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Post by Starbeard on Apr 27, 2019 21:32:37 GMT -6
GG6 is fantastic, you might as well consider it part of the core rules if you're running a campaign. I can't quite remember how good GG8 Scouts and Platt's Smugglers & Starports Guides are, but I know I used them almost as much.
Actually, with hindsight I now realize that by combining GG6 and GG8 into the core rules, I was basically playing "D6 Traveller" in the Star Wars galaxy, before I even knew what Traveller was. Good stuff!
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Post by havard on May 1, 2019 7:03:26 GMT -6
Tramp Freighters is amazing. It was the basis of my most successful Star Wars campaign. Recap? Oh man, this was a long time ago and I wasn't as good at taking notes back then. I do remember that one player played a Fallen Jedi who gradually became redeemed through the story. There was also a player playing an assassin droid which at the time frustrated me a bit. Then another guy played a rebel soldier. I don't recall who the others were. We played through the entire storyline from Tramp Freighters. I remember that at one point the group recruited an astro mech droid to move around one of the imperial planets broadcasting Pro-Rebellion messages. I also remember the adventure from the book where they are to smuggle Princess Leia to a secret base. I remember finding it rather challenging to roleplay characters from the movies. I also created a Dark Side character who was the nemesis of the Fallen Jedi PC and we had a confrontation scene that basically echoed the Lightsaber battle between Vader and Luke in Empire. These two characters weren't father and son, but they were once Jedi Apprentices together. The scene ended with the Dark Side character escaping. I had plans for more adventures of my own beyond this that would come to an end when the players were to join the Battle of Endor. Sadly the campaign ended before this could happen. I think it would have been awesome. Tramp Freighters is great because it presents the players with their own little corner of the Star Wars Galaxy where they can make a difference. I like the planets detailed in the book and the adventures that make up the campaign. -Havard
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Post by boot on May 1, 2019 7:14:07 GMT -6
There was also a player playing an assassin droid which at the time frustrated me a bit. Just curious for a good story...what was it that frustrated you about this. I ask, because, from time to time, I've felt the same.
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Post by bestialwarlust on May 1, 2019 14:33:20 GMT -6
There was also a player playing an assassin droid which at the time frustrated me a bit. Just curious for a good story...what was it that frustrated you about this. I ask, because, from time to time, I've felt the same. I'd be interested too as I've never had a player run a droid so I'd be interested in hearing about any pit falls.
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Post by boot on May 1, 2019 21:02:17 GMT -6
I finished reading Chapter Four. I am so impressed with this book. No wonder it was a best seller (at least, that's my impression of the book). This chapter focused on Speculative Trading, and presented is a nice, easy to use, generic system that the GM can use on any world.
What I like about it is that it is simple enough for a GM to use on the fly, but also, if a GM wanted to, he could make a more detailed system out of it with specific, rather than generic, commodities that have their own specific prices. A section in the rules even speaks to this.
So, if you just want a quick system that you can use in a game to jazz up something--and make up the details on the fly--then that's what this system offers. But, if you want to use the system to make up some details for an adventure you create, you can do that to--if you like random things like that. And, if you want to get specific about particular trade items, the system allows for that.
Very flexible.
I quite like it.
It provides just enough detail and staying "Star Wars" but giving the GM space to create an even more detailed trading system.
Good stuff.
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Post by boot on May 1, 2019 21:43:38 GMT -6
1E doesn't deliver as many stats as 2E does. We know the Falcon, for example, has cargo capacity for 100 metric tons. But, that's weight. The game doesn't use displacement tons as is used in Traveller. But, we are told that 40 cubic meters is the volume on the Falcon.
In GG6, cargo is rated for weight and volume. A ship cannot exceed either.
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Post by boot on May 2, 2019 7:25:36 GMT -6
Chapter Five
Is about Drop Point Delivery. It's a short, just over one page chapter that covers standard fees for moving cargo from one place to another. As always, there's great advice for a GM in managing his game by relying on skill rolls, random rolls, or just picking something to suit the needs of the adventure. Also covered: Insurance, quick delivery bonus, slow delivery penalty. There's a good note on developing recurring NPCs on worlds.
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Post by havard on May 2, 2019 15:58:15 GMT -6
Just curious for a good story...what was it that frustrated you about this. I ask, because, from time to time, I've felt the same. I'd be interested too as I've never had a player run a droid so I'd be interested in hearing about any pit falls. As I remember, I didn't feel like the character felt much like a Star Wars character. I think droids are problematic in general, but a droid designed primarily for combat is even more so. Looking back, I think this was a classic case of what some people call "isolationist" chararacters. Basically a character who has very little motivation to interract with the world around it outside of combat. Someone pointed out to me that certain classes in D&D, like Rangers and Monks, often end up being isolationist characters. In Star Wars, the problem with Droids is that they don't need food, they don't fall in love (I hadn't seen Solo yet) or form too many relationships in general. Such characters become quite difficult since they really have little motivation to do anything. Droid characters like R2D2 and C3PO at least have a connection with one or more characters in the party as well as apparently being loyal to the Rebellion. R2D2 is generally curious and C3PO is interested in creatures with strange cultures and languages. He even becomes a storyteller. I think these are reasons why those characters work. I probably could have helped the player make changes to his assassin droid in similar ways to make him less of a one trick pony, but I was too inexperienced as a GM at the time. -Havard
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Post by boot on May 2, 2019 16:29:05 GMT -6
Yeah, droid player characters do improve with skill points, like other characters, but I get what you mean. I discourage people from playing droids, too. Droids, by design, are good at one or a few things. They're not good at anything else.
What I've done in the past is allow droid PCs as secondary characters. That means that I allow the player a main character, and then he gets a sidekick, a body guard, a twin brother, a noble retainer, a henchman, a droid, or something like that. The player mainly plays his main character or both characters, but from time to time, when the main PC is incapacitated or otherwise "off screen", the player can play his secondary character alone.
I've found that this can be fun.
Droids are great for doing things that the PCs don't want to do, as well. They're great for staying with the ship, for example, while the PCs go on the adventure.
EDIT: I tried, a while back, to join Pizza, btw, but you wouldn't let me due to my set-up. Something to do with my OS or e-mail or something.
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Post by Starbeard on May 2, 2019 17:47:41 GMT -6
I like your idea of having players pair a main and side PC.
Here's a thought: If Star Wars had been run as a campaign, then there were three players.
Player 1's character was Luke, with Artoo as his side PC. Player 2 ran Han and Chewbacca. Player 3 was Leia and Threepio.
That pretty much covers the whole trilogy where all three players are in the main party as much as possible. The only times they aren't is at the very beginning, up until Han and Chewie are first introduced. Maybe because Player 2 didn't actually join the game until the second session?
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Post by boot on May 2, 2019 19:06:05 GMT -6
The only times they aren't is at the very beginning, up until Han and Chewie are first introduced. Maybe because Player 2 didn't actually join the game until the second session? The part at the beginning, with R2 and 3PO is back story. Or, maybe it's the new GM setting up a little scenario with the two droids to get a feel for the game before the real game session starts. The two PCs, playing the droids, are tasked with escaping Leia's ship and hooking up with the the Skywalker PC. They do that. Then, on the first real session, the Luke character meets the two droids. But, as you say, the second player didn't show up. Obi-wan and R2 are run as NPCs, while the single player plays Luke, with his secondary character, 3PO. Game session two, the missing player comes back and now has his own character, Han, with the secondary sidekick character Chewie. Leia, I think, is an NPC throughout the movie. Except, the second player doesn't show up for the climax, and the GM has the Falcon leave just before the fight with the Death Star. Half of the Death Star combat is played. On the next game session, the climax of the adventure, the second player shows up again--and saves the day as the Luke PC fires the proton torps.
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Post by Starbeard on May 2, 2019 22:31:27 GMT -6
Hah! That's great. Now I'm wanting to see a comic strip for the Star Wars movies like that LotR one, where it's told as if it were someone's FRPG campaign.
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Post by Starbeard on May 2, 2019 22:34:26 GMT -6
When I used GG6 long ago I made a summary sheet with all of the mechanics and procedures for trading and transport, and it really helped the flow of things. I'll see if I still have it lurking around somewhere as a file.
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Post by boot on May 3, 2019 2:16:03 GMT -6
Hah! That's great. Now I'm wanting to see a comic strip for the Star Wars movies like that LotR one, where it's told as if it were someone's FRPG campaign. Never saw that. Sounds funny.
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Post by boot on May 9, 2019 17:39:54 GMT -6
Here's a little tid-bit from the book that GMs can use>.
On Imperial dominated worlds, the purchase of hunting weapons or armor is regulated. It requires a fee (that is usually 10% of the purchase price, but can be has high as 50% of the purchase price). In addition, the item requires paperwork--a paper trail.
This may drive some PCs to the black market for such items.
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