aethereal FORGE is pretty darn cool.
I just found my free round-trip flight voucher that expires at the end of the year, and tonight is the last official deadline day to register for AmberCon Northwest.
I need to rattle Simone’s cage and see if there’s still room.
(but for how much damage?)
I’m really close to a new version of Swift, but I’m hung up on how to handle the sustaining of damage in a way that’s both reliable and not over-detailed. Right now, it’s not quite where I want it.
Also, I need to do something in the way of scale, I think. Maybe. I’m pondering a simple two-page add-on for vehicle rules.
Addendum: wrestled around with this most of yesterday and finally got something I think is clean enough, and which factors in all the things I think are important.
The second session was sort of spread out over an abortive attempt to get something going on 15th, and a ‘real’ session on the 21st of September
All in all it went well. Robert joined us, and Dave G has a revised Jedi character using the new rules I’ve adapted. (I’ll post a link to the original rules at swrpg.net sometime soon, but I feel that many of the prestige class design choices and requirements are deeply flawed, and as such I think it’s worth something as a starting point, and not much as a final product).
The module was… decent. Horribly arranged and badly documented, but there was a couple of interesting things in it. I rewrote the beginning and end of it to show the players that even Antilles will play them in order to get what he wants, and leave them in the dark if it suits them. His intentions may be good, but the end result is the same: the characters are pawns.
This is just the sort of message I was hoping to get across.
This was also the first session I had the scroll code set up to run. I like it a lot, and I hope to eventually meld in an MP3 of the theme music to the html… the timing on it right now is good enough to time it with the stereo.
Okay, I don’t remember when we ran the first session… would have had to have been about… let’s say 9/7.
Things went all right. I’ve been digging through all of my old and news Star Wars stuff to see what sort of things I could find that would convert into the era that I wanted. There’s some stuff written for the Rise of Empire, sure, but the problem is that most of it takes place out on the Fringe, which is of no use to me, since I’m doing stuff in the Core Worlds. I need intrigue, etc.
So, first session was a rescue mission to pick up some people who are bringing intelligence back from the Free Trade zone to Antilles. This “intelligence” works really well, since I can work any sort of major revelation into the storyline later in the game and say “you remember that datachip that guy had WAY back in Session One? Well, this is what was on it.” — Then my players can ooh and ahh at the complexity and depth of my plotting, and be amazed that I knew what was going to be happening to them that far in advance.
Love it. That was the good part. Also, worked out a fun way to get a ship to the group, and give it enough quirks that the players really got into it. The thing was used, and used by Ishi Tiib, so there are many fish-jokes going around, and comments about the thing smelling like a wharf, etc. Really got everyone into it. Shot the shit out of the ship, too, which is pretty classic.
Downside — only Rey was geared up for Space Adventure — everyone else pretty much sucks on ice when it comes to running the ship, so that made things not nearly as fun for a few people. Can’t be helped — at least people will be motivated to improve now that they’ve seen that they can suck.
In my experience, one of the the real fun parts of Star Wars games is wanting stuff — there’s a cool toy, or a cool modification to do to your ship, or something you need to fix, or a rare crystal you need for your lightsaber… or something — even if nothing is happening in the plot, you’ve still got things to work on.
So, now people want to fix up the ship. At least one guy wants to get the Startship Transports Feat, and other people want better (and no so fishy smelling) gear. Very cool.
Actually, this is cool. I tried to do something like this about 3 years back with TiHE, and I couldn’t keep it updated properly after about the 19th session, because it was just too much of a pain in the ass. This should be a cakewalk.
Kay. SO. Standard disclaimer: PLAYERS — if you don’t want to know what I’m really think about how the campaign, the session, or your particular character’s storyline is working out, then DON’T READ STUFF WITH “STAR WARS CAMPAIGN” in the title.