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Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I am gearing up for starting my party's first adventure together, but I'm a newbie GM with five newbie players. Right now I'm struggling with how to have the characters even meet and link up for the first time. Two know and travel with each other already, thankfully, but the rest are complete strangers.

I considered having them all meet in a cantina under stressful circumstances but since we ran the EotE beginner box adventure most of the way through I thought it might be a bit boring retreading that territory. The party consists roughly of the following:

  • Droid performer, wanting to improve his art, influenced by whatever the Star Wars equivalent of Phil Collins would be
  • Jawa outlaw tech, tinkerer, programmed the droid performer to be his best friend though the droid has no inkling of this
  • Ortolan survivalist with a grudge against Max Rebo for always being mistaken for him
  • Trandoshan politico estranged from his family, overprotective of small aliens he mistakes for children
  • Verpine big game hunter, hunts big insects for own purposes and maybe a Hutt's collection (this one isn't solidified yet but I just realized I probably should suggest that she needs to hunt Hutts as giant slugs for her own collection...)

My friends have definitely opted for more comedic options off the bat, so that's probably the tone I'll keep throughout. I also intend to give them pretty heavy freedom, which is why I'd rather not start them out as a tight crew straight away.

Any suggestions? I realize I'm probably biting off way more than I can chew but I like a challenge.

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Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Arcturas posted:

Make them decide! Half the fun of making characters is making them decide how they met up and/or know each other. If you have a vague idea of what you want the first adventure to be, tell them a little bit about the ideal first quest hook, and then have them spend part of the first session figuring out how they got there.

Reading this was definitely a "DUH!" moment for me. Honestly I might be trying to write too much rather than collaborate, so thanks for the suggestion. :). I'll field it during the first session and see what they come up with.

homullus posted:

They're all passengers on a tramp freighter when the pilot has a heart attack and dies in the cockpit in hyperspace. They now have a ship they have the deed for but didn't, uhh, buy per se. They have to dispose of the body (properly or no). And they have to deal with all the people who were after that pilot for whatever reason.

This is also pretty great, thanks! I wanted to give them a really busted ship for hijinks and that ties in nicely.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I have some of the same worries since my party is made up of mostly non-combatants, but the way I intend to handle combat encounters that end up being too hard for my players is to offer them ways to escape combat entirely if they get in over their heads. If they end up getting overwhelmed I'd prefer to give them options for running away from or talking their way out of the encounter rather than having to wipe out all the enemies.

I feel like throwing truly deadly adversaries at non-combatants still affords them an opportunity to roleplay pretty well if they're trying to do something other than take them head on, so long as they're not cornered. After all, if they wanted to butt heads all the time, why didn't they shift their character's focus more towards doing that? When trash-talking the scary bounty hunter fails miserably for the fast-talking politico, running away is probably pretty in-character rather than having to take him down with force.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Given the player I had in mind in that example, he'd probably deserve and relish it. But that is good to know, I'll have to keep it in mind.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
That might also allow for some of your players' "remove X number of setback dice" talents to become more useful, so it's worth keeping in mind how many of those talents are floating around in the party.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I agree with alg on the dartgun idea, that will probably work better in combat unless the character is already partly focused on melee. But the idea itself is pretty great, and something similar came up came up when my group played the beginner box: the droid doctor hopped the bar at the cantina, tranq'd the bartender, grabbed a rag, and pretended to be the new barkeep. I think I made him do a Medicine check instead of a Melee check just so he'd have a better chance at succeeding (I really wanted to see it happen) so consider the same for your Doctor character.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
That's an interesting one and I kind of wish one of my players had chosen it. It opens a number of cool options for adventure hooks down the line, like someone knocking over the casino and the players have to hunt them down, or some organization muscles their way in and takes over and the party has to pull an Ocean's Eleven-like heist to get it back.

As was suggested before, there are plenty of casino+crime movies that could serve as inspiration for a hook.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Now your expectations will surely be met! :v:

On a semi-related note, do these have pretty small print runs? I was poking around Amazon and, while it's not necessarily indicative of anything, I noticed a lot of the supplements are only stocked by third-party sellers. I'd prefer to buy from my FLGS, but on the off-chance they don't have something currently in stock, is it pretty painless in general for them to order more?

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I love that idea and I think I might try to adapt it for my group, if you don't mind. I think my players will love it since they skew towards the wacky end of the spectrum. We've got a Verpine Big Game Hunter played by an entomologist so she'll probably be all over it (if she doesn't just decide to add them to her "collection").

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Thought about asking in the OOC thread for the game I'm in but others might find this info useful, too.

As far as PbP and using Orokos for this game, how do folks as players generally handle the following:

  • Determining difficulty for non-combat checks on-the-fly?
  • Determining how many setback dice to add?
  • Opposed checks?
  • Adding automatic successes/advantages/threats that don't come from dice? (Not sure if you can even do this with Orokos)

The obvious answer is, "the GM will determine it," but I've noticed people in some games throwing in difficulty dice for non-combat stuff. I'm entirely new as a player in EotE and still pretty green as a GM (especially in PbP format), so I'm trying to find my sea legs.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Cool, thanks. I'm still struggling a bit with setting appropriate difficulties for things as a newbie GM for my friends, so I really didn't want to step on toes or screw up dice rolls in someone else's game. I also didn't want to bog things down if I could make a general call myself.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

echopapa posted:

Get your hands on the West End Corporate Sector sourcebook.

I went to find out who posted the link in the Rebels thread to all the d6 stuff so I could credit them, only to find out it was you! Which makes me surprised you didn't link it in your post.

Anyway, here's all the West End Games sourcebooks, and you can find the Corporate Sector one towards the bottom of the list.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I always just took it as the difference between being able to block or side-step a melee attack versus trying to block or dodge a bullet laser blast. In the former case, regardless of what the weapon is or whether or not you're armed yourself, there's a chance you could negate the attack by parrying, grappling, dodging, etc. In the latter case, unless you're Neo or, well, Vader in ESB, you're not dodging or blocking a bullet.

Though thinking about this has made me realize it'd be really easy and thematic to throw in boost/setback dice for melee attacks depending on the difference in weapon reaches (e.g. vibroaxe vs. knife). So maybe consider using that to help balance out the difference in difficulty.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Tuxedo Jack posted:

A few quick beginner questions: how do you resolve successes/failures with a ton of advantage or threat? Or a neutral result with many of one or the other? Do the players still get the benefits or consequences? I rolled it into cinematic results, bursting pipes, droids tripping, etc, but had to hand out a metric fuckton of boost and black dice. It felt ridiculous.

I assume by a "neutral result" you mean an equal amount of successes and failures. If that's the case, that actually results in a failure since there are no net successes.

As for throwing boost and black dice out by the truckload, you're doing it right.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
That adventure sounds really, really cool. Even if I didn't run the full adventure itself, it sounds like there are a lot of fun pieces to pull out of it to use elsewhere.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

kingcom posted:

I'm sure theres something good in the huge amount of EU that was produced. On the other hand you have EU.jpg:



All you're showing me is a :krad: idea for a cybernetics junkie.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Kai Tave posted:

It's not exactly the most original idea but you could get some decent mileage out of taking Star Wars and going full wuxia with it.

Just play a bunch of Teras Kasi students and you're even still in-universe.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Give them the Event Horizon and a bunch of helmets with the blast-shields permanently down and tell them, "where you're going, you don't need eyes."

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
You two ought to compare notes and have a version of each other's parties show up in your respective games.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Rannos22 posted:

Falling is stupid deadly in this system from basically any height.

Which is thematically appropriate! Think about how many people died from being thrown off of things in the movies.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

jivjov posted:

Has anyone complied a master index for this system? I love that each career book comes with more rules and subsystems...but it makes looking things up a pain in the rear end. It would be nice if there was a site or document that could just tell me "ah yes, the detailed hyperspace travel rules are in Fly Casual"

http://swrpg.viluppo.net/

This mostly pertains to things that are not rules subsystems, but it's useful nonetheless.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I would be interested, and with enough of a heads-up I could definitely attend.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
You could substitute Brawn for Willpower instead. Maybe he gets such a strong shock of adrenaline in the face of something scary that he just hulks out instead. Maybe make him take some strain damage to compensate.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Out of curiosity, is either Ilum or Starkiller Base on the new map?

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Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I am partially surprised this wasn't developed sooner, to be honest. It's glaringly obvious from that teaser that the starter set is just Night of the Zealot, the Arkham Horror LCG core set scenario from way back in 2016. With all the art that's been produced between then and now for the card game, along with the bones of nine other campaign-length stories, I feel like it's easy-pickin's to shove out a decent amount of content without too much effort.

Is that too cynical?

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