No.6191
>after killing a bunch of Inquisitors and blowing up a skyscraper Imperials have set up guards in front the party's ship in case they're actually bold enough to try escaping this way
>guards backed up by an AT-AT a transport flew in
>at the level this adventure takes place at Move Object can target colossal targets easily
>the drivers are generic and have basically non-existent will defense
>on Coruscant
Has anyone run A Reckoning of Wraiths and not have the AT-AT thrown off the ledge?
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No.6216
>>6191
>Has anyone run A Reckoning of Wraiths and not have the AT-AT thrown off the ledge?
Not as far as I know. Also I like the idea of a /tg/ thread, would be even better if we had some sort of SW game night.
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No.6302
>>6216
some of the /tg/ stuff is on tts, if you're willing to buy it.
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No.6749
>>6191
Why are you forcing your players to play as the bad guys?
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No.7991
>WEG D6
Simple and easy to pick up. Perhaps a bit too simple. Almost no support for anything but Rebellion era, with one book each for New Republic and Tales of the Jedi.
>D20 and D20 revised
Stupidly broken in so many ways.
>Saga Edition
Actually pretty balanced, and actually preforms as a mix of the best parts of 3.5 and 4E D&D without their worst (No loot treadmill). While there are only 5 base classes, one of may be banned for plot reasons, it's trivial to make two character of the same class completely different in play. Jedi are powerful, but not the point everyone else is useless.
>FFG series
No idea.
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No.8043
YouTube embed. Click thumbnail to play. So obviously while playing a Star Wars rpg you have to use Star Wars music for the background. Favorite tracks? I'm partial to the soundtrack to The Old Republic, honestly the best thing about that game.
>>7991
I like Saga because it feels like Knights of the Old Republic in a lot of respects, doesn't hurt that it actually has a book for the Knights setting, but what I really mean is mechanically. Still d6 is nice in that it has no classes or levels, and there are autistic amounts of era conversions and homebrew content for d6 (mind you I bet there's a good chunk for Saga too). Saga Ed. feels like good DnD with a better setting.
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No.8074
>>7991
As someone who has only played the FFG Star Wars stuff I rather liked it. Though I must admit that may be at least partially because I was sick of 5th ed D&D and so used it to get my group to play something else. I'd still say it's a good game and really enjoyed the (mostly) classless progression systems in the game and thought the Duty/Obligation system was a nice idea (although I'm not so confident on the Force morality system, though it only really applies to Jedi characters).
It has some oddities when it comes to rules though. For example the rules for vehicles rely on you never putting them aginst people outside of vehicles because thanks to the way vehicle armour and health works, anything tougher than a speederbike is practically invincible to ground based anti-tank weapons or lightsabers. Even with highly skilled characters and armour piercing weapons you'd struggle to do more than scratch the paint RAW on an AT-ST without getting in a vehicle yourself.
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No.8091
>>8074
Saga doesn't really have that problem. Vehicles with generic crew fighting equivalent level opponents on foot have a serious problem in accuracy (especially when the people on foot can take cover, which they should if they're not stupid) and, while durable, perfectly destroyable with effort by ground based weapons, it will just take about a minute without heavy weapons. That matches how they work in Battlefront and Jedi Outcast/Jedi Academy.
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No.8127
>>8091
For ground vehicles anyways. Flight craft are obstacles for combatants on foot: In the one published adventure that features such a fight a pair of enemy fighters they're just a source of recurring attacks
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No.8610
>12 BBY to 16 ABY
>players are new Jedi Academy students
>while investigating Tavion's Cult they find information leading to another of the Emperor's warehouses
>unlike Wayland this one was specialized on holding all holocrons and other random force artifacts he seized over the years and kept around to help train his various Inquisitors/Emperor's Hands/Prophets of the Dark Side
>have NPCs speculate that old theory the Emperor wanted to replace all the upper ranks of the Empire with dark side users and create a three caste society (Sith>Dark Siders>everyone else)
>someone has found this stash before them and has left only a few broken holocrons and stuff as clues to what it once was
>that group has secretly been using it to train a large group of dark side users
How does that sound for a campaign? Any problems with EU canon?
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No.8611
>>8610
Sounds bretty gud to me. I'm not quite a walking Holonet, but there's no specific lore I think it contradicts. Even if it does, it has the "feel" of the EU, so don't worry too much about it.
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No.8643
>>8610
Nothing wrong here.
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No.9660
Is anyone interested in getting a /sw/ tabletop game going? I'm not that good at GMing unfortunately but I'd love to participate as a player.
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No.9680
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No.9682
>>9680
RotE/New Republic is what I'm most familiar with but I'd be down for just about anything.
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No.9720
>>9660
I'd be interested, but not much of a GM either.
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No.9735
>>9660
I'd be interested but I've never played online TRPGs before and my only experience is with the FFG Star Wars rather than the versions most other people here seem to have played.
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No.9738
>>9735
As long as you have a rudimentary understanding of how RPGs work, if you can learn one system generally you can learn another.
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No.9739
>>9738
The FFG games are the only experience I've had with SW-themed RPGs as well, but I've heard good things about the Saga Edition system.
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No.10035
Did they ever establish what the New Republic did with captured Stormtrooper armor? Was thinking of having pirates hijacking a shipment and flooding the black market with it to use "stormtroopers" without involving one of the remnants.
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No.10304
>>9660
>>9680
>>9682
>>9720
>>9735
>>9738
>>9739
Well, if no one else is up for it I might try GMing something. can't guarantee it won't be a shitshow however.
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No.11118
So, what's good music for Dawn of Defiance?
>Traitors Gambit
[spoiler]
Citadel Station and Citadel Station Battle (KotOR2) for Sel Zonn station stuff
??? for the interlude on Alderaan
Various Force Unleashed music for Felucia
Bridge (TIE Fighter) for Varth, as it sounds triumphant and noble, until you realize the subtle bits of Imperial themes in there
??? for Resurgence in general
[/spoiler]
>A Wretched Hive
[spoiler]
Same as above for Resurgence
??? for Cato Neimoidia
??? for Darga
??? for Demos
Rebuilt Jedi Enclave (KotOR2) for Denia
[/spoiler]
>Queen of Air and Darkness
There's plenty of Cloud City music
>Echos of the Jedi
[spoiler]
Jedi Enclave Ruins (KotOR2) is natural for most of the module[/spoiler]
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No.11127
>>11118
The Jedi Knight series has some great music cues for various areas as well as combat. It's just the movie soundtracks re-edited but it works pretty great. Me personally I just have a series of playlists of star wars music for different moods and settings and cycle through it at my table as needed. There's more than enough music to do things like different battle music for ground and space combat as well as when Jedi and Sith are fighting.
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No.11143
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No.11173
>>11143
I wonder if this is just an excuse to take down all the free pdfs of D6 lying around which are kind of a soft competition to WEG's current systems? Also I really don't think a D6 system is going to take off in 2018, and I'm saying that as someone who loves D6 systems.
http://www.starwarstimeline.net/Westendgames.htm
inb4 it gets pulled down
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No.11204
>>11173
>>11173
>which are kind of a soft competition to FFG***'s current systems?
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No.11228
What are some good chains of WEG modules? I know there are some that have recurring NPCs (any list of these and their order?)
Thinking Mission to Lianna can a good start to Riders of the Maelstorm: The end part of Lianna notes chartered flights are a possible route out and entry/exit is so strict they can't just fly out, and having Terri give the PCs tickets after getting the data would make it a natural lead. For continuity reasons I'd specify the research in Lianna is actually trying to make synthetic Stygium crystals (and have a mention that "Batch" is important to the project) instead of the cloaking device itself. In Riders replacing the shuttle with Moff Torpin's personal Yacht and use it to give the PCs a ship.
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No.11296
>>11228
>In Riders replacing the shuttle with Moff Torpin's personal Yacht
Wait wut
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No.11424
>>11296
At one point in Riders of the Maelstorm the PCs hijack an imperial shuttle (A lamba) that's aboard the cruise ship they are on. A lambda shuttle is not really suitable for long term use as a player vessel (anyone with one is either an Imperial or stole it from them). Replacing it with Yacht class vessel like a Luxury 3000 or Budao, or even a light freighter upgraded for luxury would make it more suitable for PC use.
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No.11472
Is "Caelum" a good name for a Star Destroyer?
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No.11477
>>11472
I suppose. The Chisel also works fine.
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No.11552
YouTube embed. Click thumbnail to play. >>11477
Caelum is also a constellation. Even though there is no such thing in the GFFA, it still evokes a certain feel even if nobody knows that.
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No.17018
Comming in from another thread.
>>7829
>What is the best Star Wars Pen and Paper RPG system?
FFGs star wars system. I fucking love it.
>Why do you feel it's the best?
Captures the cinimatic feel if the universe. Also the dice system puts the power in everyone's hands. Makes some great character arks.
>What cool features does your favorite system have?
Dice mechanic is the main show. However the FFG team is great at bringing in so much lore and content from the EU. At this point itnianthe strongest part of Star Wars content wise.
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No.17019
>>17018
Fuck that "distance bands" system though. I appreciate where they're coming from but it's straight-up annoying to implement.
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No.17020
>>17019
It can be annoying, but I found it wasn't too hard once I started mapping everything on wipeboards. I've been meaning to get one with a hex-gird printed on it to make it even easier.
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No.17038
>>17019
Really? I found it really easy to use. Most of my players instantly got the concept and found it intuitive to use vs set distances.
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No.17051
>>17038
Maybe it's because my group has a tendency towards grid squares, where exact distance matters more and shit like flanking comes into play. But if it works for you, by all means keep doing it.
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No.17230
>>6749
This.
Dawn of Defiance isn't that good anyway tbh. It's just a bunch of linear combat sections that devolve into a corridor shooter. You're better off playing Dark Forces with a co-op hack.
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No.17743
>>17051
We still use maps, just do not autisticaly obsess over distances.
>I'm kinda over here
>Cool, you are near some crates and you are short distance to goon squad 1. The Drug lord is long, but engaged with player 2.
They pull off all.kibda of tactical shit, just not worry about the squars.
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No.18600
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