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Kallabecca said:
Well… my question was asked and answered… and the answer is… FFG didn't include the detail before that point…
The rest can be filled in by the mistake of the FFG writer making an assumption. An assumption on the knowledge level of the players, and the GM, right at that point in the module in regards to "how things work in the Star Wars Universe"… and we all know what it means to ASSUME…
Your question was answered by myself in this way, and incorrectly.
The answer is that the players know it because the GM tells them, and the GM tells them because the book tells the GM to tell them, because the adventure is a beginner's adventure in which the players are guided on a linear path. There is no oversight, assumption, or mistake on the part of FFG.
Without Signature
Right, there's no mistakes or assumptions in that the writer thought players would know. He took the chance of players knowing out of the equation by simply saying "This is where you're supposed to go" and the reason you're supposed to is because the book says so.
As long as you follow the instructions step by step as FFG has painstakingly labeled all over the place, you don't actually have to read any of the materials as long as you read it in the order it's presented and you'll do fine. Assuming you actually read what's on the page and don't gloss over anything of course.
Without Signature
There is one place in encounter 3 after getting the part needed on page 16 under "We got it!" it says what should be done next.
I've ran part of the adventure that came with the Beginner Box and noticed it made no mention of why the ship was locked down. But all I did was quickly improvise and say the ship was locked down due to unpaid docking fees Trex owed from a previous visit and an issue that the female officer in command of the control center had against the Hutt and his lackeys. As for how the heroes learned about the ship being locked down, I simply told them that they had heard about it while in the cantina and again while they were at the junk shop.
Like most pre-made adventures, this one needs a little polishing by GMs. But overall, I think its a simple, fun game that was really designed to introduce FF's system and to get you right into the Star Wars universe, which I think they did an excellent job of doing.
Without Signature
x13phantom said:
There is one place in encounter 3 after getting the part needed on page 16 under "We got it!" it says what should be done next.
My group and I have never played an RPG before and are big fans of Star Wars. This Beginner game was made specifically for my group in mind! So when I read the "We got it!" at the end of the encounter and didn't see any flavor text for the GM to read that lets the group know where to go next, I thought that FFG was finally allowing the GM to add his own flavor in directing the group to the next location. So I was excited to put a minor spin on it myself:
My group went with the path of convincing Vorn to give them the HMRI as they were representatives of Trex for the part. As they left the Junk Yard (where I read ahead to "We got it!") I quickly stated:
As you leave the Junk Yard, Vorn yells out "By the way! Don't forget to remind Trex to disengage the Docking Clamps this time, we wouldn't want him making a mockery out of himself again! HAHA!"
Oskara: "What do you mean by docking clamps?"
Vorn: "HAH! Doesn't anyone know docking procedures anymore? Alright, remind your boss that when he landed they locked down his ship and you will need to go to the Spaceport Control to remove the docking clamps BEFORE you leave space dock!"
Anyway, it was a fun experience and my group really enjoyed this adventure. We can't wait to start "Long Arm of the Hutt" and I've already got plenty of story ideas to keep us going until the book comes out.
Xealoth said:
My group and I have never played an RPG before and are big fans of Star Wars. This Beginner game was made specifically for my group in mind! So when I read the "We got it!" at the end of the encounter and didn't see any flavor text for the GM to read that lets the group know where to go next, I thought that FFG was finally allowing the GM to add his own flavor in directing the group to the next location. So I was excited to put a minor spin on it myself:
What? You used your imagination in a rail-roading adventure? The nerve. :) Awesome job!
People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
George Orwell
There is no flag large enough to cover the shame of killing innocent people.
Howard Zinn
He who fights with monsters must take care lest he thereby become a monster.
Friedrich Nietzsche
mouthymerc said:
Xealoth said:
My group and I have never played an RPG before and are big fans of Star Wars. This Beginner game was made specifically for my group in mind! So when I read the "We got it!" at the end of the encounter and didn't see any flavor text for the GM to read that lets the group know where to go next, I thought that FFG was finally allowing the GM to add his own flavor in directing the group to the next location. So I was excited to put a minor spin on it myself:
What? You used your imagination in a rail-roading adventure? The nerve. :) Awesome job!
One of the best scenes for my group (3 players, Pash, Lowryckk, and 41-VEX) was when they went to the spaceport control. 41-VEX did so well he got them in and dismantled the clamps with no one being the wiser. Shortest encounter of them all. Overall my group thoroughly enjoyed the game and especially the mechanics. They really liked the when even when they didn't succeed, they often could still use the advantage to help themselves or others.
People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
George Orwell
There is no flag large enough to cover the shame of killing innocent people.
Howard Zinn
He who fights with monsters must take care lest he thereby become a monster.
Friedrich Nietzsche
The force is not power it is life.
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