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Walking away from a game...
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<blockquote data-quote="Dave0047" data-source="post: 5441615" data-attributes="member: 74305"><p>Haha! I wasn't done yet:</p><p></p><p><u><strong>Game #1.5 - Star Wars Saga Edition</strong></u></p><p>This was right after Star Wars Saga Edition had just come out. I got a couple of friends together for a game since the books were new, and thought that the new rules were vastly superior to the Revised d20 stuff Wizards had previously done. I was going to try to GM a roleplaying game for the second time ever, and this time it was a setting I was more familiar with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>Two of the four of them rolled Jedi, but we also had a Scoundrel and a droid. I explained theat we were going to be playing a Rebellion Era campaign (where there were few Jedi) but I wasn't opposed to the concept of two Jedi sticking together to increase their chances of survival. We used David Bezio's intro adventure for our first session, and it went swimmingly. We continued on for a few weeks, until I tried to have a cool encounter where the party would be captured and taken aboard a Star Destroyer for further adventuring. To accomplish this, I had them come across an Imperial outpost that was being used as a staging point to land troops in the area (sorry, don't remember much else about it at the moment lol). The party entered the outpost only to find it empty, and were then suddenly surrounded by roughly 20 Stormtroopers and two Stormtrooper sergeants. Instead of surrendering and getting detained, they tried to stay and fight.</p><p></p><p>The way I designed the outpost, it was nearly impossible for the Stormtroopers to throw grenades directly inside the structure (I made it at least somewhat defendable). So, I started off having them conga-line into the outpost where they quickly met their end at the hands of two Jedi using Force Slam and Move Object. I then started to flood the outpost after sending the whole unit in, but the party had a pretty decent set-up and managed to completely decimate the Stormtroopers, even turning the last two troopers on each other with Mind Trick.</p><p></p><p>I had written the encounter supposedly "overwhelming" enough to scare them into submitting, but they didn't care, and weren't fans of getting caught.</p><p></p><p>Later, I thought it would be funny to lead them to a Rancor cave. I was planning on just scaring them again, having them run like crazy out of the cave, but once again they decided differently. In an awesome display of power over the Force (and the rules), one of the Jedi used Move Object to lift the Rancor into the air by about five feet. He maintained it from round to round which allowed the rest of the party the time (and safety) to shoot the crap out of it until the Jedi was no longer holding an extremely dangerous enemy at bay, but using it as a puppet, making it move around the cave as he willed it.</p><p></p><p>I was actually impressed with their creativity in solving the situation, but as a participant in the game I was displeased with the level of power-gamey-ness they displayed on a regular basis.</p><p></p><p>I'm not sure if I've explained exactly how much they tried to destroy the game (which they had said they were trying to do a few times), but they constantly tried to overwhelm NPC's and have 100% control of every situation. It was one of my first few times GMing as I said, so this was my first experience with players who had read more than I had, and were trying to take advantage of everything they could.</p><p></p><p>After a week or two more of similar things, I magically had a "schedule change" come out of nowhere and couldn't run the session any more. I know, it was a cop-out, but I was honestly not having any fun and didn't want to hurt anyone's feelings.</p></blockquote><p></p>
[QUOTE="Dave0047, post: 5441615, member: 74305"] Haha! I wasn't done yet: [U][B]Game #1.5 - Star Wars Saga Edition[/B][/U] This was right after Star Wars Saga Edition had just come out. I got a couple of friends together for a game since the books were new, and thought that the new rules were vastly superior to the Revised d20 stuff Wizards had previously done. I was going to try to GM a roleplaying game for the second time ever, and this time it was a setting I was more familiar with. :cool: Two of the four of them rolled Jedi, but we also had a Scoundrel and a droid. I explained theat we were going to be playing a Rebellion Era campaign (where there were few Jedi) but I wasn't opposed to the concept of two Jedi sticking together to increase their chances of survival. We used David Bezio's intro adventure for our first session, and it went swimmingly. We continued on for a few weeks, until I tried to have a cool encounter where the party would be captured and taken aboard a Star Destroyer for further adventuring. To accomplish this, I had them come across an Imperial outpost that was being used as a staging point to land troops in the area (sorry, don't remember much else about it at the moment lol). The party entered the outpost only to find it empty, and were then suddenly surrounded by roughly 20 Stormtroopers and two Stormtrooper sergeants. Instead of surrendering and getting detained, they tried to stay and fight. The way I designed the outpost, it was nearly impossible for the Stormtroopers to throw grenades directly inside the structure (I made it at least somewhat defendable). So, I started off having them conga-line into the outpost where they quickly met their end at the hands of two Jedi using Force Slam and Move Object. I then started to flood the outpost after sending the whole unit in, but the party had a pretty decent set-up and managed to completely decimate the Stormtroopers, even turning the last two troopers on each other with Mind Trick. I had written the encounter supposedly "overwhelming" enough to scare them into submitting, but they didn't care, and weren't fans of getting caught. Later, I thought it would be funny to lead them to a Rancor cave. I was planning on just scaring them again, having them run like crazy out of the cave, but once again they decided differently. In an awesome display of power over the Force (and the rules), one of the Jedi used Move Object to lift the Rancor into the air by about five feet. He maintained it from round to round which allowed the rest of the party the time (and safety) to shoot the crap out of it until the Jedi was no longer holding an extremely dangerous enemy at bay, but using it as a puppet, making it move around the cave as he willed it. I was actually impressed with their creativity in solving the situation, but as a participant in the game I was displeased with the level of power-gamey-ness they displayed on a regular basis. I'm not sure if I've explained exactly how much they tried to destroy the game (which they had said they were trying to do a few times), but they constantly tried to overwhelm NPC's and have 100% control of every situation. It was one of my first few times GMing as I said, so this was my first experience with players who had read more than I had, and were trying to take advantage of everything they could. After a week or two more of similar things, I magically had a "schedule change" come out of nowhere and couldn't run the session any more. I know, it was a cop-out, but I was honestly not having any fun and didn't want to hurt anyone's feelings. [/QUOTE]
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