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d20radio.comWhere Gamers Roll |
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alex_van_d
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Post subject: When good games go great! Posted: Mon Nov 10, 2008 6:09 pm |
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| Gamer |
Joined: Thu Mar 20, 2008 6:26 pm Posts: 122 Location: Near Toronto Canada
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I've been GMing Star Wars through every ruleset and version of ruleset that has been released. I haven't got 100% of all the Star Wars RPG books printed, but I'm at 95%
One thing that I have alsways found difficult in any version is to create a real temptation to fall to the darkside. Any attempt that I've made as a GM to create a scenario that supposed to tempt the PCs doesn't go off well. The only time I've had players actually head to the darkside is when they've chosen to go that way.
So I've always been looking for ways to create that sense of temptation. The idea that the dark side is faster and easier.
This podcast has helped make it happen. After your recent episode about the darkside I decided to impliment some of the rules you suggested into our new all force sensitive campaign.
I've added the following rules in addition to the add a dark side force power rule:
1) Gain a dark side point and you may roll an additional dice when spending a force point and add it to the total.
2) Gain a dark side point and add your force point roll to damage.
3) Gain a dark side point and re-roll any d20 and keep the better result.
I have balanced them with the standard "when dark side score = wisdom you become an NPC" and the requirement that atonement requires a full session of RPG effort at the table to demonstrate that your character is remorseful and trying to change followed by the expediture of a force point to remove a single dark side point.
We are two whole sessions into the game and one player has 3 dark side points and 2 have one. A fourth player was sorely tempted.
What's more, one of the players is going the Jedi Sentinel route. Who knows how she will react when she starts to detect all her fellow Jedi are headed to the dark side!
Significant use of the dark side (And force points, and destiny points) has allowed a group of 5 level 1 PCs to take out a CL6, a CL 8, and a CL9 encounter! I had set them up as scenarios in which I would introduce the BBEG who would then leave for various reasons to become re-curring villains. Instead the PCs killed them! There already level 3 in only 2 sessions and rising! The Dark Side is faster and easier.
It's great to see real temptation and some real opportunities for roleplaying coming out of it!
Thanks a lot guys!
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GM Chris
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Post subject: Posted: Tue Nov 11, 2008 8:06 am |
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Joined: Wed Jan 09, 2008 8:11 am Posts: 3218 Location: The Death Star.
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Yo!!
THIS IS A GREAT STORY! Thank YOU, Alex!!
We want more!!!
I'm sticky'ing this. Bring 'em!!
Peace, Love, and Good Gaming!
_________________ Peace, Love, and Good Gaming!
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Darth_Goo
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Post subject: Posted: Wed Nov 12, 2008 5:19 pm |
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| Super Hero in Training |
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Joined: Sat Jun 14, 2008 12:31 am Posts: 98
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I had to tell this story from last nights game.
So my party just ended a lightsaber duel in a sith temple on the surface of Nar Shadda. After killing my Sith Apprentice character (by throwing him into the belly of the almighty sarlacc) my non Jedi stumbled onto several sith lords in some form of ritual.
After much debate one of the PCs (a selkath Jedi healer) discovers they are making a thought bomb. This lone Jedi moves everyone else in the party out of the temple as he charges the ritual in an attempt to stop it.
The thought bomb goes off, but to a much less effect trapping the 13 sith lords and the selkath in for eternity.
It was a noble gesture and it left a feeling awe and seemed to fit the Star Wars feel.
not only that but it may provide story for later, trying to free his soul and all.
_________________ This is Darth Goo and I never listen to the order 66 podcast
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Hero_OT_beta
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Post subject: Posted: Fri Nov 21, 2008 5:34 pm |
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| Sith Apprentice |
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Joined: Fri Jun 13, 2008 5:26 pm Posts: 273 Location: Brandon Manitoba
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so this is about a D&D session I just didn't know where else to post this story.
**The BBC would like to announce that the following is not considered suitable for family viewing**
End of first encounter the PCs fought off some goblins and where examining the bodies. They were interested about any items that may have been on the hexer. I told my players that he only had his robes and a rod.
in character- Warlord to Wizard: Hey come over here and look at this guys rod.
Everyone just kinda looked at each other for like 5 seconds and then ROFL!!!
_________________ Mae Govannen
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Avendesora
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Post subject: Re: When good games go great! Posted: Sat Dec 20, 2008 4:31 am |
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| Jedi Apprentice |
Joined: Mon Sep 15, 2008 9:07 am Posts: 315 Location: Los Angeles
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Backstory aside, my group just finished a single encounter that lasted the entire night (approx 8:30-3:30). Three jedi (myself included) faced down a column of Imperial soldiers made up of a CL 14 dark side force user, two AT-STs, and 30-35 CL 8 soldier/elite troopers (the stormtroopers all acted on the same initiative). At one point, another player and I stood toe to toe with about 25 of the stormtroopers. They all fired at once, about a third at me, a third at my friend, and the last third autofired to hit us both. In one amazing round, using two different methods, we came out the other side with barely a scratch. We are both level 12 with decent Reflex Defenses. My friend employed the Energy Resistance ability and the Damage Reduction 10 talent to absorb all but one or two shots while I combined the Deflect talent, the Shii-Cho talent, a Solari crystal, and a prodigious Use the Force modifier to Deflect almost everything that came my way. I didn't start counting until near the end but I believe I Deflected 10 shots and my friend absorbed 13 (some of those overlap from the autofire) in a single round, and at least 3 crits dropped in there. Between that, the third Jedi dropping from Stun damage, a 19 on the die Sever Force check, and the one-on-one starship battle that took place overhead, it was an epic night.
_________________ "There is always, always more to learn." --Orson Scott Card
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Maverick
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Post subject: Re: When good games go great! Posted: Mon Dec 22, 2008 8:49 am |
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| Geek In Training |
Joined: Fri Sep 12, 2008 8:23 am Posts: 38
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This is from the last session of DoD we played. This group is just starting on Episode IV, Echoes of the Jedi, so be warned if you haven't made it to that point yet! *****************SPOILER ALERT********************************** So, we've accepted the mission to check out Almas. This group has an engineering genius Mon Cal in the systems operator/engineer seat, a smooth-talking human medic with some shady Connections as the ship's commander, a trigger-happy human soldier - veteran of the CIS during the Clone Wars as one of our gunners, a human Jedi killing machine that can look at someone and they die (think Chuck Norris with a lightsaber) as the other ship's gunner, a newly-joined character who is Force Sensitive and has been a courier for Senator Organa flying shotgun in the copilot's seat, and my character, a Duros pilot ace and former Republic sniper in the Clone Wars as the group's main pilot. Following our departure from Bespin and the loss of O'Keefe and the Banshee during the battle to save the Shackles of Nizon (luckily, all of the PCs were in either Darga's yacht or the Z95s), we decided to build our own ship. Selling one of the Z95s and stripping Darga's yacht for parts, we've built a protoype freighter/blockade runner out of an old YT-2400 (using the YT-2400 stats for a base and modifying it to fit our needs). We mounted combat thrusters, maneuvering jets, regenerating shields, and generally made it a tough nut for anything that we couldn't outgun to take down. We got to test it out last night. As we enter the Almas system, our GM tells us that the alarms start going off. Immediately, I (my character is the pilot) order shields up, before even trying to figure out what the alarm is. Our GM tells us that we are caught in the tractor beam from a modified Consular-class cruiser that was lying in wait behind one of the planet's moons. It had apparently been powered down, and we emerged from hyperspace close enough for them to snap us up before we could do anything else. The pirate captain demands our surrender, we discuss it (and the odds of turning the tables on the pirates by taking their ship in the event we allowed them to pull us aboard), then we told them thanks but no thanks. It took three turns to free ourselves from the tractor beam, but we managed to do it. Once free, the Consular needed crits to hit us (REF of 22 with a -20 on the attack roll due to our combat thrusters) with its turbolasers, so a couple of pirate Z95s decided to tangle with us. It took two rounds of fire to obliterate one of the Headhunters, and after taking a pretty nice ion blast from us in the same round we destroyed his wingmate, the second Headhunter peeled away, leaving only the Consular to chase us. The Consular manages to luck out on several rolls and hits with one of the three turbolasers it is firing on several occasions. However, Vehicular Combat allowed us to negate each of those hits, so Mir (my character)'s feeling cocky and wants to try boarding the Consular to get a new ship to play with.  The ship's commander decides that discretion is the better part of valor and tells the pirates that we are going to leave the system. We do, but we microjump back in and our GM makes up a skill challenge to get us to the planet's surface without being noticed. We need five successful skill checks to land, and we make all five of them on the first try. Janner, the medic and ship's commander (not to mention aspiring crime lord), makes a successful Knowledge (Social Sciences) check to tell us what he knows about pirate psychology. Mal, the trigger-happy former Separatist, makes a Knowledge (Tactics) check to steer us around other potential ambush points. Kunda, my copilot, makes a Knowledge (Galactic Lore) check to tell us what he knows about the specific conditions in the system, and where the best spots to microjump would be. I make a Pilot check to try getting to the planet undetected, and Gills, our mechanical genius, makes his Use Computer check to plot us a route through hyperspace that will avoid any nasty gravity wells. All in all, it was a great session, and it was awesome to see what a little Colossal transport could do against something firing turbolasers at us!
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DigitalCulture
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Post subject: Re: When good games go great! Posted: Fri Jan 09, 2009 1:36 pm |
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| Padawan Learner |
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Joined: Mon Sep 29, 2008 12:56 pm Posts: 217 Location: VA
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So this is going to be a strange when good games go great, but it is one of the moments I remember most of all. My friend was running the game and I was playing along with 3 others at the time. The game was an old republic era sith game. It started off almost harry potter like with the feel being very dark. One thing leads to another and we end up killing the sith master in charge through some good strategies and luck. It was not a direct fight. My character became the new "sith lord", but we were still pretty low level. He was an Ithorian, loved the back story I cam up with for that strange combo. Later we did run into another actual sith lord and other powerful sith, but hey, we didn't know. So on to the good games go great. One of the other sith was being a bit of a pansy. He was being too caring for others and he was letting such things get in the way of the mission I had given him. After I verbally punished him one particular time, he decided he was going to leave for the republic forces and rat us out to them. I, of course, went to stop him and punish him more for his disobedience. So I used a couple of force powers to mess with him, he used mind trick or some such to make me lower my weapon. He then spent a destiny point to attack me with his lightsaber and dropped me (I was pretty weak in the HP department). My other two sith players were there watching me fight him. We had had a kind of an alliance that we would not be stupid like other sith and betray each other. We had all wanted different things. So the force power master stood back and was scalding the sith that was trying to run away, but he was just constantly trying to finish me off. The other sith had stepped in and was easily using his block with use the force to deflect the attacks directed at killing me as I lay defenseless. They were both acting calm and matter of factly because they were both confident he could keep blocking the renegade sith's lightsaber blows with ease. Until of course, he rolled a natural 1 on the next turn, and the other guy rolled well to hit my dying carcass. I was pissed at the time, because they had exerted no effort to kill him or stop his attacks on me. They seriously had not intended for me to die. But in some ways, it was probably fate that it happened. So the troops that used to be under my command looked to the renegade for orders and all he did was leave in the transport. This is when I got my first piece of vindication on that guy, who killed probably my favorite character that I had ever played in any game. Now that he left, all the troops were angry and they looked to the other two sith. We were on a battle cruiser of sith origin, so they headed to the bridge and ordered the ship to vaporize the transport, which they did. I loved hearing the whining as the renegade sith tried to spend his destiny points to stay alive in a vacuum. That gave me a laugh. The rest of the campaign still turned out great with my second character. As a side note, when I first started to run 4E, the guy that played the renegade sith was a player in my game. I had them fight this halfling ranger solo that I made who was supported by this scythe pendulum trap that was put over a narrow bridge and surrounded by lava. So one of the turns that the guy got stuck on the bridge, a scythe slammed into and beat his fortitude which pushed him one square... into the lava. He didn't last long. It was one of his favorite characters just as the sith had been one of mine. We both laugh about our little "rivalry" now. Lesson of the day: Don't mess with the characters that I love. 
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sillyrabbit719
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Post subject: Re: When good games go great! Posted: Mon Jan 26, 2009 10:46 am |
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| Youngling |
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Joined: Sun Jan 04, 2009 7:20 pm Posts: 29 Location: Vacaville, Ca.
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The group i am in are playing the Dawn of Defiance campaign and not too far in. I am playing a Mandalorian soldier and play the part of the reluctant blaster for hire for our party of Jedi. We are trying to ingratiate ourselves with Darga the Hutt, and in my mind that means act like the big bad merc i am supposed to be. A band of slavers enter into the Hutt's crowded throne room demanding re-payment for inferior product from the Hutt. The Hutt laughs, and waves the slavers away. They don't seem to want to take no for an answer and are itching for a fight. Darga looks at me and says take care of this for him. The table ponders for a moment what would be the best course of action. As they are doing that I tell the GM (Giardok a fellow poster and avid listener) that my character Rang Nol draws his blasters and shoots the offending slaver. The table goes silent. Oh look I rolled a 3, CRAP and miss. The room erupts as everyone draws weapons, and we are left with a very deadly looking standoff with everyone pointing weapons at everyone else. Darga erupts with a huge belly laugh slapping my character on the shoulder, and a very Star Wars reply "You're my kind of scum, mercenary." I died laughing as my missing made for the BEST role playing moment of the night. It was awesome as i think that SW games should be.
_________________ "I have a .45 and a shovel no one will ever miss you." ~Mel Horowitz-Clueless
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shadowacid
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Post subject: Re: When good games go great! Posted: Thu Jan 29, 2009 8:43 am |
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Joined: Tue Jun 24, 2008 1:18 pm Posts: 118 Location: Maine
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This Sunday we had the first session in the second arc of our dark times game. The first arc ended before Christmas with a large battle inside a sith temple surrounded by thousands of ancient sith troopers frozen in carbonite. -------------------- So this first session opens with some leveling and descriptions of what the PC's have done with their year of down time. The droid soldier and human soldier/jedi have just returned to Nar Shadda from a smuggling run to meet up with the rodian noble/scoundrel.
The rodian PC is ambushed on her way to meet her friends by some bounty hunters who then take her off planet to Rodia. Once there she is met by her uncle who tells her that her parents were the ones to put the bounty on her head and that there will be a ball that evening in honor of her return.
The other PC's quickly figure out that their friend has gone missing and discover where she's been taken. When they arrive on Rodia they are also met by the rodian PC's uncle who, for "proper appearances" has the droid ionized till shutdown and has the soldier/jedi hand over his weapons and escorted to a holding cell.
After several hours the uncle meets with the soldier/jedi and gives him a uniform and blaster since his niece "needs to have her body guard for the party". The droid is reactivated in a maintenance shop by a grumpy rodian technician. The uncle comes in and orders the tech to prep up the "new droid" for serving at the party.
At the party the droid and soldier/jedi greet each other discretely and are there to observe several guests being announced as they come in. The first is their friend, the rodian PC. Followed her is an imperial moff and his creepy stormtrooper body guard. Next is the CEO of Valorum shipping and transportation and her daughter. The daughters bodyguard is an armored mandalorian girl whom the PCs helped to save in an earlier adventure. The next guest announced is Grand Protector of Rodia and his son the prince. And last to come in are the parents of the rodian PC.
During the ball the droid is being eyed by the moff for some reason, and the droid starts keeping tabs on the droid as well until the creepy trooper in his modified armor confronts the droid and tells him to back off. The soldier/jedi is greeted by the mandalorian girl who tells him that she knew she had to come here and find him. She demonstrates that she is force sensitive by moving light object on someone's drink, spilling it. She wants the newly minted jedi knight to train her. The rodian is greeted by the rodian prince and they make small talk about what they've been doing since they last saw each other as school mates.
As the end of the party nears the rodian PCs father publicly greets his guests and announces that his company will be forming an arms consortium to supply the imperial navy in this sector with advanced weaponry. To seal the deal with the help of Rodia's Grand Protector he also announces the marriage of his daughter to the rodian prince.
The rodian PC, in shock and awe from this announcement, and who has no intention of marrying the prince, manages to remember one of her lessons on rodian marriage. She yells her objection over the applause of the crowd and tells her father that there is someone who would challenge the prince for her hand and points out her "bodyguard" the soldier/jedi (much to his surprise).
The challenge is set for the next day where the jedi and the prince will duel for the hand of the rodian PC. --------------------
That was where the session ended for the day.
It was a great session and went super smoothly. I think it was the greatest compliment that a player can give their GM when my players told me that they really wanted to stay and keep playing. But we couldn't arrange our schedules for the rest of the evening to accommodate it.
_________________ "I wish they'd bring back those 80s hair bands that rock so hard, they change the physical properties of things!" —Patton Oswalt
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DarthVayne
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Post subject: Re: When good games go great! Posted: Thu Jan 29, 2009 3:05 pm |
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| d20 Radio Partner |
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Joined: Wed May 14, 2008 6:33 am Posts: 322 Location: Charlotte, NC.
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Shadowacid, was the entire session nothing but the ball and the party? I am a huge fan of sessions such as this, where combat is put on the back burner. Most of my favorite RP moments came from sessions where we never rolled dice in combat.
One of my favorite DnD characters, An extremely race elitist Aereni Duskblade with zero social skills, (she was created that way, a focused warrior) spent an entire session interacting with Brelish upper class after being mistakenly introduced at a lavish ball as Aereni royalty. Everyone and their mother wanted to meet "The Princess of Aerenal". Was a fantastic Role playing heavy session, and it was a moment of personal growth for my character.
If everyone is OK with non-SW moments being put in here I'll gladly post some of my great moments later on... or do we need a thread like this in the DnD section?
_________________ -- Courage Without Conviction is Apathy at Best-- 
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Galieo
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Post subject: Re: When good games go great! Posted: Sun Feb 01, 2009 10:25 am |
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Joined: Tue Oct 07, 2008 6:54 pm Posts: 118 Location: Happy Town, Woot Woot!
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Frankly, I am amazed at how inventive my players can be.
First, a SPOILER ALERT --- if you are thinking of playing Dawn of Defiance and have yet to start, then read no farther. My comments are about the first module.
The party just crash landed on Felucia and they are making their way through the swamp. It is rough going, they are about 50/50 on their survival checks, so that means that they had hit some environmental hazards. The Cathar noble somehow manages to get hit each time they run into a challenge, so she is a little beat up. So they finally reach the encounter with the Felucian scouts, the party is not surprised and perceives the four Felucian "youths."
I am all set to have some battle action, the mat is out, the minis are placed, wet erase pens at the ready and the scene is set.
Instead of hack and slash, the Mon Calamarian scoundrel says, "I call out to them that we come in peace." Okay, I think to myself let's see where this goes. Using his full round action he enters into a persuasion check and successfully moves them up to unfriendly. No problem, I think, we can still duke it out especially when the head-strong soldier opens fire, as he is wont to do.
Then the human soldier does something I would never have expected, he makes a show of raising his heavy blaster pistol and then holsters it. I am floored, this is completely out of character for the player, but it makes complete sense. Basically I treat this as an aid another for the next character, the noble, to make her persuasion check. With that help, she succeeds and the scouts are at indifferent by the time they move close enough to attack.
They negotiate their way through the encounter and overcome the challenge without lifting a finger. The separatist Mandrake comes out of nowhere yelling, "Peace, peace." But they Felucians have already begun to drift off away from the party.
Now this may not seem like a good game going great to some but for me the fact that my players changed a combat situation into a skill challenge was great. It gave us a chance to really see the value of Persuasion as a skill in a tough spot and it gave the players the chance to really treat the Felucians the way one should. The party knew the local people had the worst of it from the Clone Wars and the Imperials.
Of course, defending oneself doesn't garner a DSP, but I wanted to give them LSPs for this. They took the path of peace and it paid off. In other words, they did what many (most) people would think is the right thing, but we still rolled dice, roleplayed and had a lot of fun with it. Frankly, more fun than fighting someone who really isn't your enemy.
Oh, I should mention that the scoundrel is 8, the noble is 6 and the soldier is 5--years old, that is. They really surprised me with an unexpected approach to a challenge. Great stuff.
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Avendesora
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Post subject: Re: When good games go great! Posted: Sat Feb 07, 2009 5:13 am |
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| Jedi Apprentice |
Joined: Mon Sep 15, 2008 9:07 am Posts: 315 Location: Los Angeles
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Quick stories from tonight's game that I thought were pretty cool. SPOILER ALERT FOR EPISODE 5 OF DAWN OF DEFIANCE. YOU HAVE BEEN WARNED!!!
So my party is assaulting the Imperial base with the giant cannon on the outskirts of the city. We make it all the way to the top of the spire where we find a Dark Jedi Assassin (Vril), known to be in possession of information about the Sarlaac project, who's at least CL 14 (already used a Force Secret), four orange cloaked Dark Jedi, and two rifle toting mooks. About halfway through combat, the Dark Jedi Assasin's starship flies over the battle and, sensing the battle is not going well for her, she tries to skip town. She Surges and attempts to leap into the hovering ship. Not wanting to lose out on the Sarlaac info, and because another PC has a bounty on this Assassin, I don't want her to get away. So I use the Force Secret Quicken Power and a Destiny Point to use Move Object as a reaction, roll an 18 on the die, and catch her before she gets away.
Later in the encounter, we disable the ship in midair and it comes hurtling toward the spire. We have one round before it hits, and probably destroys, the tower and us along with it. I move closer to its trajectory and ready a move action to catch the disabled ship with a Move Object. It's Colossal so I need to hit a DC 35. My UtF check is pretty darn good (+21 at lvl 14) and I have Strong in the Force, but I only have one chance at this and if I fail, we're pretty much SOL. Almost a round later, the ship comes in range, I blow on the die, roll it and...natural 20!
So yeah, I pretty much saved the day. Woohoo me!
_________________ "There is always, always more to learn." --Orson Scott Card
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Darth Prefect
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Post subject: Re: When good games go great! Posted: Mon Feb 09, 2009 4:48 pm |
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| Minis Enthusiast |
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Joined: Sat May 03, 2008 3:36 pm Posts: 1057 Location: Hoth (er, Norway, that is)
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So, tonight I got to run a game for my tabletop group, with a climactic end to the first 'arc' of our campaign. The story, thus far, started out with Dawn of Defiance and Traitor's Gambit, but after some of the elements from Queen of Air and Darkness and Wretched Hive (in that order) were included in it, we've pretty much abandoned that story, focusing on a grudge between the party and a lightsaber-weilding bounty hunter who has stalked them since Felucia. A couple of adventures back, the party rescued a young Jedi Padawan from a Crime Lord who was going to sell him out to the Empire, but he was later lost when the party was on Point Nadir to find and aid Jedi Master Shaak Ti, only to be forced into battle with Darth Vader and the 501st. Tonight's 'episode' started off with the party being sent a pre-recorded transmission from their bounty hunter nemesis, who had captured the Padawan and was threatening to kill him unless the party made their way to Tatooine, ASAP, to end things once and for all. The party Jedi insist they do so, and after a quick stop on Nar Shaddaa to resupply (including buying a seeker-droid from a Neimoidian droid-dealer), they got on their way to Tatooine, with the Jedi sensing their opponent in the Force, leading them to him. The party was led to a cavern that once was the home of a great Krayt Dragon, deep beneath the ground, where they found the Padawan, bound and gagged. Thanks to a strong Perception-check by the party Scout, they noticed the bounty hunter hiding behind cover, but before they could do anything, he'd lifted the Padawan through the Force to use as a living shield, demanding that the PCs surrender to him. The Duros Scout, being far from heroic most of the time, disregarded this warning, and took a shot at the bounty hunter, missing him - and provoked him into throwing the already badly wounded Padawan into a large stalactite hanging from the ceiling of the cave. Combat was joined, and the Zabrak Jedi used Surge to quickly close in on the bounty hunter - only to be hit with a Force Lightning he failed to deflect (and augmented with a Force Point to push him down 2 steps on the CT), then a Move Object tossing him into the Human Noble, thanks to the Swift Power talent. For a couple of rounds, the bounty hunter (who, at CL 10, was more than a match for any of my level 7 PCs by himself) held his own fairly well, before springing the ambush he'd planned, with three Rodian Scouts jumping the party from behind, sneaking up on them and attacking. Quick thinking by the Twi'lek Scoundrel of the party let him toss a smoke grenade between the party and the Rodians, giving them concealment from each other, even as they took cover as best they could. In the end, the bounty hunter was getting hurt badly - the Zabrak Jedi used Move Object to pull down stalactites from the ceiling to use as weapons against him, and the Twi'lek Scoundrel scored a very good critical hit on him as well, bringing him down to about 25% of his maximum HP. Deciding to make a run for it, he activated Surge to run away, when the Zabrak Jedi called out that he was using a Destiny Point to act out of turn... and then another Destiny Point to cut the bounty hunter down. He got a roll using Block to negate it, but even if he hadn't rolled crappy, I'd probably have let the attack kill him, anyway - it felt very cinematic, and a fitting end to an intense rivalry between him and the Jedi. In the end, all the PCs reached level 8, all of them heading into different Prestige Classes - the Scoundrel going for Gunslinger, the Jedi taking Jedi Knight, the Noble picking up a level of Crime Lord, and the Scout going for Bounty Hunter (despite the fact that, after the events on Point Nadir, the entire party has bounties on them, himself included!  ). Upon exiting the cave, however, the party was again ambushed - this time by a small group of Clone Commandos who were trying to delay them until their main force could get there, while secretely trying to encourage the PCs to make a run for it to their ship. After killing two of the clones, they did that, taking off and quickly jumping to hyperspace, completely ignorant of the fact that a transmitter has been attached to their ship, letting the Imperials track their movements, to come after them again. . . All in all, an excellent session - everyone got to use their abilities in a significant way, we closed off the first arc of the campaign while leaving a good way to start the next one, and the use of SW Miniatures debuted at our table, which helped make the climactic encounter the session was centered on more fun and exciting, I feel. The players also got to advance their characters to the prestige classes they'd been going for, which I know a couple of them had been looking forward to, and then they got a chance to actually use their new abilities in the one final encounter with the Clone Commandos. Fun was had by all, and since we might not get to continue the campaign for a year, it left off exactly the way I wanted it to. 
_________________ (██████████████████████████████║ ▓▓▒•░▒░▒▓▓║ ▓▓▒░▒░•▒▓▓║ ██████████████████████████████) GM Chris wrote: Prefect has it right. Follow @DarthPrefect on Twitter for a chance to win Twitter updates from @DarthPrefect.
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Hero of Canton
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Post subject: Re: When good games go great! Posted: Fri Feb 13, 2009 5:17 pm |
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Joined: Sat Feb 07, 2009 10:37 pm Posts: 8
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Haha, so this one is almost a good game gone bad. (Or maybe a bad game gone worse) It happened back in the RCR days. My friends and I were playing our first ever campaign (which only lasted three or four sessions, but whatever). We had some... interesting character concepts. My brother played a gungan force adept who was suspected of being on spice. Then there was a twilek tech spec. and a human noble who was supposedly running for a senate seat. (and yet i had them all working odd jobs for a hutt...) But possibly the craziest character of them all was my friends crazy, force sensitve kel dor soldier. He was kicked out of the jedi order for "doing something absolutely horrible," and was uncompromising when it came to what he considered justice. For example, before they delivered the spice for the hutt, he attempted to poison it. Not one, but two really low rolls ended up posioning him instead. We all got a laugh at that.  But possibly the best moment happened during a climatic battle with a dark jedi. The group had infiltrated a secret pirate base on a primitive, unknown world. Managing, (somehow) to get into the innermost chamber, they were confronted by a Trandoshan dark jedi. I told the Kel dor that he remembered him from his jedi days. So the trandoshan went into a classic "Join us, the republic is corrupt, blah blah blah" So imagine our shock when my friend starts agreeing with him!  The other PCs spent about a round reacting to this betrayl, preparing to fire on both the soldier and the dark jedi. Finally my friend looks up and says, "Guys, i was bluffing." Obviously, i gave him a bonus on his bluff check.  It was just one of those epic moments that makes the game really memorable.
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GM Brev
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Post subject: Re: When good games go great! Posted: Thu Mar 12, 2009 10:19 am |
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Joined: Sun Apr 27, 2008 7:45 pm Posts: 1336 Location: Unicron's Belly
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I'm going to brag on myself and my PCs with this one.
So, I'm running a Knight of the Old Republic Campaign starring everyone's favorite sexy voice of the podwaves, Twi'lek Goodness, her extremely knowledgable counterpart, GM Chris, my partner-in-crime on Minis Mayham, GM Teny, my faithful companion Bood, and everyone's favorite feline ally, Kat, and we're into our official third session.
Now, to be honest, the last session was okay. It got bogged down by a crappy bridge that took waaaaaaaaaaaaaaaay too long, a worthless BBEG, and a rescue that just drug the game oooooooooooooooooooooooooooooooooooon. Not the best game, but important to the story nonetheless.
So it was my job as a GM to reignite my PCs' excitement in the Campaign and in my abilities as a Game Master. Not terribly hard since they are friends, but more important BECAUSE they are friends.
Therefore, I took Fiddleback's suggestion and pulled out all the stops.
I started off by introducing Kat's PC to the group which was fun. Kat and I had worked together closely to ensure what her PC needed to be and give her a starting point and direction, but the rest is all Kat. I'm excited (and she is too) to see where this goes.
Next, we had a space battle! TG's character is a pilot that has never really gottent to use those abilities to their fullest. She has now!
Next we had some exposition. The first two sessions, their "guide" has been mysterious and very unhelpful. Mostly because he was trying to shield the PCs as long as he could. Finally, he told them what is going on. That helped get the PCs out of the cloud of mystery and into the realm of "now we know where this is going and now we care."
Then we had several Skill Challenges, a Dungeon crawl complete with Traps and Hazards, a few fights and even a Morality Challenge in which the PCs had to decide what to from RP perspective. (It was interesting as a GM to see that be played out and who chose to do what). All of these lead the PCs to where they needed to be, infront of the BBEG (Reeth Nill) and her henchman (Axx). The fight was staged in a lab with loads of exploding chemicals and load of movable objects. But Nill activated a Secret Door (like the BBEGs do!) and ran down a hall to escape!
The PCs pursued and found the BBEG on a rooftop alone. The PCs all thought, "this is it! We have her now. This fight is over." But the BBEG started crying and gave up. The PCs looked out and saw her Home World being ravaged by Capital Ships bombarding the planet. Nill told the PCs she'd been betrayed. When they asked who, a red lightwhip strangled Nill and brought her to the ground. Popping out of Cloak, there before them was the real BBEG, Darth Jarous and eight of her henchmen!
Half beaten by Axx and coming down from an emotional high, the PCs (and their Players) had pull themselves together and fight on and they did! It was beautiful.
Lia, TG's PC, kept trying to free Nill from Jarous's whip. Teebo, GMC's PC, kept trying to Use the Force against Jarous...which didn't work out too well. Ta'solk, Bood's PC, used his Inspire Confidence to help everyone out, but was then Force Gripped out of the fight and knocked unconcious. Grayden, Teny's PC, tried to hold his own against the Troops, but was stunned down. Inari, Kat's PC, kept blasting away at the Troops, trying to take them all out.
Eventually, DD-T3, their droid, shows up with their escape route, their Space ship! He lowers the ramp and scream at them to get aboard! Lia frees Nill who races to for the ship and jumps to safety. Lia follows, but Grayden falls unconcious. Teebo and Inari make a desparate plan. Inari runs and pick up Ta'solk and heads for the ship, getting knocked out JUST as she lands on the ramp. Teebo uses Move Object on Grayden and literally floats him on to the ship and jumps aboard as well.
Jarous tries to Move Object on their ship, but it's just too big. Lia tells DD to turn around and fly the building low enough to squish the BBEG and her Troops. He does one pass and smashes several of the Troops, but Jarous dodges and escapes. Several enemy ships appear on the horizon and DD turns the ship into the atmosphere to escape.
I had planned on two of the PCs being captured or at least Nill dying, but the PCs, being Heroes were not about to let that happen. They saved their friends and the Crime Lord who was their BBEG. When the next session begins they will find a very changed Crime Lord.
It was so amazing several of the PCs fulfilled Destinies with this session.
I was proud and everyone had a great time!
Bravo to the Players and their Heroes!!!
_________________ LONG LIVE STAR WARS MINIATURES!!! Brev
Host of Minis Mayham
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