Star Wars WEG D6 - The Force Point - "Is it a good thing?"

Didnt every official SW adventure have an opening scene as an info dump with various (often villainous) characters read by the players in a script like style? Weren't most of the adventures started in-media-res so that the adventures could get right to the action without any necessary setup to get there???

That game was super narratively designed in my opinion.
The GM advice predates the "Narrativist" label being popularized by the RPG Forge, but is very much like the narrativist advice from several early Forge games identified as narrativist. If one ignores the idiocy that a game can have only one of the three agendas, then it's more Narrativist-gamist.

Many sim types ran it as a sim game, and it's not great as a sim game... but it's also not firmly in the NG corner of the trigram, either.
 

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The GM advice predates the "Narrativist" label being popularized by the RPG Forge, but is very much like the narrativist advice from several early Forge games identified as narrativist. If one ignores the idiocy that a game can have only one of the three agendas, then it's more Narrativist-gamist.

Many sim types ran it as a sim game, and it's not great as a sim game... but it's also not firmly in the NG corner of the trigram, either.

It took me years to realize that part of the reason I sometimes had a negative reaction to Forgist dogma was because they were preaching like they invented ideas I had read about more than a decade before in WEG products (just without the psuedo-academic jargon).
 

It took me years to realize that part of the reason I sometimes had a negative reaction to Forgist dogma was because they were preaching like they invented ideas I had read about more than a decade before in WEG products (just without the psuedo-academic jargon).
I bounced off the Forge due specifically to Ron Edwards arrogance and insistence I didn't know what I liked...

But the initial GSN, unburdended with Ron's later whacky changes, used as a gradient becomes particularly useful. My preference is around the N edge of the central triangle...
 

The GM advice predates the "Narrativist" label being popularized by the RPG Forge, but is very much like the narrativist advice from several early Forge games identified as narrativist. If one ignores the idiocy that a game can have only one of the three agendas, then it's more Narrativist-gamist.

Many sim types ran it as a sim game, and it's not great as a sim game... but it's also not firmly in the NG corner of the trigram, either.
You are using English words but they have no meaning for me! When I say a game is narrative I mean it' emphasizes the feeling of theme and story and less the crunchy rules.

I'm not really referring to any sort of role-playing culty systems or buzzwords.
 

It is... if implemented by the GM with its restrictions in place.

That's a GM failure, not a mechanic failure.

If it's not a heroic use, they don't get it back... If it's not dramatically appropriate but is heroic, they get it back, but not a new one.
And if it's not at least semi-heroic, it's a dark side point for using it.

Please read the thread. It's an old thread. This has all been covered.

The best example I've seen of a dramaticly appropriate and heroic use:
Caught in cell block A13, on an ISD II, the party is cut off by a squad of stormtroopers, with more expected soon. Party is having a hard time hitting. The Young Jedi, Steve Mullard, tells the failed Jedi, Falcon, "Give me your blaster"... Falcon tosses it to him as they and their compatriots (Worgle the First Mate, I forget the captain's name) behind them... along with a rescued family of wookies.
"I thought you didn't know how to use a blaster!" says the skipper.
Steve proceeds to trust in the force, and shoot the whole damned squad. (Force point, giving him 10d+4, 8 targets, so 3d+4 each... hits all but one. "I never said I couldn't, just that I don't." Tosses it back to falcon.
Worgle drops the one survivor as they take the elevator away...

So, while that's a good story, in my campaign that would not be considered a particular heroic use nor one that is dramatically appropriate. That's a very mediocre usage of a force point, which while it wouldn't cause you to be penalized, wouldn't be considered heroic or dramatic. In other words, I'm holding my players to a much higher standard of heroism than you are already, so please don't talk to me about GM failure if you don't know what is going on at my table.

And please, I've been over and over how the issue isn't how many force points are available and isn't how I understand heroism that is the problem. If you think it is either of those things, you haven't read the thread and you aren't listening to me.
 

Please read the thread. It's an old thread. This has all been covered.



So, while that's a good story, in my campaign that would not be considered a particular heroic use nor one that is dramatically appropriate. That's a very mediocre usage of a force point, which while it wouldn't cause you to be penalized, wouldn't be considered heroic or dramatic. In other words, I'm holding my players to a much higher standard of heroism than you are already, so please don't talk to me about GM failure if you don't know what is going on at my table.

And please, I've been over and over how the issue isn't how many force points are available and isn't how I understand heroism that is the problem. If you think it is either of those things, you haven't read the thread and you aren't listening to me.
Or you've failed to communicate clearly your issue. Which, given others responses, seems more likely.
 

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