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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6100507" data-attributes="member: 92305"><p>I remember in the epic Star Wars campaign that I ran, the PCs were in a freighter, zipping around the towers of Nar Shaddaa. That's the Hutt moon. It's entire surface is covered with buildings, like Coruscant. But, unlike Coruscant, this place is run-down, beaten up. It's a sleazy boom town after its prime. The Hutts control the place, and this is a great place to go if someone wants to get lost--or get his throat cut in the night for the few credits he has in his pocket.</p><p></p><p>My players were having thier characters zip in through this place with bounty hunters on their tail. Ship's blaster bolts were flying. PCs were in the turrets, swinging around, blasting away.</p><p></p><p>Each combat round, the pilots of each vessel made a piloting check to avoid all the obstacles. If a Complication was rolled, I gave then an unexpected obstacle.</p><p></p><p>For example, the third bounty hunter, succeeding on his piloting roll, also rolled a 1 on his Wild Die that led to a Complication. As the PC ship and two Hunters in front of him zipped around a building, he came in too close. I gave him a special maneuver to perform. If he succeeded, then great. But, the check was made as a new action, taking all the appropriate multiple action penalties.</p><p></p><p>If he failed, he slammed into the side of a building--maybe doing minor damage, maybe ripping off an S-foil, or maybe exploding into a ball of flames or go zipping out of control in true Star Wars style. It all depended on the success of the roll and the random damage taken.</p><p></p><p>In normal combat, a complication was sometimes a jammed weapon, a comm that lost its battery, a grenade that fell off the character's belt with the pin out (giving the character time to jump free, on a Dodge throw), or maybe a slip, with a failed DEX check meaning that the character goes down on his bum, right there in the middle of the fight (maybe slipping on gore!).</p><p></p><p>That's how I used complications in my game. I just tried to "complicate" the situation, challenge the character, and hopefully add a little fun and unforseen excitement to the game.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6100507, member: 92305"] I remember in the epic Star Wars campaign that I ran, the PCs were in a freighter, zipping around the towers of Nar Shaddaa. That's the Hutt moon. It's entire surface is covered with buildings, like Coruscant. But, unlike Coruscant, this place is run-down, beaten up. It's a sleazy boom town after its prime. The Hutts control the place, and this is a great place to go if someone wants to get lost--or get his throat cut in the night for the few credits he has in his pocket. My players were having thier characters zip in through this place with bounty hunters on their tail. Ship's blaster bolts were flying. PCs were in the turrets, swinging around, blasting away. Each combat round, the pilots of each vessel made a piloting check to avoid all the obstacles. If a Complication was rolled, I gave then an unexpected obstacle. For example, the third bounty hunter, succeeding on his piloting roll, also rolled a 1 on his Wild Die that led to a Complication. As the PC ship and two Hunters in front of him zipped around a building, he came in too close. I gave him a special maneuver to perform. If he succeeded, then great. But, the check was made as a new action, taking all the appropriate multiple action penalties. If he failed, he slammed into the side of a building--maybe doing minor damage, maybe ripping off an S-foil, or maybe exploding into a ball of flames or go zipping out of control in true Star Wars style. It all depended on the success of the roll and the random damage taken. In normal combat, a complication was sometimes a jammed weapon, a comm that lost its battery, a grenade that fell off the character's belt with the pin out (giving the character time to jump free, on a Dodge throw), or maybe a slip, with a failed DEX check meaning that the character goes down on his bum, right there in the middle of the fight (maybe slipping on gore!). That's how I used complications in my game. I just tried to "complicate" the situation, challenge the character, and hopefully add a little fun and unforseen excitement to the game. [/QUOTE]
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