{"id":7884,"date":"2017-01-12T07:00:12","date_gmt":"2017-01-12T13:00:12","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=7884"},"modified":"2017-01-10T17:55:58","modified_gmt":"2017-01-10T23:55:58","slug":"max-imize-your-crafting-max-brooke-interview","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/max-imize-your-crafting-max-brooke-interview\/","title":{"rendered":"Max-imize Your Crafting (Max Brooke Interview)"},"content":{"rendered":"<p><em>Welcome to the second of an exciting series of interviews with Fantasy Flight Games developers. Max Brooke, lead developer for\u00a0<strong>Special<\/strong><strong> Modifications\u00a0<\/strong>joins us for a discussion of the Crafting Rules<\/em>.<em>\u00a0You can check out our first interview in the series with<\/em>\u00a0<em><a href=\"https:\/\/www.d20radio.com\/main\/holonet-uplink-tim-flanders-on-mass-combat\/\">Tim Flanders all about Mass Combat here<\/a>, and be sure to keep watching<\/em><em>\u00a0d20radio.com in the coming months for more of these in-depth interviews.<\/em><\/p>\n<p><strong>Christopher Hunt (CH): For those who never listen to the Order 66 podcast, please tell us a little about yourself. How did you get into the RPG industry?<\/strong><\/p>\n<p><em>Max Brooke (MB):<\/em> I started at Fantasy Flight Games five years ago, which was my entrance into the Roleplaying industry proper. Prior to that, I did an internship at University Games in San Francisco, which makes board games. That experience gave me some extremely helpful insight when applying for the job at FFG, but it wasn\u2019t directly related to RPGs.<\/p>\n<p>When I started at FFG, I worked on\u00a0<em>Warhammer 40,000<\/em>\u00a0Roleplay (particularly\u00a0<em>Rogue Trader<\/em>\u00a0and\u00a0<em>Only War<\/em>) for several years before starting on <em>Star Wars<\/em>\u00a0projects.<\/p>\n<p>These days, I work on both roleplaying games and\u00a0<em>Star Wars: X-Wing the Miniatures Game<\/em>. So I get a lot of\u00a0<em>Star Wars<\/em>\u00a0in my professional life.<\/p>\n<p><strong>CH: Why crafting rules?<img loading=\"lazy\" decoding=\"async\" class=\" alignright\" src=\"https:\/\/images-cdn.fantasyflightgames.com\/filer_public\/db\/f2\/dbf280fe-0301-4c8d-85ba-dac9cbfd2f6f\/swe14_box_left.png\" width=\"186\" height=\"283\" \/><\/strong><\/p>\n<p><em>MB: Star Wars\u00a0<\/em>is founded on hero myths. Luke is given his father\u2019s lightsaber right off the bat\u2014a lightsaber that has been passed on to the new generation yet again as of\u00a0<em>The Force Awakens<\/em>. And myths like these have tons of instances of the forging of swords, the crafting of armor, and the building of great inventions.<\/p>\n<p>Interestingly,\u00a0<em>Star Wars\u00a0<\/em>is usually presented as a DIY universe when it comes to technology. Everyone seems to build their own stuff, customize their own ships, upgrade their own droids, and modify their own equipment. Han and Chewie are always depicted as dealing with the\u00a0<em>Millennium<\/em>\u00a0<em>Falcon\u2019s<\/em>\u00a0idiosyncrasies on their own, Luke is a handy mechanic, and other characters seem to know their way around a hydrospanner. Technology isn\u2019t treated as disposable in\u00a0<em>Star Wars<\/em>\u00a0the way that it often is today, and I wonder if this doesn\u2019t stem in part from the differences between the 70s and today.<\/p>\n<p>These themes were built into the system from the start with the attachment rules, which grant all sorts of options for personalizing one\u2019s gear, and the crafting rules are just a natural extension of that idea.<\/p>\n<p><strong>CH: You mentioned the difference between today&#8217;s disposable technology and the fact Star Wars tech&#8217;s &#8220;future of the 1970s&#8221; feel. How does this impact Star Wars roleplaying?<\/strong><\/p>\n<p><em>MB: <\/em>It often comes across through a certain degree of scarcity. GMs who want to evoke this can encourage their PCs to scavenge, and remind them that\u2014especially in the Outer Rim\u2014well-stocked workshops are hard to come by. Remind your players that replacements might be hard to come by when they journey to the fringe, and you\u2019ll find that they get extremely creative with recycled parts.<\/p>\n<p><strong>CH: How do these rules fit within a narrative roleplaying game?<\/strong><\/p>\n<p><em>MB:<\/em> Crafting is presented mechanically, but it\u2019s not just a mechanical exercise, and when writing the crafting rules, I\u2019ve tried to play this up whenever possible. When a character crafts an item, they\u2019re putting a bit of themselves into it, and creating something unique. This item might go on to be central to the campaign, or it might be a minor note, but either way, it reflects back on the character who made it\u2014the obstacles they had to overcome to create it, and the deeds they do with it once it is completed.<\/p>\n<p><strong>CH: What role does equipment play mechanically, and how does that impact the narrative nature of the game?<\/strong><\/p>\n<p><em>MB: <\/em>Equipment is interesting in\u00a0<em>Star Wars<\/em>\u00a0Roleplaying, because its usefulness varies a lot by situation. Some tasks require the right equipment (engineering, surgery, other tool-oriented jobs), and for the characters who specialize in those things, equipment is key. Equipment is also very useful in combat, for both dealing damage and staying alive. But plenty of characters can get by and be perfectly effective without tons of specialized gear. A social character likely doesn\u2019t need much in the way of equipment to do their job, and plenty of combat character only need a decent weapon to be effective. Further, creative players can often get the tools they need out of their characters\u2019 environments through use of advantage, triumph, and good roleplaying.<\/p>\n<p><strong>CH: How &#8220;nitty gritty&#8221; are the equipment, crafting, and modification systems meant to be?<\/strong><\/p>\n<p><em>MB: <\/em>We view this as opt-in complexity, that players and GMs can choose to pursue if they want it. We want these systems to be appealing, which necessitates a certain degree of complexity. But we also recognize that some people aren\u2019t going to be as interested in building a custom droid or the most high-tech gun, regardless of the system in place\u2014they\u2019re just drawn to different stories. So if a player doesn\u2019t want to engage with this system, we aim for them to be able to play the game just as well as someone who does.<\/p>\n<p>Certain characters get tangible mechanical benefits out of exploring the crafting system (especially Technicians and their ilk), but there are actually many characters for whom it just isn\u2019t as necessary. A Politico or Advocate might get a bit of benefit out of some crafted items, or some of the socially focused items in\u00a0<em>Desperate Allies<\/em>, for instance, but a tooled-up blaster or custom armor doesn\u2019t make their job that much easier most of the time. It\u2019s nice to have, but it\u2019s not vital. Most Force sensitives need little more than a lightsaber and a robe (though some, such as the Artisan, are well-equipped to delve into the crafting system). Someone could even play a Technician who was more focused on repairs and maintenance than invention and innovation.<\/p>\n<p><strong>CH: Special Modifications\u00a0includes some very flavourful drawbacks for GMs to spend Threat and Despair on. Often negative dice results are cancelled meaning these drawbacks are not used. Do you have any guidance on how to introduce these drawbacks?<\/strong><\/p>\n<p><em>MB: <\/em>If GMs want to have Advantage and Threat not cancel on Crafting checks and apply both results, mechanically speaking, that would work just fine. We didn\u2019t go that route in the printed Crafting rules because we want to keep items reasonably simple, in keeping with the overall design ethos of\u00a0<em>Star Wars<\/em>\u00a0Roleplaying.\u00a0Triumph and Despair not cancelling still introduces a decent possibility of creating an item with both a flaw and a positive feature. Still, if\u00a0a GM wants the extra granularity, I don\u2019t think it\u2019d be a problem.<\/p>\n<p><strong>CH: How would you handle players seeking to craft specific items, in particular items with specific special effects?<\/strong><\/p>\n<p><em>MB:<\/em> In my own games, I\u2019d likely look to the closest equivalent template, and then alter the cost, time required, and difficulty of the ensuing check as appropriate for the effect the player desires.<\/p>\n<p>A lot of times, though, there is already a weapon or armor attachment that provides a desired effect\u2014in which case, the character can build the closest template and then buy the attachment to grant it the effect.<\/p>\n<p><strong>CH: How can players craft attachments?<\/strong><\/p>\n<p><em>MB:<\/em> When it comes to customization, the baseline attachment system is already pretty robust. Most attachments have modifications that allow players to get deep into the nitty-gritty of how they want the attachment to alter the item.<\/p>\n<p>If GMs want to work with their players to design new attachments, that\u2019s fantastic. Presumably, the player would make a Mechanics check after purchasing supplies that cost an appropriate amount, using the existing attachments as a baseline. You could allow Advantage and Triumph on the check to add new modification options, while Threat and Despair add downsides to the attachment itself (perhaps that can be removed with other mods.<\/p>\n<p>There are a ton of existing weapon and armor attachments, though, so I don\u2019t know how often it\u2019d come up that you really need one that doesn\u2019t have an equivalent somewhere. But I always encourage people to be creative with the system!<\/p>\n<p><strong>CH: What would you tell GMs still concerned with the power level of crafted items?<\/strong><\/p>\n<p><em>MB:<\/em> Crafted items can be potent, but remember the key limiting factors: money and, most importantly, time. Crafting anything really powerful is a time-intensive process, and as the Game Master, you have control over the tempo of the game. If you\u2019re letting the PCs hole up in a workshop for months of in-game time making the greatest gun in existence, remember that it\u2019s your choice to let them do that. Their Obligations, Duties, Moralities, and other narrative wrinkles can come kick in the door whenever you choose.<\/p>\n<p><strong>CH: What guidance can you provide on which templates to make available to players?<\/strong><\/p>\n<p><em>MB: <\/em>Generally, I think players having access to most templates most of the time is fine. Again, they\u2019ll have limited in-game time to actually build items if the pace of the story is moving at a solid clip. If they spend a lot of time trying to build something complex and fail, that time is often wasted, after all.<\/p>\n<p>For particularly special items, it might be worth making the PC go on some sort of quest to acquire the template, as this makes it feel more mythic and integrated into the story. But that could also be a quest to acquire materials, or even to get to a special place required to build the time. There are a lot of way that GMs can work the crafting process into their stories as more than a purely mechanical exercise.<\/p>\n<p><strong>CH: Many character&#8217;s in Star Wars have signature equipment, such as Han Solo&#8217;s DL-44 and Boba Fett&#8217;s iconic armor, but often PC&#8217;s are quick to discard their kit for upgrades. How can GMs encourage greater connections between PCs and their equipment?<\/strong><\/p>\n<p><em>MB:<\/em> There are a few ways to do this. Narrative hooks are obviously good\u2014if a character has to work hard to acquire or build a piece of equipment, it already has a story that matters to the character. There are also talents (such as Jury Rigged and the talents related to Signature Vehicles) that characters can use to deepen their bonds with their gear, and GMs can always point players toward these mechanical options. The GM also has control over the rate at which characters have access to new gear\u2014if they\u2019ve just gotten a piece of equipment, don\u2019t arm the NPCs they\u2019re going to fight with better gear that your PCs are almost certainly going to end up with after the dust settles.<\/p>\n<p><strong>CH: Is there anything else you would like to add about equipment or crafting?<\/strong><\/p>\n<p><em>MB:<\/em> Ultimately, equipment is usually as much a story accouterment as much as it is a thing that provides a mechanical edge. A character\u2019s gear tells us something about them, especially in a setting like\u00a0<em>Star Wars<\/em>, which is so rich with visual tropes. Even the attachments a character chooses can help show us who they are\u2014Boba Fett\u2019s extremely aggressive armaments built into his armor tell us that he is a dangerous fellow, while the uniformity of the Stormtroopers let the viewer know that they conform to the Empire\u2019s harsh standards. The variance in the gear of the Rebels tells us that they are stretched for resources, but also that the Rebel Alliance values individualism, resourcefulness, and creativity in a way that the Empire does not. I hope people use the crafting rules to create gear that helps flesh out their characters in interesting ways that they might not have considered before!<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Welcome to the second of an exciting series of interviews with Fantasy Flight Games developers. Max Brooke, lead developer for\u00a0Special Modifications\u00a0joins us for a discussion <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/max-imize-your-crafting-max-brooke-interview\/\" title=\"Max-imize Your Crafting (Max Brooke Interview)\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":2,"featured_media":1600,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[662,172],"tags":[1118,65,64,38,61,1119,52,146,156,26,47,90,181],"class_list":["post-7884","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-holonet-uplink","category-interrogation-droid","tag-crafting","tag-edge-of-the-empire","tag-fantasy-flight-games","tag-ffg","tag-gm-advice","tag-max-brooke","tag-mechanics","tag-roleplaying","tag-roleplaying-games","tag-rpg","tag-star-wars","tag-stats","tag-swrpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Max-imize Your Crafting (Max Brooke Interview) - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/max-imize-your-crafting-max-brooke-interview\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Max-imize Your Crafting (Max Brooke Interview) - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"Welcome to the second of an exciting series of interviews with Fantasy Flight Games developers. 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Chris\u2019 unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games\u2019 Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. 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