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Need some refreshers on sandbox / scene framing GM techniques (FFG / Genesys)
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<blockquote data-quote="hawkeyefan" data-source="post: 8469048" data-attributes="member: 6785785"><p>I would say to make a collection of stat blocks for like standard enemies… “Storm Trooper” and “Bounty Hunter” and “Dark Side Acolyte” or whatever would he relevant for the general themes/ideas you and your players have for play. Ideally, these stat blocks could be easily repurposed. So if the PCs find themselves on a system that’s independent but had its own military, then you can use the “Storm Trooper” stats for “Hando System Militia” or whatever.</p><p></p><p>Give the PCs some cohesive reason for being together. Build the group together and establish connections between PCs and also NPC allies. See what is suggested during this phase and make note; use the ideas your players suggest.</p><p></p><p>Create or establish the different factions and groups that exist and may be impacted by PC actions. Have these groups take actjon in response to the PCs. So if the PCs destroy an Imperial outpost, they find patrols have increased in the sector, making travel difficult. Maybe in the absence of an Imperial presence, a group of smugglers s</p><p></p><p>Give the PCs some default action that they can always take if they can’t decide what to do at the start of a session. Like the way a classic sandbox adventure would have “hex exploration” as a kind of default action that can always be taken if there is no other obvious next step. </p><p></p><p>Don’t get too hung up on official canon of the setting or anything like that. Ideally, set it during an era that’s not really well defined by the movies, books, comics, and cartoons. Don’t commit to lore until it’s relevant to play. Give yourself the freedom to change things up based on how play goes.</p><p></p><p>Avoid determining what’s next. I recently started a campaign. I created some NPCs and factions, and then created a mind map style graphic that was a nice visual snapshot of how things were at the start. I avoided any and all urges to come up with “and once the PCs do this, then X will happen”; see what the PCs actually do, and then respond accordingly.</p><p></p><p>Those are my suggestions off the top of my head. I hope they’re useful.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8469048, member: 6785785"] I would say to make a collection of stat blocks for like standard enemies… “Storm Trooper” and “Bounty Hunter” and “Dark Side Acolyte” or whatever would he relevant for the general themes/ideas you and your players have for play. Ideally, these stat blocks could be easily repurposed. So if the PCs find themselves on a system that’s independent but had its own military, then you can use the “Storm Trooper” stats for “Hando System Militia” or whatever. Give the PCs some cohesive reason for being together. Build the group together and establish connections between PCs and also NPC allies. See what is suggested during this phase and make note; use the ideas your players suggest. Create or establish the different factions and groups that exist and may be impacted by PC actions. Have these groups take actjon in response to the PCs. So if the PCs destroy an Imperial outpost, they find patrols have increased in the sector, making travel difficult. Maybe in the absence of an Imperial presence, a group of smugglers s Give the PCs some default action that they can always take if they can’t decide what to do at the start of a session. Like the way a classic sandbox adventure would have “hex exploration” as a kind of default action that can always be taken if there is no other obvious next step. Don’t get too hung up on official canon of the setting or anything like that. Ideally, set it during an era that’s not really well defined by the movies, books, comics, and cartoons. Don’t commit to lore until it’s relevant to play. Give yourself the freedom to change things up based on how play goes. Avoid determining what’s next. I recently started a campaign. I created some NPCs and factions, and then created a mind map style graphic that was a nice visual snapshot of how things were at the start. I avoided any and all urges to come up with “and once the PCs do this, then X will happen”; see what the PCs actually do, and then respond accordingly. Those are my suggestions off the top of my head. I hope they’re useful. [/QUOTE]
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Need some refreshers on sandbox / scene framing GM techniques (FFG / Genesys)
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