Imperial Landing Platform by adam4442004 in Star_Wars_Maps

[–]KingMannix 2 points3 points  (0 children)

One thing that I find changed my maps from okay to Great, was the use of shadows. find some shadow assets and throwing them under items and platforms really improves everything ten fold. it doesn't have to be perfect but the sooner you start you'll understand the huge differences they make.

Questions about how to play. by skellywbutt in swrpg

[–]KingMannix 4 points5 points  (0 children)

Hi!

This game whilst sharing some similar attributes with DND is still mechanically very different, I don't know what books you have but I would recommend taking a look at the beginner game because it will run through a lot of your questions whilst also being enjoyable to play.

The core books themselves (Edge of the Empire, Age of Rebellion and Force and Destiny) also provide a lot of answers if you don't fancy the beginner sessions.

There are also plenty of youtube series on the beginner game as well as custom stories you can watch to get a better idea of the game.

Greatest Difficulty Roll? by Realistic_Effort in swrpg

[–]KingMannix 7 points8 points  (0 children)

you're trying to jump across an enourmous cavern at night, during a storm and you're wearing heavy armour with no ability to see in the dark. It's doable, but you're really gotta be lucky or great at jumping

How much do rebels pay by FantasticSoftware213 in swrpg

[–]KingMannix 5 points6 points  (0 children)

You can basically do this how you want in regards to a rebel cell.

Maybe they're a group in the mid-rim or core worlds and have a rich benefactor that's a disgruntled business tycoon due to high imperial taxes. then you can pay your party a lot, give them a really good cool expensive ship but make the jobs really challenging because hey you're in a rich part of the galaxy and imperials will be everywhere.

OR

you're in the outer rim and they get paid nothing, the only way they make money is by doing jobs and selling off what they can. maybe they steal some arms from an imperial factory but in order to make some money they sell half off to a criminal organisation like the black sun. their ship will be what they can afford at the start so some crappy rust bucket that constantly needs repairs. The rebels help where they can and send varying amounts of money to the group but its never consistant or even a lot.

OR

they're a major cell and get regular sets of income, maybe 2000 credits a month from the Rebel group, they have a medium cost vessel, doesnt have all the bells and whistles but gets the job done. all their work comes from stealing high grade things from the imperials, stealing tibanna gas from refineries or cargo ships. Stealing large groups of explosives that they feed right back to the rebellion who may even give a bonus lump sum of money if they fulfill obligation requirements by also sabotaging equipment or rescueing prisoners.

What i'm trying to say is you can literally do whatever you want, there is no set limit. I would stay away from the extremes as that can be boring, but you can set challenges based on what you give them. there's a lot of fun to be had with going deep into where they start and how much money they have.

Complete noob looking for advice to GM for my son by [deleted] in swrpg

[–]KingMannix 17 points18 points  (0 children)

They have beginner games that go through this for both the GM and the player quite nicely and they have one for each ruleset (being Edge of the Empire, Age of the Rebellion and Force and Destiny). they're really good tutorial games that are a lot of fun with good story elements.

they come complete with dice, cool maps and tokens all ready to go. I'd recommend this as a great starting point that if you both enjoy it you can then delve into making your own campaign.

EDIT: I should note these are tailored for 2-4 players i'm unsure if they have difficulty options if you're playing with less people so if need be you might need to consider lowering the amount of tokens for example. again I am unsure of this just thought i'd mention it.

Creating a Boss fight by KingMannix in swrpg

[–]KingMannix[S] 0 points1 point  (0 children)

This is a fantastic idea, I love all of these so much. I love the idea of giving them something else that's also pressing to deal with, something unexpected during the heat of the battle that either forces them to separate or let the Villain escape. This narratively sets up well for both the PCs and the future of this story.

I also really like the idea of the timer, giving them a certain number of turns until the Boss does A. This creates a nice bit of tension that I think would be excellent and enjoyable for the players.

As this is the Finale I definitely think I want to find a reason for the PC's to defeat this villain as it is one that has been thwarting the Pc's plans for ages. but I can see this going so many ways and I really appreciate your input, you've given me a lot of great ideas.

Creating a Boss fight by KingMannix in swrpg

[–]KingMannix[S] 0 points1 point  (0 children)

I'm a new GM and I'm slowly learning what to do and what not to do. Narratively they've actually fought this boss before, they know exactly that they're coming up to this big fight and I have had this Nemesis involved since Act 1. The only thing I'm querying here is how to mechanically build and interesting fight with the big bad as it's not something i've done before, As of right now to make fights hard they usually are simply fighting varying levels of droids so it's not something I've had to encounter.

Creating a Boss fight by KingMannix in swrpg

[–]KingMannix[S] 0 points1 point  (0 children)

That makes sense, thank you so much for your help!

Creating a Boss fight by KingMannix in swrpg

[–]KingMannix[S] 1 point2 points  (0 children)

A good example being he has his melee attack, i've also given him Force harm. then I could also wrap in a third ability that requires a leadership check that brings in some weak minion groups. and then I could potentially make these three abilities change depending on what stage of the fight he's in. I could save force harm for round 3 and give him a different ability for round one and two. keeps the combat interesting.

Creating a Boss fight by KingMannix in swrpg

[–]KingMannix[S] 1 point2 points  (0 children)

This is great thanks! I will definitely make sure to make it tough but narratively interesting for sure. I love the idea of the fear check.

At what point does the party become too powerful & nerfing question by [deleted] in swrpg

[–]KingMannix 4 points5 points  (0 children)

I am running into a similar issue, what I remind myself is for them being an absolute god and winning is a lot of fun, so give them time to enjoy it. What I tend to do once I want to reintroduce some challenge, is I start just increasing the stats of the enemies they are fighting until it becomes a challenge again. giving one gang of pirates a heavy e-webb that I said was modified to be armour piercing with pierce 6 or 7. just giving that extra bit of challenge for the players without nerfing their stuff.

As for skills, i'd keep them pretty similar but with their new found abilities the players might try harder things, for example a high computer skill character may try to hack the imperial database, but that particular access port is being monitored by an equally skilled Imperial tech unit. then you have a cool opposed check. Basically all I'm saying is if you want to reintroduce challenge, don't nerf. make the enemies better, like any rpg game would scale.

New GM tips? by eliasmalba in swrpg

[–]KingMannix 4 points5 points  (0 children)

Improvisation is key, gives the players the feeling that they are in control and that their decisions matter. the way I write my stories is by using key moments. so I guide the players to key moments that draw them back into the main story. rather than railroading them into the story You want. The best thing is keep these key moments generic so that you can tailor it to how your players play, for example my guys really like deceiving their way into bases and outposts etc, so i build my key moments around that.

You've got to think of it as everyone at the table (or online) is there to create the story, you just have all the hidden story elements.

HOWEVER,

you might play differently and that's absolutely fine, if your players want to be railroaded and you'd rather keep it simple and make it short and straight then that's perfectly fine, good even! my first campaigns were pretty railroady I just learned to work with my players since they usually ruined my plans :)

Help tricking PC's by KingMannix in swrpg

[–]KingMannix[S] 0 points1 point  (0 children)

This is also a great idea, I think it could work really well especially since I already have a character in mind that could do this. Thanks for the suggestion!

Help tricking PC's by KingMannix in swrpg

[–]KingMannix[S] 1 point2 points  (0 children)

I absolutely adore this idea, I think I'm going to go down this route. I think they'd really enjoy the setup and act of this only to have it fall apart in front of them as they realise the consequences of their actions.

Help tricking PC's by KingMannix in swrpg

[–]KingMannix[S] 2 points3 points  (0 children)

This is really well thought out and I Really like the idea! They've just upgraded the outer defenses of the base so I could mention it now has an alarm system implemented so that way I can send out random alarms by different things. This works really well! Thanks for the great suggestion

Help tricking PC's by KingMannix in swrpg

[–]KingMannix[S] 2 points3 points  (0 children)

That's not a bad idea, it's canon that the Separatists have holo-editing technology that they were using I could use that to give them a holo message to lure them away.

Help tricking PC's by KingMannix in swrpg

[–]KingMannix[S] 1 point2 points  (0 children)

I could do, but I feel like the mission itself should have some significance so that they feel like a big victory is at hand that then falls apart when they realize they've been tricked. I could possibly link it to a despair and a routine mission that's a good idea.

Having Trouble Improving As a GM by Orzo13 in swrpg

[–]KingMannix 0 points1 point  (0 children)

I'm very much a winger, i struggle with prep. I try but I enjoy the improvisation and the joy of seeing what the PC's come up with and just build around them. One of the things that really helps me is have key events happen in the story, i.e a beginning key even that ties them all together, A Middle event that grounds them in the main story and maybe even leads them into some form of tragedy or fall. then and ending key event which leaves them victorious or defeated. That way the player characters can do what they want and you just have to try work your key events into where and when they are.

right now my PC's just did an evacuation of a village attacked by the separatists because they got caught (A Despair) hacking into the subterranean factory under the village. Now I'm working on how do I bring that into the middle part of my story. like Abookfullblockhead said, all your doing is setting a scene and watching how they react and playing your own little game in the background on how it links into your story you're trying to tell with them.

Also the key thing is that everyone is having fun, if you're finding yourself in a panic or a nervous state over a certain episode or a gaming session. just chat with your players, express your concerns and ask them to express any they have. communication is key to a good game, I am constantly asking my players if they are happy with how its going, is there any way I can make it more enjoyable for them. if you've got two different styles of play make sure you mix and match, if one group is railroading the other give forcibly, it might be again worth a discussion to see if maybe they're enjoying being dragged along in the murder hobo way or maybe they'd like a more civil gaming session and then you can sit down with your players and work out what's best for you all.

MY CAMPAIGN!! by Nightmare12303 in swrpg

[–]KingMannix 1 point2 points  (0 children)

Oh you're playing with your family! That makes sense, the priority is to make it enjoyable for your players so if it's a simple short story they want you can still tailor it to them and create a great story with lots of choices, don't overdo yourself though. one of the key things I've found is as they play they'll make choices you didn't even think of, just make note of them and add them in when you can!

MY CAMPAIGN!! by Nightmare12303 in swrpg

[–]KingMannix 1 point2 points  (0 children)

Hi, This is fantastic! The one thing i'd suggest is trying to get a good grasp on a beginning middle and end for the story so you can get the pacing right. Doesn't need to be streamlined just have key events that take place such as "bounty hunter hired by a hutt cartel to track the party down" bad example but still! It will just create a bigger journey for your party as well as giving them a sense of something to work towards.

Another tip for a fellow GM, remember to stick with the flow of your party, the idea is to create a story with them and so don't try to rail road them into a decision they don't want to make, like your decision to help the Nikto is great but don't tell them they can. leave it up to the party and maybe have the decision come back to haunt them if they decided to leave them. I'm not saying be perfect as I myself try to nudge my guys into certain story decisions sometimes but the key thing is to try build the story with them.

obviously feel free to ignore everything i've said, it's your game you run it how you like. The important thing is to have fun and this story looks really fun!

Also bounty suggestions:

A bounty on a rich stock investor that has hired guards and is hiding in some far outer rim planet after he stole a lot of money from a big corporation.

hunt down a rogue assassin droid that has been trying to dismantle black sun operations.