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SWRPG questions?? Options
Darthbane53
Posted: Tuesday, July 26, 2011 10:58:47 AM
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Ok, so after a lot of time im finally about to start playing the star wars rpg. Just a few problems, I only have 2 players, and both them wanted to play in the clone wars era. Right now im reading the dawn of defiance campaign and planed to run that. Is there any way I can even do that with only two players? Im a good D&D gm but I havent done SW RPG at ALL. Do I half stats or what? If some one who knows about this could please help me. Also is there any dawn of defiance campaign typed moduals set in the CW era? Much thanks to any one who can help!
StevenO
Posted: Wednesday, July 27, 2011 5:46:43 AM
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You many not be over there but the wizard's board does still talk about the SWRPG. While there may be some over here you'll probably get more, and maybe better, responses there instead of somewhere that minis and skirmish are king.

The issue of having few players has come up many times and there are several ways of dealing with it. The two I'd recommend are either having players run mulitple characters or just start the characters at levels three or four instead of first level. You could also give the two PCs additional NPC support. I favor starting the characters a couple levels higher (it really takes a few levels before character concepts really start to show through anyway) and with two players you should build them together and try to cover your bases. Multiclassing is STRONGLY encouraged in the SAGA edition of StarWars so you should be able to make a couple 3rd-level characters that could handle the first adventures.
Darthbane53
Posted: Wednesday, July 27, 2011 10:30:10 AM
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I decided I was going to have them do 2 characters each for simplicity and not much confusion. Were all learning about SWRPG from the ground up so its a process as opposed to being with a group of vetrans. And I think wizards HATES me. My first account I could never recover when they moved over to gleemax for ever ago, and now it just rejects the password of my new account...
StevenO
Posted: Wednesday, July 27, 2011 11:39:28 AM
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For what its worth I think Wizards is going to have a meltdown at somepoint in the near future. It is taking me FOREVER for things to come up. Of course I spend most of my time in the "back rooms" that are StarWars and the DnD Previous Editions forums. Even if you can't get an account working you probably could gain useful information just visiting the DoD sub-forum as a visitor as things don't change too quickly.
LeftiesWillRule
Posted: Wednesday, July 27, 2011 10:25:23 PM
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Try listening to the Order 66 podcast (its on iTunes). They really know their stuff and are great at helping new players. I have all the books but have never gotten the chance to actually play. I've been listening to their show for over a year now and I feel fully prepared for whenever I actually get to play.

As for my advice:

whoa whoa whoa....Having each player run two characters is NOT simple and would make things ridiculously confusing. Don't halve the stats of enemy characters, just reduce the number of enemies. If you're just learning the system, practice with a few non-serious stories. Give your players a situation, let them decide what to do, and all of you try to learn the rules and apply them to the game. Play a different scenario each session until you're prepared enough to play a long-term game. The Clone Wars campaign guide has a number of one-shot scenarios that you could use separately or together as one story.

Even though Dawn of Defiance is a convenient long-term campaign already written and ready to go, the cons may outweigh the pro's for your group. DoD was written for a larger group, so you'd have to take the effort to convert each encounter into a smaller challenge for your party. Secondly, if your players are bigger fans of the Clone Wars than the Dark Times (which Dawn of Defiance takes place in) it's better to play in that era. Thirdly, Dawn of Defiance is looong, and can take over a year for a group to complete. With such a small group as yours, there are a lot of unforeseen circumstances that could prevent you from completing it. If one person has to leave or goes on an extended trip, your group could not continue playing like it could if it were a larger group.

RPGing can be pretty casual, especially in a group as small as yours. There are plenty of resources out there for character stats, and creating your own NPCs can be as fun as squad-building in Star Wars Minis. Just come up with your own story and roll with it. If you want your group slightly bigger, make a heroic NPC and control him yourself to add another party member. As long as you're a fair GM, the players should have no problem with this.
Lord_Ball
Posted: Thursday, July 28, 2011 12:21:01 AM
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LeftiesWillRule wrote:
As for my advice:

whoa whoa whoa....Having each player run two characters is NOT simple and would make things ridiculously confusing.


How is it NOT simple or ridiculously confusing???? The GM rolls a single initiative for all the enemies and on there turn decides what each one is doing - this method can be applied to PCs of multiple characters, I have done this before and it worked just fine. It's also really no different than having a "follower".
Darthbane53
Posted: Thursday, July 28, 2011 12:21:36 AM
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I was thinking about playing as well. But both my brother and I are 'experienced' RPG players and I think we can haneld 2 characters each. Im not ignoring you advice but I think ill try it for a few mods. The only people in my play group are my bro and my friend down the street so it doesnt take to much organizing to get together a group. I will check out that podcast though, thank you very much for that!
StevenO
Posted: Thursday, July 28, 2011 8:14:21 AM
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Darthbane53 wrote:
I was thinking about playing as well. But both my brother and I are 'experienced' RPG players and I think we can haneld 2 characters each. Im not ignoring you advice but I think ill try it for a few mods. The only people in my play group are my bro and my friend down the street so it doesnt take to much organizing to get together a group. I will check out that podcast though, thank you very much for that!
As much as the GM may like to play a PC I say resist the urge. DoD does offer up some NPCs who could have a more hands on role for the GM to play with but making up another GMPC isn't something I recommend
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