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<blockquote data-quote="innerdude" data-source="post: 9132105" data-attributes="member: 85870"><p>The thing that makes it work is to remember that it's not just "improv", i.e., not just trying to come up with weird edge case-y stuff ("Oh, uh, I guess your gun jams . . . again. Or, err, um, you trip over your feet . . . again") that applies to a discrete, individual action. That would get tiresome and grating and lame really fast. </p><p></p><p>If you can get into the mindset that the narrative dice are also about things like "fronts" in Powered by the Apocalypse, i.e., the trouble or advantage coming from the dice doesn't have to manifest right this second. It's about having much more open-ended GM backstory/notes, giving players radically more freedom to suggest plot/scene elements. Remember that this is Star Wars --- tech, and gadgets, and weird sci-fi phenomena are part and parcel with the setting. You have to get out of a GM mindset of information scarcity and into a mindset of GM "free flow of information." This isn't about gating the treasure and loot behind indomitable puzzles (most of the time anyway). If your players are going around looting every stormtrooper corpse for their T-11 blaster rifles, they're doing it wrong. </p><p></p><p>Our group may have just been naturally good at getting into that frame of mind, but we loved it. I'd go back to FFG Star Wars / Genesys in a heartbeat. Only reason I'm not playing it now is I moved out of state and haven't found a new group yet.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9132105, member: 85870"] The thing that makes it work is to remember that it's not just "improv", i.e., not just trying to come up with weird edge case-y stuff ("Oh, uh, I guess your gun jams . . . again. Or, err, um, you trip over your feet . . . again") that applies to a discrete, individual action. That would get tiresome and grating and lame really fast. If you can get into the mindset that the narrative dice are also about things like "fronts" in Powered by the Apocalypse, i.e., the trouble or advantage coming from the dice doesn't have to manifest right this second. It's about having much more open-ended GM backstory/notes, giving players radically more freedom to suggest plot/scene elements. Remember that this is Star Wars --- tech, and gadgets, and weird sci-fi phenomena are part and parcel with the setting. You have to get out of a GM mindset of information scarcity and into a mindset of GM "free flow of information." This isn't about gating the treasure and loot behind indomitable puzzles (most of the time anyway). If your players are going around looting every stormtrooper corpse for their T-11 blaster rifles, they're doing it wrong. Our group may have just been naturally good at getting into that frame of mind, but we loved it. I'd go back to FFG Star Wars / Genesys in a heartbeat. Only reason I'm not playing it now is I moved out of state and haven't found a new group yet. [/QUOTE]
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