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Having Entire Jedi Party a Bad Thing??
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<blockquote data-quote="clark411" data-source="post: 1068340" data-attributes="member: 4768"><p>I've known players who have been in mixed SW games.. and the two who played a non jedi almost always felt excluded- and this was in a group that adhered to the genre pretty strictly. The Jedi would be called to council, the non Jedi were not involved. The Non Jedi found their plot hooks in non Jedi stuff (bounty hunting etc.. heck, the techie in the Clone Wars era apparently designed the folding wing tech you find in Imperial time shuttles) but this was almost always an aside to the real meat of the campaign- the stuff the Jedi had to do. The nifty cookies didn't make up for a deep flaw in the structure and feel of the campaign.</p><p>By and large, the Non Jedi were treated as cohorts... the people who knew how to fly ships, the people who were quick talkers without manipulative force powers... the ones who got the Jedi to where they had to go, did the ranged damage that invariably paled in comparison to the threshers with sabers, and were only involved by association from the moment the ship touched down or the fire fights stopped (oh crap look what trouble the Jedi are getting us in.. kinda deals).</p><p></p><p>The Non Jedi resented this immensely. One guy would bring a magazine because for half hour stints the DM simply couldn't give him anything to do. Not to say that being out of "Audience mode" is a good thing or a polite thing, but when its a year old campaign with level 10 characters and you're STILL not involved, as you Weren't 11 months ago, you can't help but blame the guy.</p><p></p><p></p><p>The DM had a hard time of it too, because it was extremely difficult to challenge the Jedi without presenting near death to the Non Jedi, and the challenges that were designed for the non Jedi were either a) done without the presense of the Jedi or b) were brief, as the Jedi scythed through the challenges. In effect, there were almost two campaigns running... the real one, and the non Jedi one. That was the only way to keep it balanced without having non Jedi many levels ahead of the Jedi.</p><p></p><p>Now, I wasn't in the whole campaign, but I did hear the stories and the reactions from all sides. From what I've heard, I'd have to say that a game should either be All Jedi, No Jedi, or Minority Jedi. One Jedi Guardian isn't going to dominate properly designed encounters.. and a lone Consular, even with tons of skills, can't go at it alone. Also, a full Jedi game will allow for everyone being involved and everyone acting with the Force stuff rather than half the party getting all the "You hear the force cry out" stuff. A non Jedi game is pretty obvious in it's potential.</p></blockquote><p></p>
[QUOTE="clark411, post: 1068340, member: 4768"] I've known players who have been in mixed SW games.. and the two who played a non jedi almost always felt excluded- and this was in a group that adhered to the genre pretty strictly. The Jedi would be called to council, the non Jedi were not involved. The Non Jedi found their plot hooks in non Jedi stuff (bounty hunting etc.. heck, the techie in the Clone Wars era apparently designed the folding wing tech you find in Imperial time shuttles) but this was almost always an aside to the real meat of the campaign- the stuff the Jedi had to do. The nifty cookies didn't make up for a deep flaw in the structure and feel of the campaign. By and large, the Non Jedi were treated as cohorts... the people who knew how to fly ships, the people who were quick talkers without manipulative force powers... the ones who got the Jedi to where they had to go, did the ranged damage that invariably paled in comparison to the threshers with sabers, and were only involved by association from the moment the ship touched down or the fire fights stopped (oh crap look what trouble the Jedi are getting us in.. kinda deals). The Non Jedi resented this immensely. One guy would bring a magazine because for half hour stints the DM simply couldn't give him anything to do. Not to say that being out of "Audience mode" is a good thing or a polite thing, but when its a year old campaign with level 10 characters and you're STILL not involved, as you Weren't 11 months ago, you can't help but blame the guy. The DM had a hard time of it too, because it was extremely difficult to challenge the Jedi without presenting near death to the Non Jedi, and the challenges that were designed for the non Jedi were either a) done without the presense of the Jedi or b) were brief, as the Jedi scythed through the challenges. In effect, there were almost two campaigns running... the real one, and the non Jedi one. That was the only way to keep it balanced without having non Jedi many levels ahead of the Jedi. Now, I wasn't in the whole campaign, but I did hear the stories and the reactions from all sides. From what I've heard, I'd have to say that a game should either be All Jedi, No Jedi, or Minority Jedi. One Jedi Guardian isn't going to dominate properly designed encounters.. and a lone Consular, even with tons of skills, can't go at it alone. Also, a full Jedi game will allow for everyone being involved and everyone acting with the Force stuff rather than half the party getting all the "You hear the force cry out" stuff. A non Jedi game is pretty obvious in it's potential. [/QUOTE]
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