Wrunner
Initiate Douchebag
Posts: 18
Preferred Game Systems: Star Wars (FFG), Fiasco, Wild Talents, Golden Sky Stories
Currently Playing: Pathfinder (because it's the unquestionable center and true means of roleplaying, according to my gaming group ... unfortunately)
Currently Running: Star Wars: Age of Rebellion (soon! ... just have to "solve" another dire Pathfinder campaign situation by swinging our swords at it enough times ... then it will be MY turn to GM!)
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Post by Wrunner on Mar 2, 2017 7:32:59 GMT -8
Greetings!
Just looking for tips in "best" running FFG's Star Wars RPG.
What I mean by "best" is striking that balance between the narrative fluidity off-the-cuffness of resolving the dice pool while maintaining integrity and a form of reliable consistency with the rules.
I'm about to start my group into an Age of Rebellion campaign and this will be their first time campaigning in a system that is not their familiar d20 Pathfinder/D&D. As you might guess, some of them have a rather strong advocacy of trusting in the rules and its inherent balance ... however far you want to say it exists and/or if that's a good thing.
I've played FFG Star Wars a couple times at a convention. While they were definitely designed for beginners, they never seemed to get beyond the "let's make your dice pool, roll, X success, X (dis)advantage ... here's what happens".
That'll get old for my players if we're going to be campaigning this on a weekly basis.
While I'm in the process of digesting the Core Rulebook, I know there's richness beyond the feeling that this is just a dice-rolling story-telling party game. My players will be looking for the opportunity to delve into the tactics, the strategies, the payoff of investing in builds and developments of their character. That's part of what they love about Pathfinder/D&D.
Any advice in pulling this off ... gently, perhaps, so I don't overwhelm my players?
Thanks!
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Post by Kainguru on Mar 2, 2017 14:07:48 GMT -8
Go check out 'Order 66' on d20 Radio - they do regular 'build offs' where they explore different specs and cross spec's as character concepts. Certain builds are better for certain concepts and many specs compliment each other in very specific ways. One thing I've learnt from them is to have your concept and plan your character build for the future to realise the concept: else you'll end up floundering in a sea of choices every time you earn xp . . . Aaron
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 2, 2017 23:01:50 GMT -8
While the dice may seem complex to start, the system is really simple. If your players love Mathfinder, they won't need any help in figuring out builds. Also, I doubt they want your help on creating their character. You may want to either have them play pregens a session or two before they make their own or allow them to redesign after a few sessions. That should give them long enough to get a feel for the game and what is important in it.
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Wrunner
Initiate Douchebag
Posts: 18
Preferred Game Systems: Star Wars (FFG), Fiasco, Wild Talents, Golden Sky Stories
Currently Playing: Pathfinder (because it's the unquestionable center and true means of roleplaying, according to my gaming group ... unfortunately)
Currently Running: Star Wars: Age of Rebellion (soon! ... just have to "solve" another dire Pathfinder campaign situation by swinging our swords at it enough times ... then it will be MY turn to GM!)
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Post by Wrunner on Mar 3, 2017 5:17:08 GMT -8
First of all ... MATHfinder ... High-larious. I can't believe this is the first time I've heard that!
But, awesome. This is good to hear.
And I'll definitely utilize the Order 66 podcast - at least for the sake of building NPCs! - thanks for the recommendation.
I have played them through the Edge of the Empire Beginner Box adventure with those pregens a while back. Even then, when given the scraps of EXP at the end of sessions, a hush would fall over the table as they poured over their limited skills and talent trees and got excited over the options.
I have confidence that, as their characters get more and more enabled and complex in Age of Rebellion, I'll incorporate challenges that are catered to their gifts. If someone invests heavily in a custom sniper weapon, for instance, that's a pretty good clue toward providing that kind of mission and focusing on those type of rules.
I guess there's no getting around the obligation I feel to the table and the experience I want in "doing my homework." While they'll be recalling elements and mechanics from their beginner box experience and learning new ones along the way, I'd like to be both resident expert - not to dominate, but to be helpful teacher. At least for a bit ...
For instance, when they jump into a ship for the first time and are tailed by a pack of TIE fighters, I know I could do the whole thing from the hip, rolling improv Pilot and Gunnery checks and letting the dice tell the story. But I'm also aware of a depth of rules and options you could harness to really give players a more immersive sense of control.
That's where I suppose my slight let down at my Con experiences were ... we generally just rolled generic skill pools of dice to see what happens.
It's up to me to learn the finer points of "Stay on Target", "Evasive Maneuvers", "Punch It" and the like so that I can suggest them along the way - because my players won't have read the core rulebook - and before long it will become second nature to them ...
...like casting Bless and drinking Bull's Strength before a fight.
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