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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="SteveC" data-source="post: 9499930" data-attributes="member: 9053"><p>I have played several campaigns of FFG's Star Wars and I have to say that your player isn't wrong. But neither are you. Star Wars isn't a game about getting gear and loot and equipment progression. I think the series that uses it the most is the Mandalorian and at some point they just lost sight of his gear. He carries ammo for a weapon that as far as I know, he doesn't even own any more because it's a cool part of the costume.</p><p></p><p>The problem is that FFG Star Wars is absolutely chock full of gear and upgrades. And mods to put on your gear. The game is seriously at odds with what the source material tells us is important. So your player is looking at all of that cool stuff and wants the shiny. Can you see how that makes sense?</p><p></p><p>My suggestion is to do what the GM who ran my games with me did: he made gear upgrades happen in the background. We got the option to upgrade character equipment but he had us do it between sessions. The game was about what's important in Star Wars.</p><p></p><p>And my suggestion if you really don't want to have gear be a big part of the game is to just run Scum and Villany. I ran a game of that and it did what I was looking for, which I think is very similar to what you want.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9499930, member: 9053"] I have played several campaigns of FFG's Star Wars and I have to say that your player isn't wrong. But neither are you. Star Wars isn't a game about getting gear and loot and equipment progression. I think the series that uses it the most is the Mandalorian and at some point they just lost sight of his gear. He carries ammo for a weapon that as far as I know, he doesn't even own any more because it's a cool part of the costume. The problem is that FFG Star Wars is absolutely chock full of gear and upgrades. And mods to put on your gear. The game is seriously at odds with what the source material tells us is important. So your player is looking at all of that cool stuff and wants the shiny. Can you see how that makes sense? My suggestion is to do what the GM who ran my games with me did: he made gear upgrades happen in the background. We got the option to upgrade character equipment but he had us do it between sessions. The game was about what's important in Star Wars. And my suggestion if you really don't want to have gear be a big part of the game is to just run Scum and Villany. I ran a game of that and it did what I was looking for, which I think is very similar to what you want. [/QUOTE]
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