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Party Composition Concerns - Need GMing Advice
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<blockquote data-quote="pukunui" data-source="post: 5325515" data-attributes="member: 54629"><p>No, it's not that kind of campaign. There are elements of that (one episode is about insighting a rebellion amongst a species the Empire is using for slave labor), but that's not the campaign's main focus. As I said, the whole point of the campaign is to show off all the different playstyles and campaign styles you can run using the SWSE ruleset.</p><p></p><p>But the thing is: the <em>only</em> reason two PCs died is because their players <em>chose</em> to let them die. It's actually quite difficult to kill a PC in SWSE. First off, you have to deal enough damage to drop them to 0 hp <em>and</em> exceed their damage threshold, otherwise they just fall unconscious. And even if you do deal enough damage, if they've got a Force Point, they can spend it to fall unconscious instead (and I've put in a house rule where they can choose to sacrifice a body part instead of spending a Force Point, although no one's taken me up on that so far ...). The only way to make sure a PC dies is to <em>coup de grace</em> them while they're down - and that's an option I'd really only want to use sparingly.</p><p></p><p>I've thought about this, but that might start to get a bit crazy. Some of them grumble about the number of house rules I've got already (and I don't even have that many).</p><p></p><p>Possible. They always tell me I'm the most tactically-minded of the group, so maybe I just have high standards ... anyway, the issue with tactics is sort of secondary to the issue of team and character building. I think if I could get them to build their characters more synergistically, then they might start using better tactics automatically (by playing off each other's strengths).</p><p></p><p>It's technically a possibility - they could get a protocol droid or something, but I think I'd just end up roleplaying all the social encounters with myself, which isn't really fun for anybody. Or else one person would end up with two characters ...</p><p></p><p></p><p>EDIT: Fortunately, in response to my e-mail about this, one of the guys making a new character has volunteered to rethink his character choice. I gave a big, long spiel about the campaign and making sure the group had all the bases covered, etc, but the TL;DR version was: <em>"make your killer PCs if you want but please make sure they've got more to offer the group than just the ability to kill something before it kills them".</em></p></blockquote><p></p>
[QUOTE="pukunui, post: 5325515, member: 54629"] No, it's not that kind of campaign. There are elements of that (one episode is about insighting a rebellion amongst a species the Empire is using for slave labor), but that's not the campaign's main focus. As I said, the whole point of the campaign is to show off all the different playstyles and campaign styles you can run using the SWSE ruleset. But the thing is: the [I]only[/I] reason two PCs died is because their players [I]chose[/I] to let them die. It's actually quite difficult to kill a PC in SWSE. First off, you have to deal enough damage to drop them to 0 hp [I]and[/I] exceed their damage threshold, otherwise they just fall unconscious. And even if you do deal enough damage, if they've got a Force Point, they can spend it to fall unconscious instead (and I've put in a house rule where they can choose to sacrifice a body part instead of spending a Force Point, although no one's taken me up on that so far ...). The only way to make sure a PC dies is to [I]coup de grace[/I] them while they're down - and that's an option I'd really only want to use sparingly. I've thought about this, but that might start to get a bit crazy. Some of them grumble about the number of house rules I've got already (and I don't even have that many). Possible. They always tell me I'm the most tactically-minded of the group, so maybe I just have high standards ... anyway, the issue with tactics is sort of secondary to the issue of team and character building. I think if I could get them to build their characters more synergistically, then they might start using better tactics automatically (by playing off each other's strengths). It's technically a possibility - they could get a protocol droid or something, but I think I'd just end up roleplaying all the social encounters with myself, which isn't really fun for anybody. Or else one person would end up with two characters ... EDIT: Fortunately, in response to my e-mail about this, one of the guys making a new character has volunteered to rethink his character choice. I gave a big, long spiel about the campaign and making sure the group had all the bases covered, etc, but the TL;DR version was: [I]"make your killer PCs if you want but please make sure they've got more to offer the group than just the ability to kill something before it kills them".[/I] [/QUOTE]
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