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Take on the sinister Galactic Empire as a member of the Rebel Alliance! Rule System. Product Type. Non-Core Books. Other Tabletop Games. Science Fiction.
Fantasy Flight Games. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Format Publisher PDF. While different strategies can be more effective in particular situations, balance between the approaches must also be considered — particularly over the course of a campaign Kriowing the value of diferent types of assets—and the risks necessary to obtain them-is particularly rl evant when considering the value of information.
Social encounters must be more than an opportunity for the Game Master to pass information to the players. Instead, suc informa. Conversely, more valuable information must be earned. The names and interests of a good fence, a corrupt politician, or a sympathetic businessman can all be incredibly valuable—and potentially incriminating.
Contacts are unlikely to Sur Tender such information to just anyone, and earning it can be a critical part of the social encounter. In that same vein, not everything earned through a social encounter can be paid for with Imperial Credits, The most valuable currency for the exchange might be favors, information, or bartered goods.
When the GM ecides how to present the scenario, he should also decide what type of exchange is most interesting for the opposing NPC. Such anecdotes can help add flavor to the galaxy and fave the PCs a reason to remember the character. Ana ae ee en In that they desire in a rolep! However, a GM should ene Pee are unlikely to enjoy. GMs must give the Playe Characters different options for resolving the Pee gat Pees eka nr SRE eas eer ca Ree ee eee eset ct ene ete nut ke Tes he NPC's personality and self such interactions even more icler with a clear obsession, an unusual pattern of speech, or even a particularly style of dress immediately becomes more memorable the character spends much ofthe scene bemoaning if he fin question hes every sen: the players are much more likely to remember his quirks, This can Iso form a strong basis for a recurring character— sometimes even when the GM had no such plans.
If the NPC seems to have a compelling personality, th Player Characters may seek him out again, possibly even asa character who recurs in multiple adventures Such an NPC presents another way to add depth to Stereotypes an NPCs species and pi sion can be useful when quickly sketching out a character, but they should not become the norm. Ai NPC for a social encounter Is likely to be much more compelling if he departs affectation can be ase com expectations.
A mi way to distinguish the char er, but iving him a strong or unusual motivati is even better. Perhaps the NPC has recently fa om grace and seeks to recover his lost social st 3g. I this situation, information that could be used as leverage against a social superior might be particu rly valuable.
If the NPC fee's trapped in his current uation and wi then an offer of s a menacing stare, or an impassioned plea. A Sr 7 substantially less risk Pier none mets Ce ee ee NT outburst may carry too much risk, espe ee ee tet eee a Cees at ayers to interrupt a carefully orchestr Eee acca Seance tice Often, such actions can substantially increase the danger for a particular scenario, but it need See us eee eae come See eee nee Pe ae eee ccs?
Pe eee oto na acter can engage in a discussion with an enemy mbatants engage the enemy's guards offers multiple layers that satisfy all the players. Eres offworld might npelling. Of course, if that ussion turned sour, then the NPC might alert loca rial authorities. Failing a check might require the PCs to pay a steeper cost for the fesired goods.
Sin eral might mean that he PCs inadvercently let an important secret slip d ing the discussions. Conversely, if the PCS willingly share information or assets while roleplaying the nego: ation, a GM should be liberal in offering. The key is that the power of The search for informati beginning an adventure. The popu Be'—Can prove to be a more effective solution than a lation of an entire world might lie in the balance.
In direct physical confrontation. These cases present litle imme ions. In other situations, taking the time to extend diate risk of loss of life, but the long-term implic: discussions can provide an opportunity for a charac- tions could be far more dramatic.
Ifa v ers allies to take actions. Carefully considering ions in which the Player Characters are unable or "chy Oncessions 10 make without Hnpinging ch the e PCs. Before conducting session this ugly focused fasters must consider the dynamics of the eame the Gat would seed seend te deserting Bs cup a8 well asthe characters ski ets when G8Sgr- Gyerarching goals for both factions inthe reyon,s0 age situation presents a compeling lead. Because meeting with represer tatives of the Rebel Alliance entails a sub stantial risk, some missions can establishing contact and earning the trust required for additional meetings, rather than simply focusing on immediate mem: ip in the Alliance.
In addition to any interest ng. An opposing char ight be involved in the negoti tions entirely out of self-interest. If he believes that he uld obtain substantial power and become a hero in the war, then appealing to his sense of pride or men tioning promises of rich renards could substantial benefit the discussions, Conversely, a character: only motivation is to improve the overal nis people and world might be deeply d by such appeals.
A GM must character's personality and motivation in advance, so that he decide whether such approaches might earn the ing character [or Ml. Waging batt across entire inhabited worlds carries a tremendous burden economically and also in the lives sacrificed Moments of victory—particularly when they include a heroic triumph over enemy forces—provide respite m the cruelties of war, but humor provides anothe often more immediate, means to break growing ter sion, At times, this can be the dark humor of laugh ng inthe face of danger, and other times, the si absurdity of the uni hearted moment for t GMs need to decide with their serious of a tone they wish to incorporat adventure and campaign.
K in the loop is important. Whi dously enjoy humorous tangents, others might feel hat frivolity completely breaks the immersion of the experience, Of course ious player usually enjoys an occasional light-hearted interiud. Humor that rifis off of game r situational puns, and. For others, it could be considered disrup fe, This varies group to group and person to ps eping the gam fen the mo is Far COLCA aU Led Ithough humor can have a place in scenes eet foil is prob- Pond an marginalize the impact of the dark side Pou eTocs ister whenever it appears in the ste Pee Ree aera eT ace eee ea a Petite Cer re cre eee Sere ate ee eae ne create dis See eee ot Pee oe ete Rec ec oar er ete cons Ta Discuss of the campaign can be his issue with he bes oid friction om misplaced expectations of tone.
Knoning haw the jayers feel about immersion is relevant not just for cial encounters, but throughout each game sess Light-hearted scenes work well when interjected lim battling thei a series of more challenging een risking life 3 ses, iumorous interlude effectively serves as shat ast to the danger.
A humorous NPC is often most effective i he is a sharp contrast to expected species stereotypes. A skinny Hutt or an Aqualish moisture farmer might jolt th humor arises from a character's desp ne sense of amusement ir suffe instances, when the hum ter something ail odds, the improbability of his tri imph can provide the laugh.
Regardless of the precise rigger, social interactions with a seeming misfit can vide the characters with some sense of sel-valida 4an alternative perspective on the adventure Droids can offer an ideal trigger for many hurno scenes. A great bit of physical humor can come from a maintenance droid continuously repairing a window that is repeatedly shattered during a firefight. For example, if they have been climbing a sheer clif face, pursued by Imperial forces Guring a blizzard, then the blizzard should abruptly end as soon as they crest the face.
If their hyperdrive has failed them consistently, then the moment the enemy seizes contral ofthe ves: sel, it should immediately work perfectly. Of course, rot every humorous reversal should be disastrous, Sometimes the tables should turn so that a previously lable device suddenly provides their salvation. While perhaps less funny, this reversal can be far more sfying for the Player Charact A humorous scene must give the sense that it adds to the overall adventure instead of simply providing a distraction.
Even a funny interlude can add to the overall sense of immersion when its presented in the proper fashion. Talents that convert action types, as well as those that provide discrete mechan cal advantages during structured time, might remain functional outside of combat, but they might not ne essarily provide a meaningful benefit defined as a discrete set of events that take place within a short time frame, Not every encounter needs to be combuat—as is made clear by this very discussion about social encounters.
However, the GM may also choose to limit the number of uses within a given scene. One exampl d combat tim nspiring Rhetoric talent see page of the Ace oF Resewuon Core Rulebook , which grants allies 3 2 imber of rounds equal to the characters ranks i Leadership. GMs and players shou find a comparable and meaningful us jork together to il works outs uctured time, The e indicate that the bonus applies equal to the number of rounds th Jast—with the caveat that the ability would not he end of the encounter.
Another approach restrict the number of alles affected for the amount of time that the charac actively keep the talent active. Political agents and facilitators are frequently has a variety of diferent persuasive tactics and is able called in to resolve tense social situations. Dut the 1g udge the attitudes and interest of his target, tall use and resolution of these can vary substantially. The key to the discussion lerent Diplomat specialization can be ideally is making sure that the argument leverages the ath: th specific types of encounters: ers level of dissatisfaction while pointing out specific things they can do to make a diference.
The team—perhiaps ympa- Alternat ly, 2 Propagandist might ential the an group with the stories of how the galaxy could be agricultural collective, a small shipping conglomer- after the Rebellion succeeds. AS he exp ses his trols a needed commod- great enthusiasm for the future, contrasting it with ity within a city—has a particular competency that the present roubles can make the situation appear could be particularly effective in this situation.
The even starker. All Agta tors are skilled at speech, but some are particula dedicated performers above and beyond that, using not just rhetoric but even illustration, poetry, fr other artistic endeavors to reach their aud While such performances are obviously exception: sometimes staging an artistic event can help the troops forget the grim reality of war and remember ideals their cause represents, even if only for a brief A Quartermaster might defuse the situation ir an entirely different manner.
During social encounter, the PCs might learn that an important ally is preparing to split from the Rebel Alliance. To an Ambassador, everyone who belongs to the Rebel Alliance must embrace its core tenets. Whenever a group might split from the organization, the Ambassador is likely to begin the discussion by reviewing the political viewpoints where the group.
This is likely to become a far more philosophical discussion, though it may necesst tate some practical concessions. One of these individuals might be a saboteur, a dou: ble agent, or even an assassin, As the team attempts, to track down the exact details ofthe crime, the seem- ingly allied NPCs must also be put to question.
The interrogation process would represent key social encounter, but additional elements of the investiga- tion could be resolved with a variety of different tech- niques.
Diplomats could assume crucial roles in the investigation, not only in interviewing the suspects, bbut also in uncovering details of the crime, An Analyst might focus on the larger picture throughout the investigation, Ever before beginning the interviews, he would take the time to assemble information, examining the crime as well as the orga- nizations the suspects were associated with.
Just as he knows how to turn a favor into an asset, he can also recognize when someone else is being manipulated or controlling another.
While he could participate in the sus- pect interviews, he would likely begin them only after assembling a veritable mountain of evidence. He already knows his team, so he likely recognizes the desires of both groups as well as the origins of their animosity.
The Ambassador exploits this information to quickly. Conversely, the Propagandist is drawn less toward a permanent solution, instead focusing on the immediate situation, Though he may be familiar with the extenuat- ing circumstances, they are seldom his highest priority because the Propagandist is seldom encumbered by a desire to tel the exact truth, Instead, he is likely to pin a compelling explanation for why the two parties must work together now for the betterment of both.
Purana astern ed. He also knows whi ene so he leverages that element Often, during a mission, the team may come acre i en when the enemy t goods that could be of tremendous benefit to th ing Is amiss, if the informe- Rebel Aliance. While acquisition can be the priman 0 their basic assumptions, focus of 2 missio ocial dynamic of obtainin n question it.
The Pro- materials can also be interesting if iti p importance of sincerity, othe primary focus. For example, it arged vith sabotaging a massive factory complex or an ultural warenouse, obtaining some of the good ight be more useful than simply destroying them.
Allernatively, a character with are dea for another reason might have a store of material hat could otherwise go to waste. As a master of griting t rtermaster recognize hs to exploit it.
The stalwart members of the Rebel Alli tems to provid ais, manufacturing asset nave often pr stant uel and agricultural supp wvired fo 7 x actions, but this isnot a infrastructure.
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