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"Grenade! Grenade!"
by: Captain Kenobi
date posted: Jan 11, 2008 9:59 AM  | 
updated: Jan 11, 2008 10:52 AM
Star Wars RPG Beginner
Greetings! It's been awhile since I've blogged. I've only done my introduction entry, so far. But anyways, I have a question for all you Star Wars RPG players out there. (I hope there are some.) I've tried to get into the SW RPG a couple of times, but I always seem to get stuck. I can get past the stats, and complications of that sort, but I don't understand how the game flows out of battle. I had a few questions I will post here: (By the way, if it helps, I'm using the Revised Core Rulebook, published in 2002.)

1. How much freedom for the players?

I hear the players can do anything. Does that mean they can go anywhere, talk to anyone? Kill anyone? How does the Gamemaster plan all this? How can he plan what every planet looks like? For example, say a player wanted to plot a course for Tatooine, but the Gamemaster had done no planning, what would the Gamemaster do? Tell the player he can't do that? Put off the game until he thinks something up? Think it up on the spot? THis is what confuses me the most.

2. How does the Time System work?

This isn't as big of an issue, but some tips for this would be nice. Time is obviously an important part of the game. Everything takes up a certain amount of time, and over time characters heal. But for keeping track of time, should you keep it on paper, and every time time passes, write it down? This is something that slightly confuses me.

How much do you use a grid?

How often should I use a grid? In combat, is it normally in important part to use token for every unit fighting, and to set up cover? If so, is it important to have a grid, such as a SW minis board? This is another confusing factor that I've heard conflicting views on.

How much terrian do you use?

If you do use a grid, and if there's cover, such as a crate, how do you portray it? Do you make a visual representation of it on the playing grid? It's hard for me to figure this aspect out.


Well, I think those are all the questions for now. But there may be more later. Anyways, May the Force Be With You! :)

  Smuggler Jedi
Hokey Religions and A Good Blaster at My Side
date Posted: Jan 11, 2008 11:10 AM
I haven't played the Star Wars RPG. However, I did some RP'ing many, many years ago in my youth. I was frequently the game master.

I can really only offer advice on point 1. As far as freedom, I would allow my players to do what they wanted, but I employed tricks to get them back on track. If they went some place I hadn't thought of, I'd simply not have much for them to do there. I'd also improvise to give them a clue as to what they need to do next. In your example, they could get yanked out of hyperspace for a battle, and then get a clue from the battle as to where they need to go next. Or, they could get to Tatooine, find nothing helpful there, and maybe get a transmission that gets them back on track.
  Smuggler Jedi
Hokey Religions and A Good Blaster at My Side
date Posted: Jan 11, 2008 11:12 AM
As for interaction with other story characters...a lot of characters aren't going to have anything useful to add. Or, some characters simply won't be accessible to the players. Eventually, they get the hint.

The tricky part is when the players want to start fighting characters they shouldn't. If the character is useful to the story later, you can always plot an escape and can always throw in some generic characters for them to fight to cover the escape that rescue the character you are protecting.

Captain Kenobi
"Grenade! Grenade!"
date Posted: Jan 11, 2008 11:35 AM
Thanks a ton for the info, Smuggler Jedi.

So I guess a GM can't plan everything in advance. Sometimes they just have to take it as it comes.
  Smuggler Jedi
Hokey Religions and A Good Blaster at My Side
date Posted: Jan 11, 2008 11:49 AM
You're welcome.

No, its not possible to plan everything in advance. Nor do you want to. It'd take forever to plan it all. Sometimes, its good to have a couple of contingency plans, but don't go crazy.

The best bet is to stay flexible. Players do imaginative things. With practice, you get good at guiding them where they want to go.
Captain Kenobi
"Grenade! Grenade!"
date Posted: Jan 11, 2008 11:59 AM
The best bet is to stay flexible. Players do imaginative things. With practice, you get good at guiding them where they want to go.

Good advice. Your comments have shed alot of light on how to be GM. Since that's what I'll be doing, it's very helpful.

Thanks again.
BlueX-WingPilot
The Starfighter Docking Bay
date Posted: Jan 11, 2008 4:27 PM
Um, excuse me, what in the GFFA is the RPG?
Jedi Master Mina
Jedi blogging, go back to your drinks!
date Posted: Jan 11, 2008 9:44 PM
Uhm, don't know what RPG is...never played it. But welcome to Blogsville. :)
BlueX-WingPilot
The Starfighter Docking Bay
date Posted: Jan 13, 2008 6:41 AM
...welcome to Blogsville

Thank you. :D I checked and RPG means Role Playing Game. (I'm leaning new stuff here all the time :D )
BlueX-WingPilot
The Starfighter Docking Bay
date Posted: Jan 13, 2008 6:42 AM
*Learning
SilverForce
Delusions of Grandeur
date Posted: Jan 13, 2008 7:10 PM
For those who want an introduction to what the Star Wars RPG is, check out this entry:
Starting the Star Wars RPG


SilverForce
Delusions of Grandeur
date Posted: Jan 13, 2008 7:28 PM
I've got a LOT of RPG experience :) .
1. How much freedom for the players?
Players should have the illusion of freedom if you have a specific plot in mind - plan a few alternate methods for achieving a goal. If it's a player driven game (with you reacting more to their desires), they'll have more freedom. You can't plan for everything. Check out published adventures for examples. The Dawn of Defiance campaign has now started, which you can download for free. That's for Saga Edition. For the previous edition, check out my older adventure, still available for free.
]
SilverForce
Delusions of Grandeur
date Posted: Jan 13, 2008 7:34 PM
2. How does the Time System work?
Time is most important during combat, which takes place in rounds. You don't use that system except in combat. Time during the adventure is usually more important than the amount of time between adventures. Generally, you should leave some room for "down time" between adventures so the characters may take care of more mundane business, training, etc. and you can make than an exact amount of time or generalize it to a few days or weeks. It's up to you.
SilverForce
Delusions of Grandeur
date Posted: Jan 13, 2008 7:47 PM
How much do you use a grid?
Use the grid only for combat and other situations where someone's exact location makes a difference. You can play the game without using minis or the grid at all (by simply explaining where people are), but if you're new, you'll learn the nuances of the system faster if you use it. You should have a mini or token for each character involved in the scene.

How much terrain do you use?
Draw the scene's major features on the grid. I draw walls in black, crates and low objects that provide cover in green, and pits in orange (the system used in Star Wars minis). Draw it simply (boxes for crates, outlines of control panels, etc). See the maps in the adventure links above for some examples.
Captain Kenobi
"Grenade! Grenade!"
date Posted: Feb 01, 2008 11:03 AM
Thanks for all the information, SilverForce. I haven't been on in a while, so sorry for not responding sooner.

There's just one other question about the time system, and if you already answered this, sorry for asking again. The question is this: How do you keep track of time? How do you figure out how long everything takes? (And I'm speaking mainly out of combat, here.)

Anyways, thanks again.
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