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Author Topic: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)  (Read 28565 times)

SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #210 on: March 29, 2012, 07:00:21 pm »

Yeah, I know. Probably should have hid it, I suppose, but I said pre-first session that I wanted to be on the opposite side (for character arc purposes) and, ironically, I feel that people's characters would actually probably be more suspicious of Kiera than if I wasn't honest about it. For example, getting everyone past the stormtroopers with only my ID and word for them being my crew when I do not, in fact, even have a ship. No one's metagamed it yet though, so I suppose it's fine.

I still think that's why there's very little party chatter. No one wants to say what their character's goals or background is, which leads me to believe that I am not the only Imperial on the crew, and that we also have at least one actual Rebel. (I'm thinking most of the party - or at least Scriver, Taricus, and Yoink - aren't on either side.) It's pretty much all speculation however.

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Dwarmin's a Rebel, huh? Looks like I was right on that count.
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Dwarmin

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #211 on: March 29, 2012, 07:06:31 pm »

@SC: Yeah, like I was being so stealthy about it. :P
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #212 on: March 29, 2012, 07:14:20 pm »

Well, there's a difference between actually being part of the Rebellion and just hating the Empire because they're a bunch of douchebags. :P But if it makes you feel better I was only 97% certain you were a Rebel. ^^^
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LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #213 on: March 29, 2012, 07:59:59 pm »

In conclusion, I'm starting to think I chose the wrong character
for the game. Our 'rebel' party is mostly neutral

This shouldn't be a problem. Urist just needs to toss out enough plot threads that everyone gets lost in the layers. So far everything's been a bit simple.

Hypothetical scenario:

Pick a neutral player in the party. We'll call him X.

1) Rebel player gets a message from base stating that X is suspected of being an Imperial agent, and requesting said Rebel player monitor and attempt to corroborate it with definite proof.

2) Imperial player gets a message from base that X is a Rebel spy, and requesting said Imperial player to try to win X's trust in order to infiltrate his organization.

3) Have player X be privately contacted with a totally unaffiliated job offer that happens to require the party visit a contested planet.

*Poof* now everyone has a motivation that is consistent with their character background: The neutrals are happy to take an unaffiliated job because it means money without risk of alienating anyone. The Rebels are happy because they feel like they're doing good deeds. The Imperials are happy because they feel like they're working for the Empire. The party also benefits from the situation discouraging players from being actively antagonistic. The Rebels aren't sure that X is an Imperial. The informant was clear that he might not be, so they'll be busy trying to get "definite proof" which is unlikely to happen because X isn't an Imperial. Meanwhile, the actual Imperial(s) in the party get to feel like they're chasing Rebels, but they're under strict orders to not turn in the player X who they believe is a Rebel, because they're supposed to be rooting out the broader organization rather than the small fish.

Then we simply apply more layers.

For example, the party arrives on the contested planet, and Rebels on the planet openly contact the party for a simple passenger transport deal. Nothing very scary, but they make it clear that they're Rebels. Rebel players are thrilled because now they're actively and openly working for the Alliance...but their characters don't say so because they've been told there are Imperials in the party and they're trying to gain their confidence. Imperials in the party are also thrilled because they're now worming their way into the Alliance for later betrayal, but they don't turn them in right away because even though they're Alliance passengers, they're obviously not important enough for the Rebels to try very hard to be secret about it. And the neutrals are happy because they're getting paid.

Add more layers.

However, when the ships arrives at its destination, it comes out of warp within sight of a Star Destroyer which immediately tractors and boards, because the "Rebel" passengers are actually Imperial spies, who try to turn in the party for being Rebel agents. The party members are put into separate cells, where each is told something totally different by their interrogaters in the form of private whispers from the GM. For example, a neutral player can be told by his interrogator that they know he's a Rebel, but that if he helps to infiltrate his Rebel base (which he doesn't have because he's not a Rebel) that they'll pardon him. A Rebel player might be told by his interrogator that his background checks out, and that an Imperial player in the party is a suspected Rebel spy, but after a full inspection and interrogation, they don't have enough information to prove it so they're going to let everyone go. An Imperial player is immediately identified as an Imperial, is asked for a debreifing, but it turns out that the orders described in 2) above cannot be corroborated with base, and so they're now under suspicion. But...since they're still an agent, they'll let the party go and the Imperial thinks that it's solely because of them that the party was released.

Everybody gets a different story, none of which agree with each other, and then the Imperials drop everyone back on the ship and leave. Now, everybody has a massive pile of conflicting information and agendas, each of which they have reason to keep secret, and many of which are based on faulty information.

So with having all been set up, rather than providing resolutions, we proceed to immediately add yet more layers.

Right now everything is too straightforward. GM just needs to apply plot threads until nobody is really sure which side anyone else is on or what anybody's motivations are. Sooner or later players will start trying to figure out what's going on, which will be difficult because there isn't anything really going on, but in watching us talk the seven of us will probably come up with some entertaining theories as to what's going on, and the GM can incorporate the ideas he likes.

This is, of course, just one possible solution to the problem. There are others. And since I've described this in detail it might be better if the campaign did something else so as to not be predictable. But the point is that faction affiliation really shouldn't be a limiting factor here. The game can easily be made to accomodate it.

LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #214 on: March 29, 2012, 08:23:01 pm »

For example, getting everyone past the stormtroopers with only my ID and word for them being my crew when I do not, in fact, even have a ship.

Well, you might have been a Jedi using mind control.

Quote
No one wants to say what their character's goals or background is, which
leads me to believe that I am not the only Imperial on the crew

That's easily solved just by handing out multiple motivations. Right now our plot threads are:

 * The two duros have offered to pay us to steal stuff from Jabba and deliver it to the Outer Rim
 * Reese has indicated that he has an appointment on Corellia

...and that's it.

And our unresolved loose ends are:

 * It is "uncertain" whether we have Jedi in the party, or if Talov and his friend were falsely accused
 * Kiera was introduced as looking for a particular someone for an undisclosed reason, and it was never definitely resolved whether the person she was looking for was a party member or one of the aliens executed back on Vitaan.

That's it, right? I think that's not enough. We need to have more going on. Right now it's a bit too much a matter of choosing whether or not to follow the adventure being handed to us.

In our first session, we weren't handed an adventure. We were handed a situation. We were on a station, and Imperials were arriving. There was no single, obvious solution. We could have fought. Or hid. Or impersonated bounty hunters and grabbed innocents to turn in as Rebel spies. Or...anything. We happened to choose to fly out in plain sight, but it was our decision to do that. And when we left we could have gone anywhere we wanted. We chose Tatooine.

This last session, rather than a situation for us to resolve, we were handed to choices: do the quest offered by the Duros, or do the quest offered by Talov. With a lot of heavy handed pushing towards doing Talov's adventure.

Now...we basically have only one choice. It's obvious that the GM wants us to do this warehouse mission. So much so, that even though we have another "option" in the form of Reese's mention of Correlia, Urist tried to write that off by handing us a get out of jail free card: the Duros will apparently be happy to sit around and wait for us to fly halfway across the galaxy and back and the quest will still be waiting for us when we return.

That's a little weak.

I think the campaign would benefit from more loose threads and multiple motivations than it will from simplifying us choosing from only one option. Imagine...what if when I said I had an appointment in Correlia, somebody else in the party already had an outstanding motivation to go there? And simultaneously...another party member had motivation to not go, because they're a wanted criminal there? That would have been far more interesting than NPCs saying they'll sit around and wait for us to get back because there's only one quest to choose from.




SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #215 on: March 29, 2012, 08:39:57 pm »

Actually, that plot thread (Kiera's) was pretty much wrapped up when we left. IIRC I had a sighting of someone in the area who might have been a Rebel leader; my plan was to find him/her and buddy up to them. Since we had to leave the station due to the Empire coming in (perhaps also looking for this person?), Kiera's pretty much discarded that idea in favor of just sticking with this party for now. She may be an Imperial agent but she's expected to buy her own equipment and such.
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SaulT

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #216 on: March 30, 2012, 01:57:34 pm »

I'd be willing to get some more party chatter going on. I'll even say exactly what's up with my character if everyone can prevent themselves from metagaming.
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #217 on: March 30, 2012, 02:03:31 pm »

I'd say this crowd is pretty good about it. Even though I've made it known OOC Kiera's an Imperial agent, and shes said a few things in support of the Empire in-character, no one's called me on it yet. ^^^
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scriver

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #218 on: March 30, 2012, 03:21:43 pm »

Will there be a summary of last session, Arathos? I'd really want to know what happened while I was gone. If not, I guess I'll have to force some of you other people to tell me ;)

Also more party chatter? I agree!
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #219 on: March 31, 2012, 01:00:52 am »

I'd tell you, Scriver, but I don't actually remember which point you left at. ^^^;
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scriver

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #220 on: March 31, 2012, 03:14:14 am »

Just about when we left the diner to go and "negotiate" with the garrison, I believe.

Also thanks ;)
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SeriousConcentrate

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #221 on: March 31, 2012, 03:25:18 am »

No problem. ^^^ What happened: we went to the garrison and LordBucket got SaulT's friend out with no trouble whatsoever because he's an awesome diplomat. We went back to the diner to talk to the Duros and are now kind of sort of given a choice: Apparently LordBucket needs to be in Corellia for a reason he hasn't told us yet (other than 'a meeting'), and the Duros wants us to raid a Hutt warehouse and regain their stolen merchandise. However, it's only kind of a choice since it's been made clear this is stuff the Hutts would rather keep than sell, so we can accompany LordBucket first and then come back and do this quest.

As for personal in-character happenings, Kiera's strongly suspicious of SaulT (I can't remember his character's name right now ^^^;) and his friend being a Jedi master and apprentice, and has said as much to Reese (LordBucket). She also got into an ethical argument with Alasi (Dwarmin).

Other than that, we still need to decide whether to go with Reese or the Duros. Personally I vote for Reese since we can still do the Duros quest when we get back, and going with Reese might be interesting (as well as potentially exp-rewarding XD).
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scriver

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #222 on: March 31, 2012, 12:38:58 pm »

Thanks again ^^

Did "Vera" stay at the diner or did you NPC her into coming along? Also, she completelysupports anything that will get her off Tatooine, though. Very eagerly. Asap.
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LordBucket

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #223 on: April 01, 2012, 09:21:08 pm »

Quote
Will there be a summary of last session, Arathos?

Related, has anyone heard from him? Not only was there no summary, he hasn't posted since last week, and he never responded to a PM I sent him after last session. We're less than 12 hours away from next session, and I'm starting to wonder where he is.

Gatleos

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Re: Episode I: The Unsung Heroes (Bay 12 Star Wars RPG)
« Reply #224 on: April 02, 2012, 03:10:21 am »

Arathos hasn't been responding? Hmm... About six hours until the session, hope he makes it.


You probably already noticed that my character has absolutely nothing to do. I kind of painted myself into a corner with his backstory and got sandwiched between everyone else in the party's motivations. Hopefully I'll get something going this time. :-\
He does have a reason to go with the party though, being a caravan guard. Hopefully we can get some direction in this party before we all kill each other. :P
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