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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Fri Sep 10, 2010 9:18 pm Post subject: |
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Very similar outlook myself on pc's as DS Chars. In general, as long as they can play with the group, I'll let them. Once they're choices start becoming to control the group or this or that or the other, and they can't get along with the players, then I take over and make the pc an npc.
But there are some good story-lines I've gotten out of having a dark side char in the party. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 11, 2010 2:19 am Post subject: |
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Forgot them but they looked taller iirc. _________________ 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: Sat Sep 11, 2010 3:51 am Post subject: |
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Whill wrote: | Bimms are more like hobbits, but Ugnaughts are more like dwarves. But a dwarven-like race I didn't see mentioned are the Svivreni. Stout little stubborn miners. |
Svivreni are like horses... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Sep 11, 2010 1:00 pm Post subject: |
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Quote: | Little equine dwarves. What's not to love? |
I find the sobriquet donkey dwarves a bit more mellifluous. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Sep 12, 2010 2:17 am Post subject: |
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Well.. who's tossin the dwarves? _________________ 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: Mon Mar 14, 2011 7:31 pm Post subject: |
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Well, speaking of Dark Side characters again..
What happens to all these bonus dice from the DSP? In the rulebook it seems like they go away.
Wasnt there a rule somewhere for keeping part of the bonus dice after you turned? Tales of the Jedi? _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Mar 15, 2011 7:42 am Post subject: |
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ZzaphodD wrote: | Well, speaking of Dark Side characters again..
What happens to all these bonus dice from the DSP? In the rulebook it seems like they go away.
Wasnt there a rule somewhere for keeping part of the bonus dice after you turned? Tales of the Jedi? | Oh, sure the Dark Side wines and dines you and gives you bonus dice, but after you finally say yes to it, all the special treatment stops. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Mar 15, 2011 7:45 am Post subject: |
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After all, no need to bait the hook once the fish is in the boat. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Tue Mar 15, 2011 8:52 pm Post subject: Re: Whats your advice on running Dark Side characters? |
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ZzaphodD wrote: | I have a player that had his Jedi recently turn to the dark side. The Jedi is an 'untrained' jedi in the sense that his master got killed while he was a padawan, and he got little formal training. He started the game as a 'failed jedi'. Later, during Scavenger Hunt, they came across part of the wreck of DV:s personal Star Destroyer where he found a 'tainted' (Dark Side) lightsaber which he began using, not realising what it was (even though the player did). In the end somewhat reckless playing coupled with the influence of this artifact (see my Will of the Dark Side rules elsewere) eventually turned him (bad luck, he turned at 3 DSP when we roll 2D).
He dropped the character for a gunslinger type character living as a slave to a crimeboss on Nar Shaddaa, but now he feels this change was a mistake. I dont have anything against players playing dark side characters, as long as they manage to play with the group..and do it right. Also, the player must have as a goal to return to the light side. However, the main problem would be to find a reason for the player to stick with the group that doesnt immediately clash with the groups goals (at least short term). So, for example a wish to use and dominate the group wont fly as this will result in more or less immediate conflict.
The players are loosely connected to two different rebel organisations (one small and Kotas militia) and the period we play in is just before 'The Rebellion' as a larger movement is created. In my games turning to the dark side doesnt automatically mean that you join the Empire, even if that may be a 'logical' choice for a dark side character.
Any ideas for how to handle this or for motives to stick with the group? |
There's a lot of good examples of "dark siders" doing good if you think it through in comics.
The original Batman (via the Dark Knight series) when he was just as likely to maim / kill bad guys as he was to apprehend them.
In general there's always a good reason if a person sets aside for it. Most were mentioned earlier, but another good example is if the person is lacking in power, then they stay with the group and "build" their connection to the Force up.
Also, before I forget, if you watch the new "V" series on TV, Kyle is a perfect example of what would be a "darksider" that works with a team. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 16, 2011 5:41 am Post subject: |
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ZzaphodD wrote: | Well, speaking of Dark Side characters again..
What happens to all these bonus dice from the DSP? In the rulebook it seems like they go away.
Wasnt there a rule somewhere for keeping part of the bonus dice after you turned? Tales of the Jedi? |
Yup. They do go away as the dark side has you and needs not offer you any incentive _________________ 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 Mar 16, 2011 5:25 pm Post subject: |
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I remember reading some rules about how you kept the bonus. It depended on how you had gotten the DSPs. DSPs gained through inactivity, fear or cowardice didnt give you any bonuses, but those gained through aggressive behaviour, cruelty and hatred did. You calculated the bonus from the amount of DSPs the character had at the moment of turning. Cant find them now though.
The 'problem' with removing the DSP bonuses is that 'baddies' suddenly become very weak, especially if you have unturned characters with DSPs who have the bonus. Sure the dark siders can draw upon the dark side to gain a force point, but that is a bit drastic and will mean auto death for the PCs if they dont have a FP themselves. Theres no middle ground between no bonus and force point.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 16, 2011 11:14 pm Post subject: |
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Care to quote the rule? _________________ 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: Thu Mar 17, 2011 3:57 pm Post subject: |
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garhkal wrote: | Care to quote the rule? |
ZzaphodD wrote: |
I remember reading some rules
...
Cant find them now though.
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No! _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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