot from Assassin's Creed IV: Black Flag and have the players be prisoners who hijack and escape with their prison ship during transport in the opening adventure.

:smugbert:

*whistles*

Looks like D and A are in the lead. I'll cook something up and have a recruitment thread up tomorrow.

Fuzz
Jun 2, 2003

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http://forums.somethingawful.com/showthread.php?threadid=3611415

Game Recruitment is up!

Fuzz
Jun 2, 2003

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jivjov posted:

Has anyone tried running any games in which the PCs are veterans, with extra XP to spend before the first game session? I'm thinking that maybe giving PCs some more XP to throw around would help avoid the "spend everything on characteristics" feel of chargen. I was thinking a bonus 50 XP or so that was subject to normal leveling rules (i.e. Skills and talents only) or something like that.

I had debated this for my game, but haven't fully decided. With the base rules you can already make a really solid character, so adding more would just make them too powerful, I think.


On an aside, for those curious about how I will run the Imperial game, here's the blurb of how I will handle the fact that they theoretically have access to infinite resources:

"Requisitions will mostly hinge on either your personal or group Duty rating, or your group's Duty rating in a specific form of Duty. For example, if your team requires the use of an Interdictor to lockdown a potential escape route the Rebels you are tracking might use, you may need to curry your group's Space Superiority Duty against a certain set limit, in this example let's say 20. Assuming between the 6 of you there is actually 20 Space Superiority Duty to be found, then you can make that holo-call and order the Captain of the ISS Duracrete Wall to move his Interdictor into position and prevent the Rebels' escape. If your team does not possess the 20 Space Superiority to requisition the cruiser, the Captain would instead laugh in your face and tell you the ISB doesn't have the authority to order him around, and he's outside your jurisdiction.

Any time Duty is used to curry favor or call in reinforcements like this on a given Operation, it is "temporarily used up" (meaning you can't use those 20 Duty to get anymore stuff until this Operation is over) and depending on the outcome, could positively or negatively affect the outcome of the Operation. For example, if that Interdictor made the difference in catching the Rebels, well and good, excellent use of resources. If the vessel was destroyed by a surprise Rebel sneak attack, there will be... consequences... for you underestimating the enemy and wasting valuable resources. Further, anytime requisitions for equipment or personnel are made, one or more Destiny Points will be flipped against you, at my discretion."


Further, I'm borrowing from that blog someone posted and going to institute an Exceptional Cruelty rule, meaning that anytime a PC is exceptional heartless or brutal in accomplishing their goal, I'll flip a Destiny Point in the group's favor.

Also just to add to the theme, the group will actually be using Dark Side points as their own pool to boost stuff and help them out, whereas Light Side points will be the "bad" ones I get to play around with to gently caress with them. Fun!

Fuzz
Jun 2, 2003

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nelson posted:

For what its worth, I thought your requisition rules were quite clever. Reminds me a bit of the video game Just Cause now that I think about it.

Thanks, we'll see how it works in play. I plan to track each character's personal Duty but then also have a group Duty that's completely separate. The sum of all of these would be used for stuff. Maybe institute a rule where if you don't have a specific type of Duty to a certain level, you can still pull it off for double its cost using all your other Duty, but then it's all tied up. It's sort of like just brute forcing with some name-dropping. We also discussed in IRC how a clever CO or other agent might, say, Coerce the Interdictor Captain in the above example to convince him to help, so that might lower the Duty cost. A Slicer might instead code up a fake order for the ship and dispatch it via the HoloNet, that sort of thing. Should be a fun little side dynamic.

Fuzz
Jun 2, 2003

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Nice, just ordered it so we can use those rules and gear in my Imperials game.

Fuzz
Jun 2, 2003

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Popete posted:

Is it open for new players? I have the core EotE book but haven't gotten a chance to actually play yet.

Yeah, we're still recruiting. Game closes next week, though you can use AoR classes too.


I HIGHLY recommend people pop on IRC to discuss mechanics and whatnot... it's #sweote on irc.synirc.org

Fuzz
Jun 2, 2003

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The Wolfen posted:

Yeah, I understand that complaint. It's one of the major reasons I don't care to pick up the Age of Rebellion beginner box now that I've got the core book for EotE. I already have complete characters playing in my game, so I'll just let them start taking some of the careers and specializations from the AoR core book when it comes out this summer.

I'm trying to figure out the best way to ease them into their role as Rebel soldiers when that time comes, but figure I will probably give them a free career/specialization a la char gen in EotE when the new book comes out and RP it as though they are being drafted into the Alliance officially. Most of my players want to become soldiers and what not eventually anyway, so I think that will play out more or less like it did for Han, Luke, and Lando in the films. They were still the people they were before but now they had access to weapons and training they wouldn't have had just living their lives on their own.

I do want that map of the Rebel base though. That thing looks sweet and would probably be great for some missions later down the line.

There's a whole system for adding a new Specialization with experience, including a non-class one. Just treat AoR classes like anything else and let them buy whatever they want.

Fuzz
Jun 2, 2003

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Lunatic Pathos posted:

Also, at the risk of harping on an artifact of language rather than a legitimate issue, you shouldn't be using the rules system "everytime Jimmy wants to try and hack," but only when it's narratively interesting. If there's nothing at stake, don't bother, just adjudicate.

Yeah, I tend to follow the WoD style auto success rules... when it's a relatively simple task and the character has a reasonable skill level, you just let them do it for the sake of good flow in the narrative. Really speeds along the gameplay to what actually matters.

Fuzz
Jun 2, 2003

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nelson posted:

First upgrade adds a green die. Second changes it to yellow.

This is incorrect.

The Wolfen posted:

For this first question at least the way you upgrade an already full Proficiency (Yellow) dice skill check is to add Ability dice (Green). So with your given example you'd have 3P (3 Yellows) from your characteristics and skills plus 2A (2 Greens) from your stealth field generator upgrading it twice. Hope that helps.

This is correct.

Fuzz
Jun 2, 2003

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nelson posted:

I still think I'm correct but someone quote the relevant section of the rules so we can resolve this. I'm at work otherwise I'd look it up myself.

Gear upgrades work like skill upgrades. When you have 3 Agility and keep raising an Agility skill past 3, you get attribute dice, not proficiency dice. If I have 3 Agility and 5 Ranged, I roll 3P+2A, not 4P... those extra 2 Ranged levels don't merge into one proficiency dice. Same way 2 levels from a piece of gear don't magically give you an extra chance at a Triumph, they just give you two more green dice.

Fuzz
Jun 2, 2003

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PantsOptional posted:

That's adding a skill, though, not upgrading a die.

Yeah, I read it wrong, Stymie is correct.

Fuzz
Jun 2, 2003

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Clanpot Shake posted:

Awesome! Glad my player's lack of cajones led to some good somewhere in the world. My players mostly made up for it last session when they tracked the casino owner down to a warehouse in the industrial district where he was being held captive by some thugs. They stormed the place, killed half of them, and 'rescued' the guy they need to extort money from.

I still need to work out why he was kidnapped in the first place (other than to one-up my players). The thugs were sent by a local business magnate. I'm thinking the businessman found out the casino owner was in the pocket of ISB, which gave him some unwanted exposure so he sent some thugs to kill him after interrogating him to find out exactly how far his involvement went. I want to introduce some more subtle, nefarious aspects of the Empire (which largely hasn't featured in our campaign yet), and ISB would be perfect. We're on Sleheyron, a Hutt world, so the Imperial presence is less in the open. Anyone have any thoughts on this?

Ah yes, the ISB... excellent...

The ISB has the casino owner cornered because some of his croupiers were actually Rebel sympathizers, having big wig Rebel donors come to the casino to "lose" their money, which was getting laundered and funneled into a slush fund to buy medical supplies and equipment for the Alliance. ISB came in, put a lean on the owner at threat of death, and setup a sting operation to catch said donors.

The kidnappers are Hutt hired freelancers, as the Hutts have become aware of the slush fund via Muun sniffers. They thought the owner is holding out on them and trying to misreport his earnings so that he can undercut the Hutts by giving them less in protection money. They have no idea about the ISB sting. The business magnate is their lieutenant in the region and overseeing their interests.

Your players are now stuck in the middle of their own job, the Hutts, and the ISB. Have fun with that.

:devil:

Fuzz
Jun 2, 2003

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The magnate is the Rebel donor, he was on the regular floor as part of the sting and the table was rigged to win by one of the croupiers that the casino owner didn't know about, signaling the magnate that the jig was up. ISB descended on the casino to grab him, he bails and then had the other crew kidnap the casino owner as collateral and to interrogate him to find out how much the ISB knows.

Boom.

Fuzz
Jun 2, 2003

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Let a few of them die, let them decide on their own if it was worth it.

Conversely have the ISB capture them and send them to the Lusankya or a similar prison, and convert your campaign into Prison Break in space.

Fuzz
Jun 2, 2003

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CobiWann posted:

...oh my God. Droid Obligations? I never thought about that...

PantsOptional posted:

Our "protocol" droid has Obsession: Droid Rights, which seems kind of like an easy default for droids. You could also go with Debt, representing the fact that he's property and has been sold.

I had toyed with the idea of an astromech with the Obligation Obsession - Women's Underwear, to make a pervy old R2 in the dirty old anime grandpa sense... constantly running into women's legs to look up their skirts, pinching girl's butts with his pincers, wearing panties over his dome on occasion, etc.

Depending on the sense of humor of your group, it could either go horribly wrong, really quickly, or be loving hilarious.

Fuzz
Jun 2, 2003

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HIDDEN DOME MOUNTED FLAMETHROWER.

Fuzz
Jun 2, 2003

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PantsOptional posted:

It probably looks a lot like the big silver ship from Naboo in Phantom Menace, the one they use to go from Naboo to Tatooine to Corsucant. Same company made both and cursory searches indicate that all their ships tend along a certain design style.

There's also one at the start of Episode 2 that looks similar but is more of a space B2.

Fuzz
Jun 2, 2003

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We were discussing campaign ideas in IRC, and a great one came up:

Star Wars Predators

The Hook: Trandoshans have captured you and released you on their hidden Hunting planet. Survive.

The Twist: It's two games, one game is the Prey, struggling to escape and survive. The other is the Trandoshans, hunting the prey. 2 GMs.

The Players: 6-8 Prey, like 2-3 Trandos. Prey would start with minimal equipment but get an Obligation bonus. Trandos would get no Obligation boosting, but they'd get a decent lump-sum of cash to share and split up amongst themselves to equip themselves. Force Emergents/Exiles would be allowed for the Prey, to make it even more interesting.

The Rub: You'd have to have an honor system to not read the opposite side's thread and cheat. Probably the easiest method would be an offsite forum with 2 passworded subforums. Both GMs would keep up on both games and strategize together and post in both games, just to keep both games moving along. The Players would mostly run the show anyway, since it's hunter/hunted, the GMs are just arbitrators, really.


So... who wants to run it? :P

Trandoshans could be replaced with Mandolarians and it could be set in the Old Republic or whenever, too. Or just straight up Bounty Hunters, who really cares?


EDIT: As an added layer to keep it interesting, have the submissions be done privately, so either side wouldn't even know what their opposition's stats were. Like you setup an email account and have people email their sheets in, then put them up on two google docs for either team and only give the links to those team's players.

Fuzz fucked around with this message at 02:41 on Apr 6, 2014

Fuzz
Jun 2, 2003

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treeboy posted:

i have a problem. For some reason I really enjoy making deck plans for ships that don't have them for EotE games...



Make an Action IV plan.

Fuzz
Jun 2, 2003

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jivjov posted:

So has there been any hint of what's coming next for this system, other than the upcoming Age of Rebellion core release (and its associated Beginner and GM goodies)? I'm excited for more career supplements, especially for the other non-combat-heavy careers.

Force User book.

Fuzz
Jun 2, 2003

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jivjov posted:

As in the 3rd Core book, Force and Destiny? Or is there a Force user supplement coming for EotE?

Third core. Eventually.

Fuzz
Jun 2, 2003

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ChiTownEddie posted:

Speaking of, as a non-GM, which of the other EotE materials should I pick up? I only have the core book at the moment...

The Career books. Dangerous Covenants, Enter the Unknown, and Suns of Fortune. Suns isn't a career book, but it has a few new races and lots of gear and info, so it's optional.

Fuzz
Jun 2, 2003

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ScottyBomb posted:

Assuming the next EoE release is another career book, which career would people most like to see it be? I'd love a Colonist book to expand on civilian careers, personally - but I'd be okay with a Smuggler book as a companion to Jewel of Yavin.

Bounty Hunter. BOUNTY HUNTER. BOUNTY HUNTER.

Fuzz
Jun 2, 2003

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What the hell skill would you use for playing an instrument? Coordination?

Fuzz
Jun 2, 2003

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I'd say the Wild Space/Katana Fleet hook is a good one. Alternatively, you could have the trader actually be an ex-smuggler and he stole some cargo from a Hutt, and said cargo is still in a smuggler compartment (or maybe it's gone, even worse) on the ship.

If you don't mind going left field, maybe the trader is actually a ship thief, and little did he know but the ship was actually a secret test platform for a cloaking device the Empire was working on, and they want it back.

Alternatively, the slaver had some other live cargo, one of which is actually an Imperial Moff or an important Rebel Leader, though your crew has no idea. The other side wants to capture the person while their side either wants to rescue them or just silence them so they can't reveal any intel.

Fuzz
Jun 2, 2003

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On an aside, I'm reopening my ISB game for possible applicants. We can take up to two more (possibly) after this Operation, if you're interested, feel free to drop an app in the OOC thread.

If you previously submitted and didn't make it in, you can be reconsidered! Just repost the application.

It's not guaranteed we will necessarily take two more, it will be based on the votes of the existing team, yes, but also it will heavily depend on the quality of the application... some characters are too good to not add in!

(Hint: Obligations and character flaws are good and interesting)

Fuzz
Jun 2, 2003

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Mechanics question for you guys, re: Strain.

How do you guys handle this? I feel like the way the rules are written, Strain is mostly meaningless and doesn't really amount to much. In my current ImpGame the average player has let's say 12 Strain. They can take a point of strain for certain Talents, like lowering the difficulty on a roll, or taking an extra Aim action... that's fine. But in mechanical terms, they have literally 10+ times they can do that in a given scene before they have to even care or worry about it, and out of combat they can use a roll to recover a chunk of it, if they want.

There are no rules about Wounds and Strain interrelating and stacking... personally it seem slike Strain should have its own pool, sure, but any Wounds you incur should also incur an equivalent number of Strain, so you might end up passing out from Strain before you pass out from losing all your wounds, if you're really pushing yourself to the limit. But that's not what the rules say, so even if you only have 2 wounds of 15 left, you still have your full Strain pool to use to do crazy poo poo if needed.


Any of you guys figure out any good houserules for Strain? I was thinking about splitting it in thirds, rounded down, so say you have 12 Strain total, once you drop below 8 (-4 Strain or more accrued) you automatically get an extra Setback on all rolls, regardless. Drop it another third and it adds another one, etc. Is that stupid? Is there a smoother way to do it? Should I just not bother?

Fuzz
Jun 2, 2003

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homullus posted:

Are you having them lose Strain when they roll Threat? It sounds as though you're not.

Roll net Threat on everything? I usually have the Threat equate to negative consequences, like the hack was successful but the alarm triggered, or the explosion took out the enemy but now there's a hole in the hull and we're losing atmo. Maybe I should be enforcing more Strain penalties, then.

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Fuzz
Jun 2, 2003

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Carteret posted:

I'd be VERY surprised if they don't release a Sourcebook for each profession. With the success of the games so far, and the new interest in the IP, I can see them making content for all the lines for some time.

Yeah, they've pretty much confirmed that all the core Careers in EotE will be getting sourcebooks. May be a awhile before we see the same for AoR, however. Personally I can't wait to see the Bounty Hunter book.

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