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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Sun Jul 13, 2014 9:53 am Post subject: |
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angelicdoctor wrote: | I am curious to know the story behind that aspect. Having a fallen sibling in the military services is not enough for me, I'm afraid. |
You're quite right of course. Like so many things in this campaign, if things don't make sense with the available information, or people's motivations are flimsy, then its either A) crappy storytelling on my part or B) (and hopefully more likely) A far deeper mystery that I've obfuscated some facts to get the players to dig deeper OR set at least give them one small piece of the puzzle.
In this case, the answer is most definitely B.
One of the challenges with a RPG where Good & Evil need to be defined. (like it or not, Dark & Light side of the force is pretty... uh. black and white to coin a phrase)
Players and listeners will tend to associate with their point of view characters. They will view their attackers as 'evil' Its important for me to establish those lines of Good Vs. Evil early and show the characters/players/listeners who's the good guys and who is the bad guys if I want the characters to turn into heroes. I need to demonstrate both to players and listeners that the characters are on the 'wrong side'
As it stands, They dine with immoral Imperial governors, who keep, murder and abuse slaves. They're targeted for assassination by families with babies and by children.
Its a bit heavy handed but the line between good and evil needs to be shown for the characters to be able to chose to stand on one side or the other. _________________ http://swfallingstar.podbean.com
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Jul 14, 2014 12:39 am Post subject: |
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Managed to get today's episode out the door. Woohoo _________________ http://swfallingstar.podbean.com
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Jul 30, 2014 11:12 am Post subject: |
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2 weeks without any edit time. Finally got another episode down. Geesh. its working out to be about 3-4 hours of editing for every hour of podcast. I'd like to get that down, but as long as I continue to uhm & stutter my way through I think it may continue to take that long.
Unfortunately its a problem that gets worse the more tired I am, so the longer the session, it gets progressively worse. _________________ http://swfallingstar.podbean.com
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Aug 04, 2014 11:52 am Post subject: |
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Had a GREAT session on Saturday, easily our best yet, we totally lost track of time, when we looked at the clock it ended up being 1AM. I wrapped up, sent people home, checked our recording and was heartbroken to realize the recording program crashed in the last bit, and took the ENTIRE recording with it.
*sigh* _________________ http://swfallingstar.podbean.com
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Corise Lucerne Lieutenant
Joined: 02 Jan 2014 Posts: 78 Location: USA
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Posted: Tue Aug 05, 2014 7:32 pm Post subject: |
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aegisflashfire wrote: | Had a GREAT session on Saturday, easily our best yet, we totally lost track of time, when we looked at the clock it ended up being 1AM. I wrapped up, sent people home, checked our recording and was heartbroken to realize the recording program crashed in the last bit, and took the ENTIRE recording with it.
*sigh* |
That sucks.
Is there going to be some sort of Recap then to bring people up to speed? _________________ A Game of Galactic Conquest: http://rebelfaction.org/ |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Wed Aug 06, 2014 10:16 am Post subject: |
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There will be. I was also able to recover about 1.5 hours of the session. Sadly not the good stuff. _________________ http://swfallingstar.podbean.com
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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angelicdoctor Cadet
Joined: 10 Jun 2014 Posts: 14 Location: The Republic of Texas
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Posted: Tue Aug 26, 2014 3:22 pm Post subject: |
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Good podcast today. I note that you have elected to use the 2nd edition, Revised and Expanded version, correct?
If so, I am wondering what you found with this version that is more appealing than the 1st edition. Thanks. _________________ Democracy is two Acklays and a Bantha deciding what to have for dinner. Liberty is a Bantha armed with a blaster contesting the vote. - Bendin Franjo
Secede from the Empire! |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Tue Aug 26, 2014 9:54 pm Post subject: |
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1st edition didn't include any provisions for using capital ships until the Rules Supplement.
1st edition had no provisions for character points for getting your butt out of trouble. Force points or nothing.
1st Edition made vehicle speeds variable. (So rather than move at X-speed, you rolled dice to see how far/fast it moved)
1st Edition had a multiplicative rather than a straight additive comparison test for damage. To get a mortal wound result in first edition the damage had to exceed strength by a factor of 3. With no wild die (didn't exist in 1st Edition) it was pretty much impossible to threaten a high strength character with anything short of a starfighter weapon system. In 2nd Edition you just have to beat the total by 16 or more.
2nd Edition allows you to be wounded twice instead of just once.
There are a few other nuances here and there. 2nd Edition wasn't so different from 1st that you would be totally lost. The biggest changes were the wild die, Character points and change in damage scales. _________________ http://swfallingstar.podbean.com
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angelicdoctor Cadet
Joined: 10 Jun 2014 Posts: 14 Location: The Republic of Texas
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Posted: Fri Aug 29, 2014 12:36 pm Post subject: |
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aegisflashfire wrote: | 1st edition didn't include any provisions for using capital ships until the Rules Supplement.
1st edition had no provisions for character points for getting your butt out of trouble. Force points or nothing.
1st Edition made vehicle speeds variable. (So rather than move at X-speed, you rolled dice to see how far/fast it moved)
1st Edition had a multiplicative rather than a straight additive comparison test for damage. To get a mortal wound result in first edition the damage had to exceed strength by a factor of 3. With no wild die (didn't exist in 1st Edition) it was pretty much impossible to threaten a high strength character with anything short of a starfighter weapon system. In 2nd Edition you just have to beat the total by 16 or more.
2nd Edition allows you to be wounded twice instead of just once.
There are a few other nuances here and there. 2nd Edition wasn't so different from 1st that you would be totally lost. The biggest changes were the wild die, Character points and change in damage scales. |
Many thanks for your response on this one. I am currently in a PbP where strict adherence to the 1st edition rule set is being followed with few exceptions, i.e employment of the Force point. To this point, I have not had cause to complain that this game did not include X or Y rule from 2nd edition, R&E. It was good to note, however, as you have laid out, what I might want to consider as I plan for my next WEG Star Wars game. I have both the 1st edition (and Rules Supplement) and the 2nd, R&E. I, too, lean more towards the 2nd edition at present. _________________ Democracy is two Acklays and a Bantha deciding what to have for dinner. Liberty is a Bantha armed with a blaster contesting the vote. - Bendin Franjo
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Oct 06, 2014 11:02 am Post subject: |
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fixed now. Was a RSS Setting problem with the host site _________________ http://swfallingstar.podbean.com
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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aegisflashfire Commander
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aegisflashfire Commander
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