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Chord Cadet
Joined: 19 Aug 2018 Posts: 14
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Posted: Mon Dec 03, 2018 9:14 pm Post subject: Starfall advice |
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So a group of friends and I have started paying SW REUP. I'm the GM and the last time I GM'd was in the 90s
So far we did a simple intro adventure. We have 6 players (pirate, bounty hunter, mechanic, retired imperial officer, and a quixotic jedi).
I want to run starfall as our first big adventure. Any recommendations? My players tend to just do crazy stuff that is not accounted for in adventures. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Dec 03, 2018 9:21 pm Post subject: |
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A good way to keep the players on track with the Starfall adventure is to constantly remind them that they're on a sinking ship, have panels explode periodically, view ports crack, or maybe toxic fumes vent into corridors if your players try to take too much time deciding and discussing what to do. Large areas of the ship are exposed to space, which keeps player characters from doing too much exploration. This constant environmental hazard should be more than enough motivation for getting them moving. _________________ RR
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Chord Cadet
Joined: 19 Aug 2018 Posts: 14
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Posted: Mon Dec 03, 2018 9:58 pm Post subject: |
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Thanks great advice!
Should I use the little mini cutouts they provide for the final big battle?
Also I noticed that in our first adventure the stormtoopers can't seem to hit anything. Do they just suck at shooting people (like in the movies)? |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Dec 03, 2018 11:03 pm Post subject: |
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If you think the mini cutouts will be helpful, then by all means. I tend to enjoy playing more in the theater of the mind, and having distances and such be more abstract concepts. I've found that sometimes with a map and minis, players can be so distracted with where their little guy is on the map, that they don't really pay attention to the game. But, this is just in my experience with D&D players.
If your Stormtroopers aren't providing enough of a challenge for your players, you can always give them skill boosts to make them more dangerous. I'll sometimes use the standard Imperial Army troopers armed with Stormtrooper gear to make them a little more challenging, or I use a fan made supplement of NPCs, using Clone Troopers in place of my Stormtroopers. But, the stats are meant to reflect what we see in the original 3 movies. _________________ RR
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Dec 04, 2018 2:19 pm Post subject: |
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Raven Redstar wrote: |
If your Stormtroopers aren't providing enough of a challenge for your players, you can always give them skill boosts to make them more dangerous. I'll sometimes use the standard Imperial Army troopers armed with Stormtrooper gear to make them a little more challenging, or I use a fan made supplement of NPCs, using Clone Troopers in place of my Stormtroopers. But, the stats are meant to reflect what we see in the original 3 movies. |
Alternately you can have a group of storm troopers, be experienced, so don't suffer the -1 dex penalty from the armor... _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Dec 05, 2018 3:27 pm Post subject: |
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As pointed out above, keep them on their toes with things happening reminding them being on a sinking ship.
Also, keep a time track, real or just for show, to enhance the feeling of a count down to disaster.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Wed Dec 05, 2018 3:35 pm Post subject: |
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All this talk about how the VSD Subjugator is a "sinking ship" reminds me of a line from the Firefly episode "Out of Gas" when the Serenity gets disabled (and running out of oxygen) in deep space and Mal decides to stay behind to wait for (a very unlikely chance of) rescue:
Quote: | INARA: Mal, you don't have to go down with the ship.
MAL: She's not going down; she's not going anywhere. |
Now if the Subjugator was disabled and in a decaying orbit, that would be different. IMHO, I think that situation would qualify as "sinking." 8) _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Dec 05, 2018 4:47 pm Post subject: |
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Well, while not in a decaying orbit, it has had the self-destruct system activated. So, sinking ship - ship about to explode, same difference to me. _________________ RR
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Wed Dec 05, 2018 5:20 pm Post subject: |
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Yeah, sinking, doomed, dead is dead.
If you want to toss at bit of problem solving at your players, play up the failing systems and areas open to space or flooded with radiation or toxic gas to block their path. You can also play around with artificial gravity and life support! The Poseidon Adventure is a decent inspiration if you skip ahead to the wave actually striking the ship. _________________ Aha! |
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Chord Cadet
Joined: 19 Aug 2018 Posts: 14
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Posted: Wed Dec 05, 2018 8:24 pm Post subject: |
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What kind of ship failing story moments would you recommend?
I like the idea of using a timer!
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 06, 2018 1:34 am Post subject: |
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ZzaphodD wrote: | As pointed out above, keep them on their toes with things happening reminding them being on a sinking ship.
Also, keep a time track, real or just for show, to enhance the feeling of a count down to disaster.. |
I will agree time trackers are great, but only when the bad thing Does happen should it hit 0..
Pel wrote: | Yeah, sinking, doomed, dead is dead.
If you want to toss at bit of problem solving at your players, play up the failing systems and areas open to space or flooded with radiation or toxic gas to block their path. You can also play around with artificial gravity and life support! The Poseidon Adventure is a decent inspiration if you skip ahead to the wave actually striking the ship. |
OOHH.. Loss of gravity, is a cool thing to hit players with. _________________ Confucious sayeth, don't wash cat while drunk! |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Thu Dec 06, 2018 1:40 pm Post subject: |
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Chord wrote: | What kind of ship failing story moments would you recommend?
I like the idea of using a timer!
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The timer is a great idea, but I'd save that one until the players discover the self destruct is ticking away. Maybe pause the countdown while they declare actions or for a brief sidebar, but otherwise keep it going for dramatic effect.
As for what else to throw at them, the adventure already covers most of what we mentioned, including one we forgot: utter darkness. Try navigating around a strange starship with no lights! Add in crazed droids and lurking Stormtroopers and your players are in a bit of a pickle. If they get lost at least they have Blissex with them to act as guide. Oh, and I believe the text mentions exploding panels and such if the players decide to loiter. _________________ Aha! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Dec 08, 2018 7:51 pm Post subject: |
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Pel wrote: | Chord wrote: | What kind of ship failing story moments would you recommend?
I like the idea of using a timer!
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The timer is a great idea, but I'd save that one until the players discover the self destruct is ticking away. Maybe pause the countdown while they declare actions or for a brief sidebar, but otherwise keep it going for dramatic effect.
As for what else to throw at them, the adventure already covers most of what we mentioned, including one we forgot: utter darkness. Try navigating around a strange starship with no lights! Add in crazed droids and lurking Stormtroopers and your players are in a bit of a pickle. If they get lost at least they have Blissex with them to act as guide. Oh, and I believe the text mentions exploding panels and such if the players decide to loiter. |
The 'timer' should be implied in the beginning, to create a sense of urgency. Just let the players see you take hidden notes and keep asking the players how much time they will spend on certain tasks. The players don't know why. I placed a red herring about some 'brass' coming. Together with the talk about Blissex being a SD designer this created paranoia about Vader or another Imperial force user arriving... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Chord Cadet
Joined: 19 Aug 2018 Posts: 14
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Posted: Wed Dec 12, 2018 4:44 pm Post subject: |
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Thanks for all the advice! It went well, I used a phone stopwatch to keep them in character and moving along. There was some grumbling about losing inventory from the bounty hunter but since this is only their third game they didn't have anything to lose.
The players loved the script! |
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