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Pace, Chases, and Keeping the Players on the Move
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Dromdarr_Alark
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PostPosted: Wed Aug 14, 2013 8:43 pm    Post subject: Reply with quote

garhkal wrote:
But i you make it too expensive bacta will never get used and everyyone does the medpack loot. Heck as it stands, most don't see a need to USE bacta when med packs are just as effective and a lot quicker/cheaper to use.


As far as that is concerned, I just use the "one medpack per injury" house rule, where the character can only use a maximum number of medpacks equal to the number of times he or she was shot/stabbed/hit (and suffered a wounded or greater result). After such, normal healing times apply.

I had a character maintain "incapacitated" status for three sessions this way.

It has actually gone so far that the players' first instincts are to run away. I have one player who always says, "This is impossible to survive!" at the beginning of each combat. They then proceed to work out an amazingly creative or lucky - and always exciting - victory.
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jmanski
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PostPosted: Wed Aug 14, 2013 11:10 pm    Post subject: Reply with quote

Yeah, I agree that a medpak should only heal a wound one level. I thought I read it somewhere but can't seem to find it.
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garhkal
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PostPosted: Mon Aug 19, 2013 6:04 pm    Post subject: Reply with quote

BTB med packs already only heal you up one injury level. I think he was saying if you got damaged by ONE injury to say mortally wounded, a med pack can ONLY ever bring you up to Incap, you have to either use natural healing OR bacta (or something else) to get you up the rest of the way.
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jmanski
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PostPosted: Mon Aug 19, 2013 6:43 pm    Post subject: Reply with quote

I'm confused by what you're trying to say, Garhk....

(It is Monday, after all....)
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Dromdarr_Alark
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PostPosted: Mon Aug 19, 2013 8:08 pm    Post subject: Reply with quote

I'm saying what garkhal said. If you get shot once, you can only use one medpack. After that you have to heal naturally or use bacta. If you get shot twice, you can only use up to 2 medpacks. So on and so forth...

Another awesome component of my game is that my players always forget to buy medpacks. That makes for fun arguments in the midst of combat: "What do you mean you forgot to buy a medpack?!"
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garhkal
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PostPosted: Mon Aug 19, 2013 11:40 pm    Post subject: Reply with quote

In sparks, most don't bother, as they just scrounge them from the imperial storm trooper belts as 'standard gives them 2 med packs each;. Though its rare to even see a trooper with first aid to even use them (and at 2d tech, they can barely heal a wound anyway)..
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jmanski
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PostPosted: Tue Aug 20, 2013 5:16 pm    Post subject: Reply with quote

Dromdarr_Alark wrote:
I'm saying what garkhal said. If you get shot once, you can only use one medpack. After that you have to heal naturally or use bacta. If you get shot twice, you can only use up to 2 medpacks. So on and so forth...

Another awesome component of my game is that my players always forget to buy medpacks. That makes for fun arguments in the midst of combat: "What do you mean you forgot to buy a medpack?!"


I see what you're saying now. Thanks for the clarification.
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Zarm R'keeg
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PostPosted: Fri Aug 30, 2013 10:46 am    Post subject: Re: Pace, Chases, and Keeping the Players on the Move Reply with quote

DougRed4 wrote:

<<<
From an RPG stance?

You gotta' keep things moving. Both figuratively and literally. Especially literally.

High speed chases, sword swinging, running away from storm troopers, more high speed chases, throwing your head back and yelling, throwing your head forwards and yelling, body parts falling, more high speed chases, climbing up things, big robots stomping around, musicians bopping to weird tunes on weird instruments, dancing alien girls, more high speed chases, boisterous full bodied laughter, sniveling full body laughter, robes flying around, and more high speed chases.

If people are standing around talking for more than a couple of minutes, you're probably doing something wrong in terms of Star Wars immersion. At that point, Force choke someone to death.
>>>


I wish. This is the exact antithesis of my games. My players talk and talk and talk and talk, and then talk a little more. They plan and debate and strategize in decidedly non-real-time- mostly because one player is always trying to figure out some option that the game/GM hasn't 'thought of'- I think she resents feeling herded or 'on-rails' by storyline developments. Then, each person takes several long moments to decide what they're going to do, indecisively hemming and hawing, or announce what they're going to do- at which point another player tries to talk them out of it or debate the merits of that course of action- which i've been trying to quash, since that's definitively the opposite of roleplaying and doing things as your character would.

*SIGH* I wish I could keep it moving, but my characters feel threatened by little, routinely get herculean rolls, and generally (at least one or two problem players) spend more of their time trying to 'outthink the game' and 'win' (froma video game RPG or D&D loot-gathering perspective) than trying to experience the story or keep the Star Wars feel. Crying or Very sad
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garhkal
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PostPosted: Fri Aug 30, 2013 2:04 pm    Post subject: Reply with quote

Situations like that imo call for the stop watch approach. Have the enemies put them into time crunches. If they waffle around, then the enemies act without the pc's acting (they are undecided)..
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DougRed4
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PostPosted: Fri Aug 30, 2013 10:59 pm    Post subject: Reply with quote

I completely agree with garhkal on that. If my players did this, I'd have an egg timer, or use a stopwatch and give them like 10 seconds to make a decision.

I've done this before with players, calling it "Turbo Mode", and if the player just comes back with "Uhhh...." then they get skipped (miss their action) and on to the next.

Trust me, they won't do this for long, and before long they'll realize that they need to think fast and act, or they don't get to act at all! Smile
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DougRed4
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PostPosted: Mon Aug 04, 2014 4:22 pm    Post subject: Reply with quote

Just wanted to add that I've put the PCs on the run lately with much success, though I've probably swung the pendulum a bit too far the other way (where they're barely surviving!).
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Lane Arroway
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Joined: 02 Feb 2013
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PostPosted: Tue Sep 02, 2014 9:17 am    Post subject: Reply with quote

I try to put a chase scene into every game session. Sometimes, the players find a way to stand their ground, but most of the time its the thing to do. Keep in mind that they, the pcs, could be the ones doing the chasing. Say the scout troopers spotted them and start speeding away. Now the pcs have to stop them before they get back to base.

A typical formula I use is: A sneak scene, a combat scene, a chase scene, a space scene and repeat any type if needed. Now, of course every adventure is different but the thing to remember is that it is an adventure!
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