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Post by joecrak on Feb 12, 2016 21:32:34 GMT -8
The first session of Empire's Twilight begins tonight. The last of the characters was made on Sunday. There's a tech, a hired gun, a bounty hunter, a pilot and a sadistic medical droid. Which one's the Ewok, aka the most dangerous sentient creature in Star Wars?
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Post by uncommonman on Feb 13, 2016 1:48:50 GMT -8
I hope that someone dies this actual play ;-) You mean a character, right? I'll settle for a character...
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Post by yojimbohawkins on Feb 15, 2016 9:55:31 GMT -8
I double checked. It upgrades difficulty, not increases. I believe you're both right. If you can't upgrade (i.e. All the difficulty dice are red), you add a purple, which counts as an upgrade.
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Post by OFTHEHILLPEOPLE on Feb 16, 2016 12:52:44 GMT -8
I find this system weird to listen to as an actual play. With DnD I can hear someone say "I got an eighteen on my attack roll" or "I rolled five successes and one botch" and know that's pretty decent. This game the dice are all symbol based and have interpretations which makes it kind of hard to know what is happening. I don't think it's the fault of Stu or the players, it's just the "different" nature of the system.
/2cents
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Post by weaselcreature on Feb 16, 2016 13:27:00 GMT -8
Perhaps it was easier because I played the system before listening, I think it will just take some getting used to listening (just like it did playing) to know what they mean by xSuccesses and yAdvantages.
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Post by Bill Roper on Feb 16, 2016 13:42:36 GMT -8
Also as we get to know the system better, all of us will be better at calling out Successes and Advantages and Failures and whatnot and be more readily "readable" as to what that means.
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Post by joecrak on Feb 16, 2016 20:05:50 GMT -8
Plus the more they get used to the system, the more they will be able to just narrate what the results mean.
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Post by yojimbohawkins on Feb 20, 2016 13:38:45 GMT -8
With this system, I think it's best to approach advantages, threats, triumphs & despairs narratively, both in combat and in regular play. The table in the core books which detail the mechanics are a good starting point, but I find that encouraging the players to simply state what they want to happen, then adjudicating it using a bit of common sense works very well. After a couple of sessions in, I found the biggest issue was having to limit an over-excited player who tends to get a bit carried away in the moment.
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