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FISHMANPET
Mar 3, 2007

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So, how well do the 3 "core" games fit together? I've got a group of friends that have played Star Wars RPGs since Wizard's revised edition, up to and including the FFG EotE Beginners box. The EotE book itself is dauntingly massive, and I'm wondering if it might be overwhelming to incorporate AoR or F&D as well. I know that they've got Obligation, Duty, and Morality unique to each one (even though they each appear mechanically similar). Is there anything else majorly different between the three books (also realizing that F&D is still beta). There are extra races in each book, extra careers, extra specializations, extra talents, but do skills stay the same?

I'm planning on running the pre-written adventures, because I'm really bad at writing adventures (though, not gonna like, I might steal that "scout Hoth" hook). For that reason might it be best to limit my players in EotE adventures to material from the EotE core book and expansions? I guess if nothing else, if I allowed everything that becomes an insane amount of content for me and the players to sort through.

So, tl;dr version, play EotE by itself or allow AoR and F&D as well?

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FISHMANPET
Mar 3, 2007

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Are there any of the supplemental books that aren't good enough to bother getting? I'm stocking up and wondering if I need to get everything.

FISHMANPET
Mar 3, 2007

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On the other hand, I have a friend that works for FFG so I can get the books at a discount. I may just say screw and get them all, since I'm a completionist, and it's relatively cheap for everything.

FISHMANPET
Mar 3, 2007

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I mean, I guess if you guys came back and said that AoR Core book is just literally poo poo bound in hard cover, that might have swayed me.

FISHMANPET
Mar 3, 2007

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Has anyone seen Star Wars Rebels? I caught it OnDemand before it premiered and it definitely inspired me, and seemed like a story that could very easily be told in game.

FISHMANPET
Mar 3, 2007

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The D20 versions represented HP as a generic idea of how long you could dodge blaster fire before getting taken down. So it was more a mix of physical and mental endurance.

FISHMANPET
Mar 3, 2007

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Yeah, the first time you get "hit" in a D20 version your character dodged, but didn't actually get hit, but now they're a little worn out. And they'd keep dodging or whatever until they were just so worn out they'd actually get hit, and then bad things would happen.

Unrelated, how do you guys describe NPCs getting hit to players? I want to have some way to indicate how much damage they're doing to an opponent but I don't want to be as mechanical as saying "you took out 3 of 7 wounds, leaving them with 4." Would you even let them know how much was absorbed by armor explicitly, or weave that into the narrative as well?

FISHMANPET
Mar 3, 2007

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I don't think they're expecting everybody to buy the betas, only the hardcore nerd playtesters who are willing to spend extra money to get early access and a chance to help playtest the game. So yeah, they expect most people who bought the beta to buy the hardback, but they're not really expecting everybody to buy the beta in the first place.

Now Begginers set -> Hardcover is kind of a jump in my eyes, but the beginners set is really cool.

FISHMANPET
Mar 3, 2007

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I don't see any reason to get more than one beginner set, if you want more dice, just get more dice. I don't need two of each pregen character. I don't think the characther tokens are valuable enough for me to want multitudes of them, especially when I have a box full of WotC Star Wars Miniatures.

FISHMANPET
Mar 3, 2007

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I see what you guys are saying, yeah, I may very well pick up the other two beginner sets (already have EotE).

But I also get everything super cheap from my friend that works at FFG. In fact he's just given me copies of each of the Beta books :humblebrag:

FISHMANPET
Mar 3, 2007

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Is there a strong mechanical difference between various types of Motivations?

For example, a colonist took Ambition - Greed because she wants to build a casino. She's a colonist, and I was paging through the Colonist source book and I see there's Creation - Business. Is there any reason I should ask her to change motivations? Is there any "difference" between the two that would matter? The narrative behind it stays the same, so I'm wondering if there's anything else that I'm not seeing while reading the GM section.

FISHMANPET
Mar 3, 2007

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That's kind of what I figured, but I just wanted to double check. So then the only point of the tables and types of motivations is if a player wants to randomly choose one?

FISHMANPET
Mar 3, 2007

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It's gonna be weird because her Obligation is a gambling addiction.

So a protocol droid with a gambling problem wants to run a huge casino.

Actually this is a weird party, it's literally Hans Solo, Chewbaca, young boy Anakin, HK-47, and the droid with a gambling problem.

E: Also, I think I have like, a moral obligation to run something like this at some point: http://en.memory-alpha.org/wiki/Badda-Bing,_Badda-Bang_%28episode%29
E2: This one would be pretty good too: http://en.memory-alpha.org/wiki/The_Magnificent_Ferengi_%28episode%29

FISHMANPET fucked around with this message at 00:39 on Feb 11, 2015

FISHMANPET
Mar 3, 2007

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Would it be totally reasonable to put something like a functional speederbike or landspeeder into a YT-1300? There's generally a cargo lift in the back, so as long as it's big enough to fit the speeder it should be fine, right? The YT-1300 isn't too tall but it should be able to fit vehicles that aren't too tall.

FISHMANPET
Mar 3, 2007

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Kinda sad that FFG doesn't try and make stat blocks for heroes but on the other hand with Wizards did it you had characters that took 3 or 4 classes and just generally looked crazy.

On the other hand the talent tree thing should make it possible to due in the FFG systems, and how great would it be to have Luke or Han or Leia shooting stormtroopers with your party, or to just like, encounter Darth Vader or something like that.

Does anyone use Specialization Decks in their games? I'm getting them for all my players because I think it will reduce time spent staring at books looking up powers, but curious to see what other GMs and players think.

This is my second attempt at running a Star Wars game. The first was Saga edition and I tried to make up my own story and it fell flat out of the gate because I underestimated what the players could do and also was not ready for the things they would ask ("What's the name of the planet we're on?" "Holy poo poo I never thought of that what is wrong with me"). Hoping this time starting out with pre-written adventures should go more smoothly. I've still got all the name generators from Wizards first edition stuff though.

FISHMANPET
Mar 3, 2007

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Is there anything in the core rulebook that explains how to give out XP? I've seen giving 5 or 10 for roleplaying their motivation well, but otherwise not really sure how much XP is appropriate.

Also, first session was the adventure from the core rulebook. My players had no problem taking the droid bait since two of them are droids and one is into droid rights. In the Cantina, the guy playing a kid told Spir to back off the Rodian girl at the bar, and rolled 0 success but one threat, so he got a small push from Spir. The wookie was not happy with that and clocked Spir right in the face with his brass knuckles. Love this game.

FISHMANPET
Mar 3, 2007

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Everblight posted:

I do 1d10+5 XP per session, with an extra 10XP at the end of a quest. This gives them unnatural break points (by having 17 XP and such) so they grow at interesting jumps rather than 10 XP per session with easy-peasy "buy in order" skills.

I really like this idea. Our last session was like 3 hours long and there was a 1.2 round bar fight and the rest was role playing, how the hell do I judge if that was enough "encounters" for 10 XP or not.

FISHMANPET
Mar 3, 2007

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echopapa posted:

- “Wait, if you’re Moff Balfour, who’s ruling the Parmic sector?”

Hahahaha, this is like a whole campaign right here.

FISHMANPET
Mar 3, 2007

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I was browsing wookiepedia today, after thousands of years of the old republic, in the span of less than 150 years there are like 6 or 7 galactic governments?

The problem with any expanded universe is that everybody wants to write the story of that character that got 3 seconds of screen time, rather than a completely original story with completely original characters. It can help rope people in, but eventually you're like "C'mon, Porkins isn't that great."

FISHMANPET
Mar 3, 2007

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How long has this been crashed? Do the players know it's not an island? Do other people (smugglers, imperials, etc) know it's not an island? Do the players know how long they have before the creature sinks?

I'm thinking there's probably some juicy intelligence that the imperials are trying to protect, so you'll come across some of them on the ship. Some less than friendly smugglers/adventures would probably be there for the same reason the players are. Some people may not know that the "island" isn't an island, maybe they've set up camp in the wreckage. It'd make a great smuggler hide out, or a place for some weird luddite refugees to hide from the galaxy.

FISHMANPET
Mar 3, 2007

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When my group was building their characters I was just walking them all through the steps in the book. "Step 1, describe your character concept." "drat you FFG and your emphasis on creative storytelling over mechanics!"

FISHMANPET
Mar 3, 2007

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The Wookipedia article proves... something: http://starwars.wikia.com/wiki/Hyperlane

They're just charged paths through Hyperspace, sometimes you have to exit hyperspace to make a course correction and go back into hyperspace (does that you mean you can only hyperspace in a straight line? who knows). It sounds like going off the hyperlanes is a really bad idea but you could just decide it's not that bad or whatever. I think much like in Star Trek, it takes exactly as long to travel from A to B as the plot needs.

FISHMANPET
Mar 3, 2007

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I paged through what I had, it's mostly just YT variants that meet the basic cost criterion in the Core book, and those aren't very mechanically different enough from the YT-1300.

However there is a luxury yacht in the Core book that meets the cost requirement and I can imagine a pretty interesting party that would start out with a luxury liner.

E: just checked Suns of Fortune, it's just got 3 more CEC ships. Grabbed the next book on my shelf, Enter the Unknown, it's got 3 CEC ships and the Ghtroc. But that's probably the only other viable choice. As legendary as the YT-1300 is, I can't see any group choosing YT-1000 or YG-4210 or YV-560 over the Millennium Falcon as their initial ship.

FISHMANPET fucked around with this message at 04:17 on Mar 5, 2015

FISHMANPET
Mar 3, 2007

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Yeah, GMing in Star Wars is great not just because you've got the whole of the EU to pull from, but there's also a nearly 30 year history of RPG content specifically in the universe. Yeah most of the stats are going to be useless, but there's got to be hundreds of already written adventures, just waiting for you to replace a CL4 Stormtrooper with a Stormtrooper [Minion] and stuff like that.

FISHMANPET
Mar 3, 2007

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Make an easy computer check and if you fail the droid suffers a strain or wound, repeat until you succeed or the droid dies.

FISHMANPET
Mar 3, 2007

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So I was at Target waiting for my wife to find some makeup and thinking maybe I needed a nice notebook to take GM notes in and so I wandered into that section and low and behold:


Also, for those of you that have your hand on Fly Casual already, are there modular encounters for smuggling something? I'm thinking my players need to pay off some debt to a corrupt planetary governor.

FISHMANPET
Mar 3, 2007

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The CEO or whatever of FFG hates the original trilogy though D:

I also have a weird fascination with the LAAT, and I kind of want my players to use one somehow, but it wouldn't fit in a YT-1300 so they'd need a much bigger ship to take it with them or just be something they use for a little while on some planet. Though for that matter, my players have talked about wanting some personal vehicles, are there any ships that might be big enough to hold some smaller craft?

FISHMANPET
Mar 3, 2007

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Uh, yeah, I-III, whatever you want to call them. But there will be content for the new Trilogy.

FISHMANPET
Mar 3, 2007

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Looking for some space weed for my players to smuggle. I've got a corrupt Imperial official that needs his fix on... something. Avabush is in the core rulebook and that looks to be pretty tame. There's also Death Sticks which sound pretty nasty, but are pretty cheap and maybe basically space cigarettes? I don't think I want something toooooo tempting for the players, but then again the punishment for not delivering the goods as requested will also be fairly stiff.

FISHMANPET
Mar 3, 2007

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It sounds like there's a ton of good content there outisde the actual adventure too, I don't think the Edge or Age adventures have that much extra content in them, do they?

Kind of excited to pick this up, as they're specifically calling it out as being compatible with Edge and Age, and I've got a force sensitive player.

FISHMANPET
Mar 3, 2007

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Well yeah they're compatible but (and maybe I'm wrong) but this seems like the first time they've offered a product in one line that they advertise as actually being a good supplement for any other line.

FISHMANPET
Mar 3, 2007

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Oh yeah way more Edge than Age of Rebellion. Rebels takes place very early in the "Rebellion," certainly before Yavin. At that point there really isn't a "Rebellion." Age of Rebellion feels like it's more about an organized alliance going up against an organized Empire, whereas Edge of the Empire is a band of people from various backgrounds doing random missions. It very much feels like an Edge game.

I'd say everything in Episode IV is "Edge" whereas the Death star battle is "Age." Episode V is really mostly Edge. Episode VI is very much Age of the Rebellion.

FISHMANPET
Mar 3, 2007

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Episode VI freaks me out where C3P0 and R2-D2 are being led into the droid workshop or whatever where one droid is torturing another droid by burning his feet.

FISHMANPET
Mar 3, 2007

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Every installment that George produced just goes to show how little he was thinking beyond the literal content he was making. Episode 4 is very clearly a contained story, 5 and 6 were created in one unit to continue that story and had to kind of deal with the environment that 4 had created. The prequels had all this heft of random stuff that had been said about Anakin and the Clone Wars and people's relationships and actions, and that all had to be explained in the prequels. When Obi Wan tells Luke his father fought in the Clone Wars, do you think George had any idea what the hell that meant?

I just rewatched in Machete order and so you can see a lot of this stuff suss it's way out. Leia remembers her mother being sad so we see Padme super sad before she dies. Luke's father fought in the Clone Wars so... we have the Clone Wars. Yoda trained Obi Wan? Well not ready but they're on the council together and Yoda advised Obi-Wan. Yoda refused to train Anakin so Obi Wan trained him? Well Yoda refused to put Anakin into the pool of whatever, so Obi Wan trains him. In the last moments of Episode 3 Yoda teaches Obi Wan to communicate with the dead so that all the time Obi Wan spends talking to Luke makes sense.

It's all very well put together, but it seems with very little thought as to how it will fit into anything larger. Each question is answered without any thought as to how many new questions that answer will present.

FISHMANPET
Mar 3, 2007

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Yeah I guess my point is that Star Wars is bad [;)] but also I love it and especially the RPG.

FISHMANPET
Mar 3, 2007

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Yeah they nuked a ton of stuff with the coming of Episode 7 which is pretty great because there's a lot of crap in there,

FISHMANPET
Mar 3, 2007

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A Hutt PC just joined my group. We've had one combat so far. Since he's a Politician, he was negotiating with the Imperial Customs Officer, and when things turned deadly he could just pull out his beat stick and brawn the poo poo out of this dude, even though he has 0 combat skills trained.

FISHMANPET
Mar 3, 2007

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My wookie wants armor but he still wants to look fearsome and organic, so we're going to find him some hide armor. And any weapons made out of giant animal bones would be good as well.

Actually that's an interesting plot hook. Hunt and kill <animal> to use its <part> to craft a new weapon.

FISHMANPET
Mar 3, 2007

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And then get a pair of soggy boots in return.

Perfect!

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FISHMANPET
Mar 3, 2007

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My players are having some trouble with space combat. The shooty people understand how to shoot the guns, and the social characters understand their lot in life, but actually my pilot(s) are feeling underwhelmed. Specifically the Pilot asked "what can I do" and my answer was... not very much? There doesn't seem to be much as far as actual pilot checks to be made during space combat. One of the players suggested we try and run it a little slower, so we're more precise about speeds, ranges, facings, etc, and to get some minis or models or something.

So FFG has a minis game, but that's pretty expensive, and also I'm limited to whatever FFG has produced. There are Wizards Starship Battles minis I can find online, which is cheaper, but same problem of being limited to what I can get. I don't wanna go so abstract and just pick up a random object like a drink coaster and say "this is your YT-1300." Does anyone have any idea? I have a printer, I could print something out, but I don't think I'd want to just find pictures of the ships and print them out, would I?

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