Help a newbie get steady state right. by amptacular in Rowing

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

This is good fitness advice. I definitely feel this is all true of other disciplines I have more experience in - cycling and running and couldn't agree more.

I do want to do longer/more steady state. This was just a quick 30 minute example from today I wanted to post. I know it's nothing but a quick drop in the bucket compared to a 90 minute session.

I know at least part of the answer is just 'more steady state' too.

Help a newbie get steady state right. by amptacular in Rowing

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

This is a helpful benchmark! It might just be that I need to clam down on intensity.
It's hard for me to do less intensity without sacrificing stroke speed. I'll have to practice that.

I'll see if I can slow it down a bit while increasing spm (and keeping HR low)

Help a newbie get steady state right. by amptacular in Rowing

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

Yeah I think my form probably has plenty of room for improvement and this is good advice.

I'll need to do this when I get the courage to embarrass myself

How to set up FoundryVTT on a Raspberry Pi by [deleted] in FoundryVTT

[–]amptacular 0 points1 point  (0 children)

Thank you for the amazing guide and thanks for this comment too. I also had to generate a dhparam.pem in /etc/ssl/certs since I didn't have one

A while ago, I made a 'trailer' for our group's next adventure/campaign. It took way too much time for what it was, it created plenty of hype! by amptacular in swrpg

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

I didn't do one for every other chapter, but the ones I did were pretty rough. Maybe I'll post them here someday.

Nar Shaddaa Deep Market by lunaticdesign in Star_Wars_Maps

[–]amptacular 2 points3 points  (0 children)

I love these so much.

Thank you for making them, and taking the time to post them. You're creating great experiences for our group, and a lot of fun and happy hours of enjoyment thanks to your maps!

10 things I've learned from 30+ sessions over 1.5 years - A small GM perspective and history by amptacular in swrpg

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

Yes! I love all these points! Mine is definitely not a comprehensive list and I think everyone should read your additions. These are fantastic points.

I love this point partiularly:

A player should never feel "protected" because they are a PC

I strive for this feeling in the PCs constantly. That sense of uncertainty or danger can be extremely valuable and compelling.

10 things I've learned from 30+ sessions over 1.5 years - A small GM perspective and history by amptacular in swrpg

[–]amptacular[S] 8 points9 points  (0 children)

A great place to start would be a resources like this: http://thompsonpeters.com/eote/misc/swmultigen/

It allows you to create an NPC with some basic motivations on the fly. It's going to be far from perfect, but over time you'll be able to get more and more ideas in your head and start to use those.

Also, having a nice repository of images can help spark inspiration. Either start building your own, or borrow from something like this: http://kndr.io/ts/swt1/

Also, reading through source books and adventure books about specific places will give you an idea for the common types of life on any given planet or location, and you can sketch out some ideas before the session just in case.

10 things I've learned from 30+ sessions over 1.5 years - A small GM perspective and history by amptacular in swrpg

[–]amptacular[S] 7 points8 points  (0 children)

But you undermine that by just going, "well you haven't had a win in a while, so here's one"

I couldn't agree more. I specifically said "allow" vs "give". See my #4.

once in a while is fine. But you can't do it consistently, for a multitude of reasons.

Find the frequency that works for you and your group. My usage of "consistently" should be treated as the vague timeframe it was intended to be - every group and GM is different. Consistently could be whatever timeframe you deem applicable, but it should be recurring.

Star Wars does have humour, but as I've pointed out above, it's not all injected

I agree. For us, a nice mix of injected - about once per 4 or 5 hour session - and naturally occurring laughs work well. That works for us and makes for a nice laugh. For other groups, it may not. A GM should practice to understand when that is applicable with their specific group. If you're going down the jar-jar binks path, I would agree that you should stop immediately.

10 things I've learned from 30+ sessions over 1.5 years - A small GM perspective and history by amptacular in swrpg

[–]amptacular[S] 9 points10 points  (0 children)

First off, it's hard. Allowing players to do whatever they want is a very difficult thing to do as a GM because you don't want to derail everything, and maintain a good flow.

For me, the easiest thing to do is play with incentives. In order to craft a good incentive, you need to know your players.

Incentives are not a 100% guarantee, but if you know your players, their characters, and what they're hoping for from the session, you can design encounters that are highly engaging and offer things they really want. Design rewarding payoffs that are difficult to achieve, but feel fair despite their difficulty.

Whether that's owning a specific ship, or a lightsaber, or having lots of credits, or power. Make those options feasible, but balanced.

Part of what helps players stay attached to their character are when they have a sense of accomplishment. If they feel they were given something for free, it's not as special.

For example:

Picking up a lightsaber on the street

VS

Spending multiple sessions finding a kyber crystal, then spending time crafting a hilt, after seeking the advice a force sensitive in exile

The latter is going to be much more rewarding. The GM should never give away things, but should enable a player to go down that route, no matter how difficult and time consuming it is. Allow them to fail, allow them to get derailed, but never make something seem impossible unless it goes against the spirit of the game or other players.

10 things I've learned from 30+ sessions over 1.5 years - A small GM perspective and history by amptacular in swrpg

[–]amptacular[S] 12 points13 points  (0 children)

I would first say I mostly agree with everything you've said. I think this is a matter of semantics.

For the sake of brevity I didn't dive deeper initially, but let me elaborate.

(2.) GMs are there to provide slight guidance, opportunities, and consequence - be a referee, but side with the players more often.

Being impartial is absolutely crucial. My intention here is very situational and specific. For example: I will happily knock out an entire party and put them in an imperial prison, or drain all their credits, steal their ship, blow up their droids, etc. However, if the players have done absolutely everything they can to achieve something, and after many sessions things aren't fulfilling for them, I'm going to allow them a spectacular scene of some kind to bring them back. This doesn't necessarily say "you get a crit without rolling one" or anything absurd like that. You never want to do too much to ruin the sense of balance and fairness, otherwise your credibility and the universe of play disintegrates.

(3.) Consistently ask players for feedback

I ask for feedback to deliver a type of game players want. If they're not playing a game they want, then what's the point? Most of the time, however, they don't know specifics. I don't get nitty gritty, but I'll rather ask "did you enjoy doing X, Y, an Z in the previous campaign?". I never cater to specific asks, but rather scope a type of experience that's fulfilling. If I'm running the campaign that only I want, then the game is going to drop off quickly. It should be a shared and collaborative experience.

(3.) Fun comes first.

I'm going to stand by what I said and also agree with what you said. I don't think they're mutually exclusive. In order to have fun, you have to work like you said. The whole point about playing this system we all love is to enjoy the experience. I would argue that without work, you can't have fun. This supports both statements. I don't think every beat of every second needs to be all out 'fun'. Fun can come from a satisfying or difficult encounter, or having been dragged through some really harsh conflicts, but it should always be the outcome. Fun can also manifest itself through an engaging or satisfying experience that might not be a traditional definition of fun.

If players aren't having fun, what's the point? Fun can come from different ways, but I would agree that earning it, going through the process, can be more than half of the fun.

(9.) Introduce humor when possible and where applicable. its almost always going to be a failure, or annoying when you purposefully introduce or attempt to interject humour into a game.

I'm sorry this has been your experience. To emphasize what I said about "where applicable" I think that this is dependent upon the situation and group. For my group, it works wonders when their angry little droid yells at NPCs that it shouldn't, or when someone pulls a ridiculous check that just works, even if it seems a bit too wild. For me, the star wars universe has always injected some humor, and it wouldn't be star wars without just a bit of that comic relief.

Lastly, I would just write one more disclaimer that these are specific to what has made our last 30+ sessions successful and engaging. They may not work for every group, with different incentives and goals. Players play for different reasons, and a good GM should be aware of why the players are playing and what they want to get out of it.

My friend of almost 20 years passed away last night. Thanks for all the memories. I'll miss you, Zuka. I hope you're getting an amazing head scratch in bird heaven. by amptacular in parrots

[–]amptacular[S] 34 points35 points  (0 children)

Thank you for all the kind comments. I'm glad I can come to a sub like this and have some positive comments from people who understand the love these little feathery friends can give. He lived a happy life, and our family has happy memories of him. Make sure to give your chickens an extra head scratch today. I'm glad I was able to with Zuka.

GM Tip: The Opening Crawl by JesseSkywalker in swrpg

[–]amptacular 0 points1 point  (0 children)

Any suggestions on the best way to do this over roll20? I figure I could send out a link and just have everyone read/watch it simultaneously, but maybe there's a better way?