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echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

FISHMANPET posted:

There's a luxury yacht in one of the books that's really close to the suggested starting ship price, I always thought that could be an interesting choice.

I gave my party a yacht with the option to sell it and buy something more practical, but they figured the respectability that comes along with yacht ownership was worth the lack of combat prowess.

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echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Admiral Joeslop posted:

What's the best way to go about building a Rival/Nemesis? I have the Character Generator program so I'm able to build an Inquisitor which is fine but I'd like to upgrade Trex from the beginner box to a real opponent, as well as build some droids that will figure into the Assassin Droid's story. Should I just use the same amount of XP as the player's have and give them the Nemesis talent? Is that even a thing?

It's a good idea to give your big bads Imperial Valor or its equivalent, so you can have them throw some ablative mooks in the way of incoming attacks.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

RaceyBucket posted:

What are some reasonable things to happen to a ship on a smuggling run other than like customs or rival smugglers?

Strike at the port: nobody's leaving until it gets resolved.

The cargo turns out to be something really nasty, like torture droids.

The crew arrives at the drop-off point only to find their contacts murdered. How do they get rid of the hot merchandise while avoiding the murder rap?

The cargo is perfectly legal (for once), but the Sector Rangers are dogging the crew every step of the way. Wonder why?

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
Ultimo Krayt Dragon
DB-8C, the Million Credit Droid
Hondo Ohnaka Michinoku

echopapa fucked around with this message at 10:45 on May 9, 2016

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Ivor Biggun posted:

Apologies if this has been asked somewhere in the last 90 pages but does anyone know if FFG is planning a game or supplement around playing imperial forces? i saw some people commenting online that Age of Rebellion could be refitted for an imperial game as it describes soldier classes and uses Duty as a mechanic, I was wondering if FFG had said anything about it

I think it would be difficult to run an Imperial campaign because your players would be tempted to start calling down AT-ATs and Star Destroyers to solve every possible problem. If I were running an Imperial campaign, I’d either do it as a Monuments Men-type campaign where the PCs are in charge of retrieving valuable items from planets that are about to get Base Delta Zeroed, or as a Good Stormtrooper Svejk campaign full of conscripts trying to avoid unpleasant assignments.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Pyronic posted:

for all you GMs out there, how much did you prepare before starting your campaigns? Sandbox or more structured? How are the official adventures? I'm currently working on putting together the campaign prologue set piece (see my last posts) but I'm not sure how much time I wanna spend past the first session or two planning before I know what direction they end up going.

I usually start with a few episodic adventures and watch for how the players react to them, then string their favorite NPCs and plot points into larger campaigns.

The published campaigns have some decent plot hooks for longer campaigns. The Jewel of Yavin, for example, has a bunch of important NPCs who, if impressed by the PCs, could all serve as patrons—they could wind up working for a university or for a casino or for a Hutt.

You can also go get The Pirates of Drinax for Traveller or the Tapani Sector books for the old D6 system for ideas for sandboxier campaigns. And both are free!

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

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.

Every dark Jedi should have ranks in Move, so they can throw melee-focused characters out of range if they have to.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

PupsOfWar posted:

This reminds me I'll probably have to put some thought into how to seriously threaten the wookiee armorer/soresu defender one of my players is building for our next campaign

Particularly by mid-game, once he's got 24-25 wounds, 7-8 soak and has started either ranking up parry/reflect or putting points into Protect.

Give some opponents Scathing Tirade.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Vanguard Warden posted:

I'm playing as a Falleen Entrepreneur in my group's current campaign, and relative to the rest of the party, I am rich. My character also doesn't need much in terms of equipment. I could hoard all my cash to buy a deflector shield, but I'd rather buy cool junk that's fun for the group. What are some things that I should try to throw my 7000+ credits at? We've got a fresh silhouette 4 ship to potentially mod up.

A bacta tank would make you real popular.

Alternately, get a Briefing Auditorium, a Smoke Generator, and an Interior Broadcast Suite. Turn your ship into a mobile concert venue.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

nelson posted:

Either your players will have a strong opinion about ships or they won't. If they do, err on the side of giving them what they prefer of comparable value. If they don't, then it doesn't matter what they get. Worse case scenario they can sell it later and pick something else.

And if they don’t care, but you don’t want their ship to be a Falcon clone, just say, “Your ship is a YT-1300 freighter. It’s just like the Millennium Falcon, except for a few cosmetic differences. What do you think those differences are?” Let them add shag carpeting or mirrored ceilings or what-have-you.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Vanguard Warden posted:

I'll be starting a campaign for some friends this weekend, any good ideas for narrative excuses to give the party a free ship? I could just have them stumble onto one, but I'd prefer to keep things as plausible as I can, and I don't want to shove it into a player's backstory. My current best idea is to throw a pirate ship at the party for them to claim after they kill the occupants, but I feel like my players might find a way to blow it up somehow.

The party is a team of galactic repossession agents, hired to repossess a freighter. When they go to deliver it to the creditor, they find that the creditor has gone out of business, possibly due to the actions of whoever the bad guys in your campaign are. Guess they’re stuck with the ship, now.

Followers of a strange religious movement are giving away all their possessions. One of those followers insists that you take their starship. Surely there’s nothing suspicious about this cult.

One of your party members looks just like a wealthy person who’s being stalked. That person gives your party a ship, which the stalker knows belongs to the target, in the hopes that the party will throw the stalker off the trail.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Vanguard Warden posted:

Wow, most of these are good as plot hooks alone.

Now that I think about it, repo team is a good hook for a campaign. It gets your PCs hunting down and stealing weird stuff (repossess an AT-AT! repossess a floating tibanna platform! repossess a moon!) while encouraging them not to be murderhobos about it, because the bank (or the Corporate Sector Authority or the Hutt or whoever) won’t pay for unnecessary bloodshed.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

wiegieman posted:

It's good that a player wants to participate and offer ideas, just don't be afraid to tell them that there are some things that you can't realistically charm people into doing.

I had a player who tried to charm everything. In many cases, it just meant that the villains found him likable, but were still willing to attack him if he directly opposed their interests. And then shake their fists and smile when he got away. You know, like a Mentos commercial.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Blackula Vs. Tarantula posted:

Last session, our group got roped into working for the empire, to destroy a terrorist cell not affilliated with the rebellion. Most of the party is ok with this, and don't mind helping the empire if it involves a fat paycheck, except that we are all pretty sure the empire is going to double cross us. The rest of the party is planning to "triple cross" the empire but I don't think any of us really know what that means. My character is the most loyal to the rebellion and would much rather straight up double cross the empire, but I can't really think of how. The empire's plan might be a straight up assault on their base, or laying an ambush for them to walk into, anyone have any ideas for how I can turn this to the rebellion's advantage?

Get a hidden camera and film the entire operation, then sneak the film over to the Rebels.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
Re: the camera: kill the terrorists, get the reward (or not), go to the Rebellion with your detailed video showing the interiors of all the Imperial facilities you visited, the approximate number of troops in the area, the identity of the commanders, the tactics the Empire expects their mercenaries to use…. The propaganda option is good, too.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
On the other hand, characters getting knocked out a lot sets up lots of opportunities for them to get captured and escape, which happens in every single Star Wars film. It’s a good idea to have some jailbreak ideas stashed away in case you need one.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
The Jewel of Yavin is a drat good heist adventure.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
I will be very disappointed if the Martial Artist in No Disintegrations doesn’t come with talents for using improvised weapons. I want to be Jackie Chan, Bounty Hunter.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Pac-Manioc Root posted:

For my regular group of nominally adult players, my session is just about ready but I am short one thing:

I need a mid-level crime lord. Not like a full on Viggo/Hutt Lord, but not some arm-breaking thug either. Like just an up-and-coming made man capo with his retinue and his slice of a mega-city.

I have the 3 core books and TFA/AOR starters, along with all the adversary decks (looking through didn't find anything that quite suited.)

I’d consider using the Yarkora Treasure Hunter from the Edge core and swap out Lore for Knowledge: Underworld.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
Colonial Chrome has starfighters, freighters, and capital ships with interiors.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
Colonial Chrome can be kind of idiosyncratic. He changes the model numbers on a bunch of Corellian ships and changed the entire shape of the Starlight freighter. But it’s still the best deckplan resource.

Robot Style posted:

I'm trying something similar with my group. The last game we played was a railroad through the GM's Dead Space / Mass Effect crossover fanfiction until he got bored, so we're trying an experiment where between sessions I'll generate a random quest with an objective and a few NPC's, then flavor it to make it a sensible followup to the events of the previous sessions. It's a good change of pace so far.

You can get great material for this type of mission by picking up books for Traveller. I recommend 760 Patrons Revised, Campaign Guide, Starport Encounters, and Adventure Seeds.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Drone posted:

Putting out the feelers: anyone out there interested in a Euro-friendly timezone Saturday or Sunday live game over Roll20 or Discord?

I’d be interested in playing. I’d prefer Sundays.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
This is why it’s a good idea to give your BBEGs the talent Imperial Valor and a team of ablative minions to throw in the PCs’ way.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

cptn_dr posted:

That does fit in with the movies though. Blasters are pretty lethal, and if you get shot, you're probably out of the fight, for the most part.

And if everyone gets knocked out and captured, you get to run an escape scene, just like the ones that have appeared in every single Star Wars film.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
Okay, but it isn’t listed as Restricted so if you go rolling around the galaxy in a Death Star nobody’s going to complain.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

TaurusTorus posted:

By my calculations 763,500 credits worth of baradium will annihilate it completely, no exhaust port, just a charge against the surface. I don't know how big 2,036 encumbrance is, but tow that to the Death Star and its gone.

That fits into the cargo bay of a CR90 Corvette.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Drone posted:

I've done this with the main planet in my weekly game (Thanium, a planet located in the Tion Cluster just off the Perlemian Trade Route) and it's really fun being able to sort of flesh out a world from very little actual canon information.

I’ve also set my game in the Tion Cluster because there’s an official map of the place, and because there’s a convenient single-paragraph description of all the planets in it.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
I’ve converted the Pirates of Drinax campaign for Traveller into the Star Wars universe and roleplaying system. Pick up your free, 148-page conversion guide right here.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

StashAugustine posted:

Cool, thanks. I'm going to talk over what exactly we want to do, but I'm thinking a loose mission-by-mission campaign in a frontier sector where valuable military resources have been discovered, either EotE where they're criminals moving in with new opportunity or rebels trying to disrupt Imperial industry. Any suggestions for what the resource should be from people who remember more EU stuff than I do? Also, is the AoR core rulebook adventure worth running?

Bacta is tremendously valuable and your players remember it from the movies.

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echopapa
Jun 2, 2005

El Presidente smiles upon this thread.
A nemesis with Imperial Valour can use minions as human shields.

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