This week we talk of move, seek, sense, and foresee. Finding interesting and cool ways to make them menacing and really fun ways to bring them to the table for everyone to enjoy.
We interview Sam Stewart, RPG Manager for Fantasy Flight Games, about the Force and Destiny Core book.
We talk about how the specializations were designed and how to use Inquisitors and high level Nemesis characters in your game.
We answer two listener questions about force traditions and how to not let force users out shine other player characters.
We go from the witches of Dathomir to Gand marshals to figuring out how to treat a whole party as a whole party.
This week we talk about Rivals, Minions, and Nemesis characters and how the different power levels change the way you want to use them.
We also talk about how to take an NPC from the lowly minion who runs away from the PCs and transform them into a truly terrifying nemesis later.
We talk about Bind, Protect/Unleash, and Battle meditation in this episode.
We give the High-Powered abilities a look to see how they can be misused by GMs and to see how they can be used to tell amazing stories.
How do you make Force Powers epic?
From the simple powers, such as enhance, to those that are iconic, we find interesting ways of approaching them and how they can move the story along that isn’t just the focus to an entire session.
We talk about the Force and Destiny Core book.
The book is finally out, and we have a few things to say, and to praise. We go from motivation to morality, from the GM section to the specializations, and we don’t just have a little fun with it.
Ben and Cam have a few ideas on how to grow your community, add flavor to your one shots, and bring in more people to your games faster when using pre-generated characters.
This week Cam can’t join us, so we pull in two guests. We talk about specialists and how they can be very difficult to deal with on the fly. We also come up with a few ways to keep your specialists feeling special, and how to engage them without punishing them for specializing.
This week we start a look at how you can deal with holes in the party and how, as a GM, you can challenge players without making it punishment for choosing the ‘wrong party’.
We also give a few ideas for party concepts and how they can be made into really amazing adventures or campaigns.