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TheTofuShop
Aug 28, 2009

fosborb posted:

We killed 20 Death Watch last session on our way to their ship. They were staying in a hotel of an on-again-off-again young Hutt benefactor of ours. Pash, whose own bounty far outstrips any conceivable prize money, is about to run in a land speeder race.

I'd say that the Hutts and a few members of Death Watch have either paid mercenaries to kill Pash in the race, or rig his landspeeder for problems or something.

Has your group just been blasting through everything on the way to 100+ Obligation?

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TheTofuShop
Aug 28, 2009

jivjov posted:

Eh, I just let em have it because the fight was against a handful of Minions and it was cool. I just made it an appropriately ranged Gunnery shot.

My players did this as they were leaving in the initial Mission and they blew a hole in a load bearing wall and collapsed the spaceport. 3 Despair. Killed those Stormtroopers good though!

TheTofuShop
Aug 28, 2009

Everblight posted:

Also, question: What's the best book (other than the core) for monsters? I always thought the main problem with EotE is cool monster stat blocks, and the monsters in the back of the book are horrid, ten different kinds of "mooks with a 2 in everything" and too many Imperial Governors who were never meant to fight in a laserblast shootout.

The Suns of Fortune book has some cool creatures and stuff when they describe the Corellian system & sector, that might be a good place to start.

TheTofuShop
Aug 28, 2009

Chill la Chill posted:

Ah ok. I never knew they had print beta versions of the other books too.

I got the flight jockey book and I'm slowly trying to get my x-wing playing friends into it. Problem is we love x-wing so much we end up playing the board game 90% of the time.

I GM'd a game for some of my friends when the system just came out, and we ended up just putting together lists and playing out our space battles using the x-wing miniatures rules. They didn't want to learn the rules.

TheTofuShop
Aug 28, 2009

Your GM is wrong. Droids can be awesome in this system, and they can be built to be great characters. Just make sure you put your starting exp into characteristics, and you'll be fine.

What kind of character were you thinking? :allears:

TheTofuShop
Aug 28, 2009

Tekopo posted:

Multiple dice rolls to do stuff that has no affect on the mission whatsoever (which we eventually skipped, but there is a section where there are 12 completely unecessary dice-rolls), books assumes successes for certain rolls and doesn't have much guidance for what to do if they fail, there are some forced failure sections where you are meant to lose, the ending is loving awful beyond belief (and we completely skipped it as well).

I haven't had much experience with pre-mades before and I know that ideally you should change stuff to suit you, but the level of stuff that you have to change in order to make the module workable is incredible.

Yeah... my original EotE group had a blast with the Jewel of Yavin, but when we ran Arda I a while back it was baaad. It's now the subject of all jokes at Rebel Command for that group. "We don't want another Arda I on our hands..."

TheTofuShop
Aug 28, 2009

Okay, so sorta in the vein of Fuzz's Imperial themed game, I've been running a few of my friends through a campaign with the players being Imperial Intelligence agents solving problems after the battle of Yavin.

So far, the group has been having fun, they foiled a group of rebel commandos at striking an Imperial shipyard, and successfully disrupted a mid rim shipping depot that has been moving supplies for the Rebellion. While it's been fun to play, I don't want the campaign to be only focused on the rebels, and so the next section will have them infiltrating a Black Sun Detention ship to break out an imperial operative who got caught in the wrong part of space.

What I'm having trouble with, is populating the ship with the criminals and lowlifes of the outer rim.

Do you think you guys could throw out some ideas of prisoners and/or why they are being imprisoned? I'm hoping to grab a handful of ideas so I can have some notable characters that the group runs into.

TheTofuShop
Aug 28, 2009



:allears: Thanks thread, I think this prison ship will be filled with some very colorful folks. I'd already decided it was going to be a ring-shaped orbital station, but an unlicensed swoop race in the bowels of the prison ship seems just the event my players will love.

TheTofuShop
Aug 28, 2009

FuriousAngle posted:

Hey everyone. Sorry if this is a repeat topic. I'm starting a new EotE campaign and it's made me realize that I'm woefully underprepared for game that kind of requires maps. I've got plenty of fantasy miniatures, but not much in the way of Star Wars stuff. It's just the tokens from the base set and that's it.

Does anyone have any experience punching tokens out of foam board? I've got a hole punch but it won't fit foam board. I can try making tokens out of poster board, but it's a little flimsy and I'd like something with more weight and substance.

Any suggestions? Thanks in advance.

When I started with EotE, I just cut small squares out of foamcore with an X-acto knife. It worked fine, we used a whiteboard for the terrain and the players drew faces or wrote their names on their pieces.

E: to echo jivjov's point, after our first campaign died out and the remaining players were more comfortable with the system (specifically the range bands), we kinda stopped using tokens, though the whiteboard always gets used.

TheTofuShop fucked around with this message at 22:58 on Jan 1, 2016

TheTofuShop
Aug 28, 2009

kingcom posted:

I wrote up and have been running a conversion system for Eote to X-wing: https://docs.google.com/document/d/1uRqpFZHiISi5yiP0xD6tbbiiHdoC1W6Ld8HvNLOexV0/edit?usp=sharing

Hmm, I have a few people who have bemoaned the EotE Space Combat system, but love X-Wing, so I'll see if there's interest in running a Squadron Type game for them, and let you know how it goes.

TheTofuShop
Aug 28, 2009

Barracuda Bang! posted:

This is a similar question to the one above: I'm a first-time GM running an Edge of the Empire campaign for a mixed group of experienced pen and paper players and people without experience. The beginner game went pretty well, so that's great. Now I would really like to use one of the three premade adventures as at least a base for a long campaign, but I don't want to get one that everyone thinks sucks. What's the consensus of the best of the EotE adventure/campaign books?

Mask of the Pirate Queen is, imo, the best one by far.

TheTofuShop
Aug 28, 2009

My buddy has finally found some time for more RPG-ing, and we're looking to run another campaign, this time using Force and Destiny. We'll be playing Post O-66, but Pre-OT, and I've rolled up an Ataru Seeker/Pathfinder who will be using Cortosis Gauntlets instead of a Lightsaber. We've (tentatively) house ruled that I can use Agility instead of Brawn for Brawl checks in lieu of Lightsaber (from the Ataru Striker talent in the tree), and my buddy is playing a Sentinel/Shadow that has given up Lightsabers in lieu of a Trusty Blaster.

I'm super looking forward to a Sullustan (me) and Twi'lek (him) taking down mooks without using Lightsabers.

Have any of you done any house rulings similar to this, swapping a different weapon type with Lightsabers to adapt the skills in the tree to it? Our GM is just a little wary that (especially with my buddy's blaster) the added bonuses for the tree might make us a bit destructive. I figure we'll be fine and either play it up narratively or just increase the strength of the opposition, but our GM is hasty.

TheTofuShop
Aug 28, 2009

kingcom posted:

The game is about being star wars heroes. Assuming you want to be the kind of character you see in the films, nothing you've done is going to be a problem. For the GM it is super tirvial to just add a stack of HP to any Nemesis/Rival character you need to if for some reason numbers are getting too high (they really shouldn't be too much above normal though) and you should be just carving your way through Minion enemies anyway.

Theres only two PCs then? If so the limited action economy is going to make everything fine to play anyway.

Yeah, for now there's only two of us, though we may acquire a third in about 3-4 sessions, depending on her interest. I figured It'd be fine, but I'll reiterate to our GM that we've got almost nothing to worry about.

TheTofuShop
Aug 28, 2009

You should be throwing around Boost and Setback dice ALL THE TIME.

And remember, the narrative comes first. I get that you want to set a precedent, but you're the GM. You are allowed to modify some systems so everyone has a good time playing.

E:

Zodack posted:

I have some pretty heavy metagamers who gripe if things don't go their way

Honestly, this sounds like what is your problem. Things aren't going to go their way always. In this system especially, failure can be more interesting than success.

TheTofuShop fucked around with this message at 17:51 on Feb 16, 2016

TheTofuShop
Aug 28, 2009

ShineDog posted:

Theres nothing wrong with making your hopelessly outmatched heroes just fail outright.

It seems a little harder to surprise your players with comically stacked odds in SWRPG compared to, say DnD thanks to the open nature of the dice. I do remember the reaction of the players in our 4e campaign when we rolled a 19 on an attack dice only to be told it missed. Lot's of wailing and panic, but of course the GM wanted us to find out like that and to run away. saying "difficulty is (absurd number) red dice" doesn't quite have the same fun to it.

Yeah I think it's one of those things where the type of game needs to be discussed by the players and GM. There's nothing wrong with a old style DnD tone, where the GM is constantly trying to kill you and you murderhobo your way as far as you can. In the same vein, there's nothing wrong with a very narrative game where its not so much about combat, but either way everyone needs to be on board with the tone of game you want.

TheTofuShop
Aug 28, 2009

Zodack, sit down with your players, on Skype or in person, and discuss the problems you are having.

If they want to play a video game style murder hobo game, and you dont,then you all need to come to a concensus. Ideally they all tell you that they are up for working with you, but it's certainly possible that they just don't want to play the same game you do.

It's not worth your time and preparation to run a game that you don't enjoy, so if they aren't down, find another system or a new group of players.

If they do want to play a murder hobo game, you can make that work in EotE or AoR style. For EotE, the Hutt Cartel/Black Sun/some other organization has contracted them to go around cleaning up messes. Think of it like the Hunter's Guild in Phantasy Star.

For AoR, you can do what I did, form them into a Rebel Covert Ops strike team, and give them a briefing at the start of each session with a clear objective. I did a mediocre Admiral Ackbar impression and sent them on their way.

Most importantly, ask questions of your players' motivations and backgrounds.

How did they end up here? Why are they working together? Who betrayed them to the Empire/rebellion? Etc, etc. Encourage them to set goals within the group and in the greater galactic scheme of things. REWARD THEM FOR ROLEPLAYING. Make sure they know that you're here to find out what their story is, not to murder them at every chance.

Just don't stress yourself out if it doesn't work. Seriously, lovely RPG players are dime a dozen.

TheTofuShop
Aug 28, 2009

When it comes to boss battles, I usually crib a video game, 2-3 stages to the fight, maybe a change of location or a enrage mode or something similar.

Big Trandoshans always end up breaking everything around them in my games, using debris as a projectile or breaking through poo poo to escape.

Is he a Heavy in the melee style or does he favor a nice heavy blaster rifle?

TheTofuShop
Aug 28, 2009

Drone posted:

RE: Boost dice
As a GM I'd probably not allow this because it just makes no sense to me (or at least I'd think about capping it), but as far as I can find in the rulebook, there's nothing preventing this.
This is dumb, spread boost dice around liberally, spread Setback dice around when necessary.

Also in my experience, this game lends itself much more to a "yes, but..." style of GM guidance, but that might just be me. I'm a relatively relaxed GM.

TheTofuShop
Aug 28, 2009

Drone posted:

The idea of a Wraith Squadron type campaign is just so good and I've been thinking about doing it for awhile.

We had a PbP game in this vein going a while back, but it fizzled out. :smith:

Somewhat unrelated, but if my new boss can nail down my schedule for the week with any consistency, I might try to run a PbP or Roll20 game in a similar fashion.

TheTofuShop
Aug 28, 2009

nelson posted:

With that being said, playing a melee Wookiee in the middle of a battle royale is ridiculously more fun than sitting behind cover and taking shots from a distance.

I'm one of my games, our wookiee ran down an alley in the middle of the fight as the group was being attacked by a twi lek swoop gang on Nar Shaddaa.

Our Bounty Hunter freaked out for a round or two, and then three rounds later the wookiee comes flying off the roof of a nearby building with his vibro axe.

It's a wonderful, narrative game.

TheTofuShop
Aug 28, 2009

Major Isoor posted:

Hey, so, just to confirm, are all vibro-weapons in the SWRPG 'lightsaber-proof' in terms of being melted and/or cut in half at first contact, like normal weapons are? (e.g. during vibroblade v lightsaber fights in KOTOR) Since if that is the case, I might have to arrange an encounter later on in my campaign, as one of my players (a Dashade merc/fighter typed guy; half heavy ranged weapons, other half melee) seems to be entertaining the idea of using his vibroknucklers against a lightsaber-wielding foe (literally punching the lightsaber away, to block/parry blows), although I'm uh, a touch uncertain as to how well that'd go for him, unless he's OK with potentially getting a robo-limb or two! :D

Are you using the Force and Destiny book? What you're describing sounds like Refined Cortosis Gauntlets, which have rules for shorting out lightsabers.

TheTofuShop
Aug 28, 2009

ProfessorCirno posted:

Giving regular methods of healing that don't involve constantly jabbing yourself with a needle? Doing what other stated and not making it so a hit is a literal moment of getting your rear end shot?

It just doesn't mesh with how I view the movies, like, at all; Han isn't constantly getting zappo'd by the stormtroopes but thankfully keeps his Drug Gun in his other hand to inject into himself every other turn.

Honestly, even in the bigger fight scenes in the movies - like Jabba's barge - the heroes really just aren't really getting hit. And, you know, it's Star Wars. They could've renamed it to Literal Plot Armor and it would've worked better. But then of course the same nerds that go insane for their super specific gear porn probably would've had an ulcer over the lack of verisimilitude.

It sounds like you want a different game then. Maybe you could use Strike! and convert it to Star Wars?

TheTofuShop
Aug 28, 2009

HOOLY BOOLY posted:

Oh he has a proper rifle as well, but what i mean is that it's ridiculous that he could take just a standard blaster pistol and hit just as well with that as any of his other weapons at extreme range.

Are they using Sniper Shot and upgrading the difficulty for each range band?

I will say that lots of skill in ranged heavy breaks the hell out of this game though.

TheTofuShop
Aug 28, 2009

jivjov posted:

A lot of sources I've seen, both under Legends and the new Story Group, tend to show that for huge swaths of the Galaxy (basically everywhere besides the Outer Rim) the change from the Republic to the Empire just put new faces on the currency and a new logo on Space-CNN. Even Bloodline, the most recently released Canon novel, has a post-facto imperial sympathizer that says basically "yeah, Vader and the Emperor were insane, the Death Star never should have been built, but there's nothing wrong with a strong central authority"

I think there's some space there for an Imperial-focused campaign that takes place somewhere where the Empire is bringing order and law, without being instructed to shoot aliens on sight or whatever.

My Imperial Campaign I ran was basically Wraith Squadron, but flipped. They decided they were the product of some Imperial Intelligence PR project, and three of the four of them played aliens. Their CO was a racist Imperial rear end in a top hat, but it was hard to argue with their results. They were constantly told they were incompetent, impure, and abhorrent aliens, but they were determined to do their jobs. To each their own, but we all had a blast during the run.

It ended with the unit being told by the higher ups that they needed to publicly assassinate the rear end in a top hat CO to replace him with a well connected up and comer in II politics. This set the stage for more militarization of the planet when they blamed the event on the Rebel Terrorists.

TheTofuShop
Aug 28, 2009

ShineDog posted:

This game is going to be super, super vulnerable to min max weirdness, isn't it?

My wookie player just wants to be strong and wave her vibro axe around, blew straight through the dark jedi I intended to be a kind of recurring danger. +40 to crits is a dick.

Remember the Sith Rule of Two. If someone's master just got struck down, their apprentice would feel it, and maybe they were filled with anger....anger that makes them stronger. :getin:

TheTofuShop
Aug 28, 2009

So I've finally been able to wrangle my friends into another FFG SW game, and this time people want to play space wizards.

I'm planning on cribbing an idea I read here first (I think?) and we are looking at doing a post Order 66 campaign with the players as Jedi Knights on the run.

The hurdle I'm running into is figuring out how much experience to give them after creation to get them at a power level that's strong but not gamebreaking. I am well aware of the gear/power creep that comes with time in this system, and I think my players are building more flavorful characters than the min max standard a few of them have.

what do you all suggest?

TheTofuShop
Aug 28, 2009

Lemniscate Blue posted:

You don't have to have them build actual full-fledged Jedi Knights to have Force users running from the Empire. Suggest to them a mixture of "auxiliary" Jedi such as the Medical Corps, the AgriCorps, or other members of the Jedi Service Corps, who are less powerful and skilled in the Force than a Prequel-era Jedi would be. Of course a half-trained padawan or two. Perhaps someone could be a representative of a non-Jedi tradition who was in town on a cultural and knowledge exchange program at exactly the wrong time.

There are all sorts of folks who would be on the run from the Purge. Even if they weren't the original targets of Order 66, the Empire would likely want to kill or recruit Force-users still at large in the galaxy.

I get you man, but like I said, the players want to play Jedi Knights on the run. Those are all great ideas for what kinds of people can aid them on their way, and in fact I suggested when we were brainstorming the setting that they didn't all have to be Jedi, but that's what they all decided.

I'm not trying to be hostile or anything, I just maybe wasn't clear enough. We are all big Star Wars nerds and they are choosing lightsaber forms and such. Most of my experience GMing with this has either been Rebel/Imperial commandos or EotE drifters, the force users I've had were force sensitives that honed their connection during the campaign. We are breaking into F&D and the Jedi supplements with this campaign.

So, back to the original question, They want to run a combat heavy campaign with Jedi Knights, how much extra experience should I give them after creation?

TheTofuShop
Aug 28, 2009

Arcturas posted:

I'm thinking of running a short (5-6 session) campaign for my normal D&D crew. It looks like folks would prefer playing the rebel/empire game over EotE. Is there a decent pre-gen campaign I can use as a starter for inspiration and/or a rough campaign outline?

Avoid Onslaught at Arda I at all costs.

Honestly, for an Age of Rebellion game, I think channelling ESB / Hoth as a framework works really well. Rebels are mostly hiding for fear of the Imperial Fleet, Running is usually preferrable to fighting and the protection of innocent people is paramount. Play up the desperation of the Rebel and the invasive influence of the Empire & you should be okay.

TheTofuShop
Aug 28, 2009

Captain Redbeard posted:

If you were running a game and your players needed to play baseball for some reason, how would you handle that? A single athletics check for each players at bat? Melee checks for batting, ranged checks for throwing, athletics checks for everything?

Opposed rolls for Batter / Pitcher with Melee/Ranged Light respectively. Athletics check for a ground ball, Perception check for a fly ball. Baserunning I guess you could do opposed Athletics / Ranged Light for Baserunner/Fielder.

Triumphs and Despairs could be stolen bases or errors. You could track strain for the pitcher to account for fatigue throughout the game. Heck, if someones playing a Commander, you could let them take a trip out to the mound and roll Leadership to keep things under control.

Star Wars Baseball sounds real cool though. :3: Just imagining Ackbar going out to the mound to talk Han down.
"Cmon General, you can't keep throwing fastballs over the plate."
"RRRGGGHHHRRRR!"
"The Wookie's right Solo, go with the Breaking Ball inside."

TheTofuShop fucked around with this message at 02:14 on Sep 28, 2016

TheTofuShop
Aug 28, 2009

Blackula Vs. Tarantula posted:

How would that help? And my character is a droid so he is a hidden camera.

edit it together like a propaganda film?

TheTofuShop
Aug 28, 2009

I guess I meant more like, one man's terrorist is another's freedom fighter, something like showing the brutality of the Empire to rally more anti Empire sentiment...

then again, maybe you just film everything and turn it over to the rebels as intel. surely all the access you have can get you into secure rooms and secret meetings. Maybe you can film all higher up personnel to establish possible targets for Rebel Commandos, or highlight imperial troop and supply movements for disruption.

TheTofuShop
Aug 28, 2009

Blackula Vs. Tarantula posted:

These are bad guys, they really are a mutual enemy of the party, the empire, the rebellion, the black suns, and the hutts, any plan that doesn't involve going through with destroying them is going to get vetoed by the rest of the party anyway. The question is, how can we make this a blow against the empire at the same time?

fabricate a bunch of intel that says they want to work together to strike a rebel sympathetic group, when they meet up together, ambush them. Or, you're the rebel group, set a trap for them. You could also try and set the terrorists up at a hutt controlled location, kill em all, and leave obvious evidence that the Empire called in the hit.

Blackula Vs. Tarantula posted:

These guys hate our guts specifically. We were working for them and double crossed them, kidnapped their leader, left him braindead, and sold his comatose body to the empire. Their new leader is a woman who once owned me, and is the ex wife of 2 of the other party members, and all three of us want her dead. This is part of why the rest of the party is ok with working with the empire, we really do want to take these guys out.

also, wait wha-

TheTofuShop
Aug 28, 2009

Mine it for ideas, there's some interesting bits in there, but the adventure played as written is definitely the worst of the FFG ones my group has played. Very Railroad-y, just not very interesting. On the other hand, We have played Mask of the Pirate Queen & Jewel of Yavin and my group had a blast with both of them.

TheTofuShop
Aug 28, 2009

so are Genesys' dice the same as the EotE dice? Aside from the symbols looking different, could I just use my Star Wars dice?

e: awesome. :getin:

TheTofuShop fucked around with this message at 06:03 on Aug 13, 2018

TheTofuShop
Aug 28, 2009

e: I'm dumb

Sorry for the derail.

TheTofuShop fucked around with this message at 01:09 on Oct 10, 2018

TheTofuShop
Aug 28, 2009

Anyways, so I'm running a post order 66 Jedi on the Run game for my group at the moment.

They are currently helping an Imperial Intelligence Defector who has agreed to give the Resistance/Rebellion intel on the Empire, in return for safe passage off an imperial planet and a sort of witness protection program. My players, though all playing Jedi, have gone nearly full Murderhobo, and didn't ask the defector anything about how or why he's turning sides. Before we ended last session, they broke into and killed several people who were manufacturing and testing weapons for the empire. They blundered into this facility killing people with little regard for stealth or subtlety, so now that all the alarms have been triggered, what does the II send after them to quell this incident?

I'm leaning toward Stormtroopers (and an unseen Imperial Agent), but it's Knight Level play and they've basically obliterated everything I've thrown at them (which is fine, but I'd like to turn the heat up since they are in Imperial Territory, just maybe not a Sith Inquisitor, cause it is the edge of the Mid Rim, not the Core).

Help me thread, you're my only hope

TheTofuShop
Aug 28, 2009

Ablative posted:

Another thing to watch out for, at least in my group's experience, is the Sense power.

It's relatively cheap for what it does, which is either read the minds of up to four people simultaneously at long range or give you two free upgrades to the first two attacks made against you every round, plus a single upgrade to your own attack every round, for the low cost of being FR 2 and committing your Force dice. If you give a Guardian an inch, expect them to take the lightyear.

I recently ran a post order 66 knight level game and one of my players did just this. I didn't think Sense was too powerful, but it was really strong.

Luckily they played as a tank drawing all aggro so they still were at risk, but there were several fights where they rolled well and came out unscathed against a bunch of enemies.

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TheTofuShop
Aug 28, 2009

The only FFG Star Wars adventure that really falls short in my experience is Onslaught at Arda I, avoid that one like the plague

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