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Workshopping SWRPG (Saga) one-off to commemorate a departed player
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<blockquote data-quote="GeerBox" data-source="post: 6601649" data-attributes="member: 6794442"><p>Thanks for the comments, delericho. My thoughts:</p><p></p><p>1. I'll need to be careful how much combat there ends up being, since it typically takes the longest amount of time to run (especially with potentially up to 7 PCs). I don't know yet exactly how much time I'll have in total to run this, but I'd expect a single afternoon and/or evening. It also doesn't help that the players are scattered around somewhat, so at least some of them would be joining in on-line, which also tends to slow things down somewhat. (BTW, in the past the games have been run with MapTool, but I expect I'll end up using Roll20 this time, since there are fewer software and platform dependencies/requirements.)</p><p>I can come up with something, but it should probably be an optional encounter, in case we run short on time. It may also seem slightly disingenuous, for example, if the group takes the tunnels to avoid security forces, but end up facing them anyway. I could maybe make the encounter probability dependent on how stealthfully they get out of the council building if they go that route.</p><p>Aside: Upon reflection, "Imperials" is a correct, but in a sense weird, description of their enemies. After all, at this point in the timeline, the Empire will have been in existence for something like a month at most. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>2. That's a pretty good idea. Since they're going to be starting in a battle zone, maybe they can have some sort of "combat trauma" kits that provide a temporary boost to health and condition, but which wear off after a time, at which point you need to be treated properly. (I forget; does SWSE have temp HP?) Returning to full HP shouldn't be an issue either; it's implied that there's been some time between the first battle and the "main" events, during which everyone can have healed. If there needs to be an HP reset between the council chambers/tunnel and the sacred grounds, I could potentially even artificially level them up and reset their HP that way. Nothing much happens between level 1 and 2 IIRC, apart from an HP increase, attack bonus goes up by 1, and a gain of a feat. It's not like I or anyone else is going to be tracking XP carefully in a one-off anyway.</p><p>Edit: I'll also have to be careful they don't try to use those "combat trauma" kits on the injured Clone Troopers in the first battle...</p><p></p><p>3. I tend to agree. Also, the few ship battles I've been in have been a bit boring; they seem to depend largely on the position/role of the character, with few options. E.g. as the pilot: "Well, okay, I guess I'll end up moving the ship the one square it <em>can</em> move, and, um, only the concussion missiles are at this station? Fine, I press that button, end of turn." (Although, that one time I remotely hacked the computer of the attacking ship was fun...)</p></blockquote><p></p>
[QUOTE="GeerBox, post: 6601649, member: 6794442"] Thanks for the comments, delericho. My thoughts: 1. I'll need to be careful how much combat there ends up being, since it typically takes the longest amount of time to run (especially with potentially up to 7 PCs). I don't know yet exactly how much time I'll have in total to run this, but I'd expect a single afternoon and/or evening. It also doesn't help that the players are scattered around somewhat, so at least some of them would be joining in on-line, which also tends to slow things down somewhat. (BTW, in the past the games have been run with MapTool, but I expect I'll end up using Roll20 this time, since there are fewer software and platform dependencies/requirements.) I can come up with something, but it should probably be an optional encounter, in case we run short on time. It may also seem slightly disingenuous, for example, if the group takes the tunnels to avoid security forces, but end up facing them anyway. I could maybe make the encounter probability dependent on how stealthfully they get out of the council building if they go that route. Aside: Upon reflection, "Imperials" is a correct, but in a sense weird, description of their enemies. After all, at this point in the timeline, the Empire will have been in existence for something like a month at most. :P 2. That's a pretty good idea. Since they're going to be starting in a battle zone, maybe they can have some sort of "combat trauma" kits that provide a temporary boost to health and condition, but which wear off after a time, at which point you need to be treated properly. (I forget; does SWSE have temp HP?) Returning to full HP shouldn't be an issue either; it's implied that there's been some time between the first battle and the "main" events, during which everyone can have healed. If there needs to be an HP reset between the council chambers/tunnel and the sacred grounds, I could potentially even artificially level them up and reset their HP that way. Nothing much happens between level 1 and 2 IIRC, apart from an HP increase, attack bonus goes up by 1, and a gain of a feat. It's not like I or anyone else is going to be tracking XP carefully in a one-off anyway. Edit: I'll also have to be careful they don't try to use those "combat trauma" kits on the injured Clone Troopers in the first battle... 3. I tend to agree. Also, the few ship battles I've been in have been a bit boring; they seem to depend largely on the position/role of the character, with few options. E.g. as the pilot: "Well, okay, I guess I'll end up moving the ship the one square it [I]can[/I] move, and, um, only the concussion missiles are at this station? Fine, I press that button, end of turn." (Although, that one time I remotely hacked the computer of the attacking ship was fun...) [/QUOTE]
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