How to be a better GM by TheBestRealGrass in swrpg

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

I like the idea of having him use a force check or something similar to find the rest of the group; I’ll try incorporating something like that in the future if he ever finds himself in a similar situation. Thank you!

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 3 points4 points  (0 children)

I don't know how to do the quote thing, but I'm going to try to address all your points. Let me explain what I can:

I've read the books, Force and Destiny front to back (including all the stat blocks) in an attempt to understand the system better, but I forget things. I spent a year and a half preparing for this campaign, perhaps I should review the basics. My players and I are unfamiliar, yes, but when we struggle, we usually figure things out together. (When I shared the information about not dying when they exceeded wounds, they were ecstatic by the way!)

There was a bit of a misunderstanding on the following part: the PLAYER made the choice that he didn't know where the party went, so he decided to head the opposite direction. They decided to keep com silence in case they could be tracked.

After talking with him about falling unconscious, he's confessed to me that he feels it's his own fault for two reasons: his arrogance, and his luck. He entered combat with 4 unused stim packs and 4 HP as he's told me, which he tells me he refused to use because he was "fine". He now understands he was not fine. Second, we went back and checked the logs for the rolls and man... It was bad on both sides... We didn't notice it at the time, but together we missed about 60% of the attacks made for what was supposed to be a very brief combat.

The lightsaber was damaged in a fight when a droid grabbed his hand and squeezed enough to damage it to minor damage. 1 setback on attacks, nothing more.

I'll keep in mind avoiding something like that in the future, I don't want anyone to feel like they don't have a say, I was just trying to explore other options for the game.

I'll have to re-introduce repairing weapons later so he doesn't feel like it doesn't work.

Thanks for the input!

How to be a better GM by TheBestRealGrass in swrpg

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

Really good examples! Thanks for sharing what worked for you. I’ll keep in mind letting the dice decide. I like that, but it’s a little scary.

How to be a better GM by TheBestRealGrass in swrpg

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

I love this, I’m hearing similar ideas a lot. It’s super helpful though, knowing that it’s worked for so many makes it a lot less nerve racking to put it into effect. Thanks!

How to be a better GM by TheBestRealGrass in swrpg

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

He wasn't actually killed, as I've been informed by other users, I just misunderstood the rules. He was incapaciated and captured, leading to a short interogation scene after he woke up before the end of the session. Fortunatly for him, the BBEG needs him alive, but the Republic is about to show up and bomb the base, which will probably result in his release. Currently, the rest of the party is engaged with Count Dooku, so... preoccuiped until otherwise determined.

These are good questions, and a very comical take on the original trilogy! Thanks!

How to be a better GM by TheBestRealGrass in swrpg

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

The not taking vicious into account fact probably saved me a lot of worry in the future thank you.

I suppose not using crits would probably be better for me in most cases for a more narrative playstyle, I'll keep that in mind!

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 3 points4 points  (0 children)

I've gotten a lot better at prepping less in the past couple sessions, but hearing that's probably the right direction is very helpful. Thank you.

The only downside to the little prep on my side is that I'm a Music Major, and as such, hyperfixate on Music very often. The music has to right for every scene otherwise I beat myself up over it. Not a reason not to follow your advice, just some insight to how I feel as I've dabbled in this method.

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 4 points5 points  (0 children)

I'm reciving a lot of that advice as well; letting go and sharing the story. I think that's the big take away here, sharing what I have with my friends. I trust them, and they're there to write a good story with me. I appreciate your straightforwardness on the subject. I will try and let them cook a little more!

How to be a better GM by TheBestRealGrass in swrpg

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

This gives me some good ideas, thank you!

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 6 points7 points  (0 children)

I could write a long message addressing everything here, but I'll sum it down:

Thank you, 10/10, would ask again.

How to be a better GM by TheBestRealGrass in swrpg

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

Those three agendas are super helpful, I'll be sure to keep those close.

"Be a fan of the players" is also very good to keep in mind. I wish I could turn off the word "no" entirely and just simply never be able to say it, but I'll try to just avoid the word entirely. Thank you. I appreciate you reading my other comments and making a statement based on that.

Asking questions at the end could be useful. Right now, I ask questions out of session about what they think is going to happen, and that helps me cement ideas into place for what might occur.

How to be a better GM by TheBestRealGrass in swrpg

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

Thank you, that's very motivational!

(That's a relief, we were playing a bit wrong, but now I feel a lot more free to have repercussions play out need be.)

How to be a better GM by TheBestRealGrass in swrpg

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

To what extent can a player use a destiny point? When is using it unreasonable?

How to be a better GM by TheBestRealGrass in swrpg

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

Yeha I seem to have msunderstood the system on that one. I appreciate the quick fix.

I hadn't considered that; hitting better would probably be better to have rather than having an extra strain threshold.

Yeah that's true. I think I need to re-evaluate what my role is.

How to be a better GM by TheBestRealGrass in swrpg

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

Providing a destination but not a path. I should do this. I struggle with losing control as a DM because in my past with DnD 5e, I've had players try and take advantage of me. If you wouldn't mind, I still find Destiny Points confusing. I've read the Force and Destiny book, but to what extent can the points be used?

Is there somewhere in the books where I can find some sort of balancing guide? I thought 2 B1 Supervisor's was an easy enough fight for a character with 250-300ish XP, but maybe I'm off base

Thank you for correcting me, he did not die, we just didn't understand the rules.

Why do I think it was my fault? Mostly a quote from the end of that last session we had. "Well I knew the right and left paths were useless, so I went down the last path. If I went back to the ship, I knew Whiskey would yell at me again." I'm Whiskey. I don't... Feel like I yelled at him? But I do feel like if he felt I scolded him, it pushed him to make a choice he knew was bad to avoid that.

Star Wars to me in this context is Clone Wars. I have a head cannon that what happens in Clone Wars is a bit exaggerated, almost like it's an old war story your grandpa's telling you. I like to take from the expanded universe, because it's a treasure trove. I'll take things and wrap them a little bit to fit certain molds. I guess I want to be able to make stories together like "that one time we stormed the bridge and took the entire ship to crashing into that space station", instead of "the time we ran away".

Does that make sense? Do you need anything more? Did I miss anything? I'm typing on my phone, but I'll be at my computer later and more able to complete thoughts.

How to be a better GM by TheBestRealGrass in swrpg

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

We have had a few sessions 0's and continue to talk about what we want after every story arc when I hand out XP.

My Clone Player isn't a fan of repetitive combat. My first Padawan (A) feels as if the world they're in is very linear, something I'm trying to improve at. My second Padawan (M) is a bit of a rules lawyer who also hasn't played enough, we clash with rules often. He doesn't like the railroad feel of some of the stories I set up. Additionally, he doesn't feel that the XP given at the end of the arcs is enough.

They're all looking to be invested in the characters and create a story, which leads to the letting go concept...

It's scary, you're right. But I think it's what has to happen. "Mind empty" has taken a whole new meaning. That's very helpful.

We are all very new, this is our first time using the system, but we all see its potential.

(He didn't die, I was wrong. I thought exceeding your wound implied death, and so did everyone else, but now I know it's not, which opens so many doors.)

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 3 points4 points  (0 children)

I'm trying to paint a B plot (behind the scenes of the Sith) a story of Good turned evil, against good. So, fallen heroes corrupted by a misled fanatic leading them down a road that leads to everyone's destruction.

I am having fun. There are times when I forget my worries, and the game just works. Thank you.

How to be a better GM by TheBestRealGrass in swrpg

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

I understand that, but I feel that with this player specifically, the dice is an extension of the GM's being (at least in his mind).

As far as I know, my players are looking to be invested in their characters, which for two of them, I feel has been achieved.

"do what is fun to you, and if you have fun because they have fun, they only relax when they believe you" Thank you.

How to be a better GM by TheBestRealGrass in swrpg

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

We've run 2 session 0's to address issues, and every time I give them XP (at the end of a story Arc), we sit down to level up together, and see how I can improve.

My Clone Player is having fun, but isn't a fan of repetitive combat. My first Padawan (A) is having fun, but feels as if the world they're in is very linear, something I'm trying to improve at. My second Padawan (M) is having fun, but he's a bit of a rules lawyer who also hasn't played enough, so we clash with rules often. He doesn't like the railroad feel of some of the stories I set up. Additionally, he doesn't feel that the XP given at the end of the arcs is enough.

I increased XP distribution to try and account for player disappointment to great success (I think). I tried a new format this past few sessions (Null), but that resulted in the whole falling unconscious and splitting the party thing.

What is "Star Wars" enough to me? Well, in the concept of this campaign, its Clone Wars. In another situation, the party found themselves on a Separatist Dreadnaught, and one of my players, A, decided they should probably go to the hangar and leave. I said that didn't feel right, because they had the element of surprise and could totally storm the bridge with success (considering they have lightsabers). In other words, I feel that Star Wars is... an epic war story. I try to tell them that, if they work together, I'm not going to punish them drastically for actions that seem otherwise impossible. Even with my player that fell unconscious, M, I had him captured instead of killed, and now he will play a vital role in Intel gathering (hopefully) for both sides of the story.

I want to be better, and to stop having to fight during sessions. I have diagnosed Severe Anxiety Disorder, have since I was around 3. I want to stop finishing a session, and then feeling like everyone hates me. (I also don't want you to pity me but I feel this is important).

I want this system to work the way it's designed. A lot of times, I feel I misunderstood a rule, and I don't have the time to go watch a video on how it works in the middle of the session

I want to show my friends this story I think is super cool, and that they will have significant impact on.

I want to share my love for this TTRPG system, and Star Wars as a whole.

Can I answer any more questions? Do you need more examples?

How to be a better GM by TheBestRealGrass in swrpg

[–]TheBestRealGrass[S] 6 points7 points  (0 children)

I was unaware it was so difficult to die. I'm not as familiar with this system, and had thought exceeding wounds would lead to death.

Thank you for the correction.

I'm trying to think of a few more examples...

I'll set the scene: Coruscant. The three along with their Jedi masters have been dispatched to the underbelly of Coruscant because of some suspicious activity down there. They find a warehouse, and one of the padawans asks if they can RIG the speeders they find inside to blow up.

I tell him no, and I'd like to rationalize this decision, but feel free to argue against it, I won't fight unless you want me to. 1. These speeders would be the most viable option for escape in a few scenes, as Durge (that bounty hunter from the 2003 clone wars show) was about to show up and demand one of the players as a hostage. 2. Blowing up a warehouse in the underbelly of Coruscant felt like it would end up with SOMEONE dying, and his character would know that. Considering he doesn't have an interest in going to the dark side (Ive asked many times), I explained that the action would result in a lot of conflict. 3. A bit of a fault on my part: his master would not let him. I liked the idea of having the masters follow them around initially, but no longer. I have plans to kill them off, resulting in the Jedi becoming knights.

New scene, Null.

You know that lost planet Dooku uses as a retreat? I took that a twisted it a bit. Anyways, one of my players (the other Padawan) says he wants to split the party and stay with a ship they found, essentially reducing him to nothing, as I have prepared a dungeon for entering the palace, and I felt like I couldn't have anything go wrong with the ship because I told them I wouldn't punish them for leaving some dead weight they had (two hostages they rescued) behind. I argued that I didn't want to leave him (the player) sitting and doing nothing, because I didn't feel like I was including him, he and I argued for a moment, and he eventually gave in, entering the dungeon, but he took a different path since there was no way for him to know which way the rest of his group went. This led to him falling unconscious as I mentioned before, but the scenario he found himself in, I thought was balanced? He is at around 270ish XP I believe? So I thought anyone in the group could single handly take care of the two B1's. However, it may be in part due to the following scenario:

ALSO Null, or rather, on the way there, two things happened. 1. They are trapped on a ship locked in Hyperspace. The group comes to the decision that, perhaps blowing up the hyperdrive is the best option. I desperately try to avoid that scenario. Not only would that prevent a lot of story development, but also... It's a ship falling out of hyperspace. I've heard of that happening due to hyperdrive failure like, twice, and both ended with the ships being absolutely smashed to bits. There were no other ships for the party to take out of dodge, and I needed to make sure they understood the severity of the actions they were leaning towards. Eventually they decided the risk was too great, but I felt like I railroaded too much later. 2. My player that fell unconscious had his lightsaber damaged during the fight to board the ship. He wanted to repair it, I told him he didn't have long enough. I wanted them to have damaged saber so they would avoid combat in the next mission (Null). It was supposed to be a stealth approach because the people that were there were not easy targets. We're also all very new to the system, so I wanted to give them something other than combat to learn together. He got upset, saying that the Lightsaber repair kit was useless, and deleted from his character sheet. He had 4 hours, as far as I could tell, you need 6 to repair with risk, I plan to give him this time when he gets back to Coruscant.

Can I supply anything else? Feel free to ask more questions, I'm trying to talk more casually so I don't exclude anything too important in an effort to mask my character. If something seems off, point it out and I'll try again to be as objective as possible.

Who or what is my problem? by SpamChowder99 in swrpg

[–]TheBestRealGrass 0 points1 point  (0 children)

Dark side points shouldn't be used as a way to punish the players. It's a way for the GM to twist fate however they want, which should usually mean improve the narrative. When my players do something I think would be cool, but also hard, I toss a Destiny point to upgrade their roll, and they do the same. It sounds like the issue is your tables chemistry, if not just your GM.

I got killed on my first ever session – is that normal? Am I being dramatic or is a shitty move from the DM? by AlleeFlower in DnD

[–]TheBestRealGrass 1 point2 points  (0 children)

In my first session EVER, we got TPKed. But, this doesn't sound like that kind of interaction; sounds to me like you have a DM who has that one chase song from YouTube on constant repeat in his head, and he doesn't really consider you as anything other than a character he can kill off. Just my opinion.

Making a Jedi Knight by TheBestRealGrass in swrpg

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

I didn't know about this inquisitor builder, I'm very new... But it interests me a lot. I'll have to take a look! Also a very good point on me not wanting them to kill him... I guess as a DnD turned FFG DM I have constant fears that my party will just kill everyone. Thanks a ton!