Ben and Marcus talk about some of the mechanics involved with starting characters and why somethings are more important than others at low XP amounts.
Ben has Marcus on to talk about his Force and Destiny podcast he creates with his kids and the lessons that can be learned from there. So much of the advice can be well used for bringing in any new player. Continue reading “Episode 189 – The Tale Vs Darkside”
Ben and David talk about preparation tools for GMs and players as well as communication and character creation. Continue reading “Episode 188 – The Tools Tale”
Ben has guest Leslie on to talk about ways to use maps and things to consider when using maps in person and online for your players. Continue reading “Episode 187 – Map Tales”
Kristine and Ben talk about what they do when the players surprise them and leave them wondering what to do next. Continue reading “Episode 186 – The Surprised GM Tale”
We talk about some of the ideas and issues of starting a player character and how much background is too much, as well as how much is not near enough. Continue reading “Episode 185 – The Backgrounder Tale”
Ben and David talk about villains and how to present them to your players as fallible beings who can be defeated. Continue reading “Episode 184 – The Villainous Tale”
We’ve all had players missing a game or having to leave the game, Kristine and Ben talk about how to make the blow softer and strategies to make it more fun for you and your group. Continue reading “Episode 183 – The Absent Player Tale”
Ben and Kristine discuss with David what we’ve taken away from the Genesys core book and some of the interesting tidbits we are looking forward to for the system. Continue reading “Episode 182 – The Genesys Tale”
Ben has Chris Ing from Silhouette Zero and Heroes on to talk about the force and some of the deeper things you can look at when using the force in your games. From what is light and dark, to the different force traditions we have ideas on how to make the force deeper in your games. Continue reading “Episode 181 – The Deep Force Tale”
We talk about failure in your game and how to make it feel like that isn’t the end of the action or the story. We show how there is always effects after an action even if they aren’t the desired ones.
Things we talked about in this episode:
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We talk about themes in The Last Jedi and several of the things we ponder about the story, from using bombers to why using force face time would be useful in an RPG setting. Continue reading “Episode 176 – The Last Jedi Tale”
This is Kristine and Ben talking about the ‘hunt the Bismark’ campaign Ben did and ways to bring out the things that Ben had in his head for it at the table. We also talk of how to take ideas and see how big the idea really is. Continue reading “Episode 170 – Finding the Destroyer Tale”
We get talking about the morality mechanic and a few things we’ve been having a hard time with lately when looking at what the morality system can become and how to make it grow into bigger character beats than simple good or bad. Continue reading “Episode 169 – The Moral Beginner Tale”
We talk about Bounty Boards and how they can tell a story, even just in how they are accessed, and how they can propel your story forward to make amazingly complex worlds. Continue reading “Episode 168 – The Bounty Board Tale”
David and Ben were able to talk about motivating your players out of their bases of operations in ways that aren’t only a sledge of their obligations showing up on their door. This was asked by a Patreon supporter Andrew Fullard.
Continue reading “Episode 144 – The Motivation Tale”
David liked the idea of talking about espionage and then talked about Jack Bauer and Jason Borne. We talk about far ranging ideas from infiltration missions to your party and crew being infiltrated. Continue reading “Episode 143 – The Espionage Tale”
Ben interviews the rest of the cast of Heroes of the Hydian Way. The dependable editor Kristine, the personable Chris, the deep Brent, and the energetic Leslie all share bits of themselves with you in this episode. Continue reading “Interview with the People on Heroes”
We talk about the wonders you can find in the background of a scene. From the rolling conveyor belts of a factory to the people in a bar the extras you bring to the scene in description will be paid back in fun for your whole table. Continue reading “Episode 137 – The Active Set Tale”
Most adventuring parties only see an innkeeper as the provider of ale and food with the possibility of lodging and rumors if things go well, but the innkeeper can become the gateway to the whole town when the players look deeper. In a quick pass through town, or as a single adventure without a twist that the innkeeper is involved in, nefarious things are all that’s needed, but, when it won’t be just a single adventure, it becomes more important to know why the innkeeper is doing things. Having the innkeeper be knowledgeable about the shady things in town is a common trope and makes sense if they’re the classic bartender like Shotglass, but it can take on a sinister tone if the information they feed the party leads to cleaning out a potential competitor or if they use the party as the heavy hand of the thieves’ guild. The innkeeper in a small town is a huge source of wealth that wouldn’t normally be available and this wealth filters down to the artisans of the town such as the inn’s chef, the town brewer, tailor, farrier, miller, and surrounding farmers; allowing the innkeeper to behave as town leader as far as the party is concerned. How the innkeeper, or other NPCs, are connected to the world, matters.
When you come across a GM character once, most people pay them no mind, but when they start to become part of the world, it brings a much better connection to the narrative. One of the tricks is to find points of connection you as a GM already have that the characters can fill. The junk dealer that the party uses as a fence turns into an agent for the local governor to keep tabs on the underworld. The captain of the guard that gives the party quests is underpaying the party and pocketing the extra money that would pay for the squads of soldiers that the party is replacing.
On to the Council
The Lepskin Rebel Council presents an interesting challenge; it’s easy to see the council as a separate section, but it overlaps with the sector in general. They have jobs and motivations, creating simple characters, which continue on beyond what the players will see. This is one of the ways that Obsidian Portal shows its worth as a framing device. I find it easy to deal with the council as a single entity of people and the sector as a single entity of planets, the two together is much hazier. These two seemingly separate sets have common points and should allow for ideas to grow as different aspects are worked on. Working on The Council gets me thinking about the planets these people are associated with and then how that shapes them.
My best example of this is a five link chain that is linked through a set of coincidental ideas. The links go from Catiwhinn, an up and coming maintenance yard on the fringe is the seat of The Council, to Icor Brimarch, a member of The Council and the vice president of business expansion for Bantha Express Transportation, and finally to Axel the headquarters for Bantha Express.
Normally my thought process would connect two of these things, because it’s in Icor Brimarch’s character description that he is part of the Bantha Express, but not the rest of them. Thanks to the linking of the rebel council to Catiwhinn and Icor Brimarch’s position on that council I now have another link for the character, and a reason for him and his company to be so far from their home system.
I find that these unexpected links are what make a setting seem more real. Having them in mind, or at least easily available, is great for when players want to do things that you’d never normally think of. The ways this knowledge can impact and be used for plot purposes is delightful but even moreso if the players link these things themselves without huge glowing signs saying “Shreb is tied to Rooksense” or something similar.
A wonderful part of Obsidian portal is that some of this linking can be visible to only to the GM and select others which allows for the rabbit hole to go much deeper than in a single sheet that the players have unfettered access to. Creating these links ahead of time allows for less work when a player tries to do something almost unthought of. It can be looked up while having a quick planning break.
Thin Skin of Reality
This can be a level deeper than most players want to go, but it can be rewarded with making difficulties just a little bit easier if the players are looking for how it’s interconnected and want to play off of it.
This depth of thinking about a relatively throw away concept I find useful. It brings me deeper into knowing what I’m helping to create and helps me to think beyond swinging the group from trope to trope. I know if I start to put in a few not so hidden gems for characters I can allow the players to start seeking it out on their own. A rescued tech in one adventure gets hired onto a repair shop at the end of another and finally takes it over at the end of the next campaign. Growing the world around the players allows for a reality to form, instead of just being able to cause relentless devastation while being an evil raiding party.
Last time I talked about the Lepskin Sector and some of the places that players can go. Today I am talking about the Lepskin Rebel Council and what they bring to the table and a few things that I can do with them.
A Little History
The reason I’m using a council set up has a bit of history to it that could help with understanding why I’m hoping to use it. I was fortunate enough to play in a test of the Quinoth system and the council idea worked well for me, it was a Fiasco style game with a few great players and @Fiddleback doing the job of the rest of the council. This experience was quite fun, with the reversals and a few of the more charismatic people getting their way. After the council we had to create a communication going from the council member to our operative in the strike force (played by a different person) detailing what happened and our intents. The full narrative use of a separate council came from having muddled communication between “The Council” and the main play group(s).
Since playing in Quinoth I have found out about and have played Executive Decision and think it fits this style just a little better than Fiasco. The big difference between a Fiasco style and an Executive Decision style of game play is in Fiasco having all players being equal based on their role play ability, where Executive Decision is much more directed with the players are trying to convince the GM (The Executive) to follow a particular track. This style seems better in a council setting and the one that I’ll use.
Character creation is a difficult beast, most of the time you want something that provides something unique to the player themselves but also doing some form of Cast Calculus (careful, TV Tropes link). Until reading and starting to understand the Edge of the Empire system I didn’t consider the story of a character to be a driving factor and only looked to characters with the view of them being a token on the board.
I have become excited since I started to learn about how these attributes can bring story to the front and thought of the interweaving it can bring if the participants let it. This brought to me an idea of how to create simple characters with short back stories that don’t overshadow what will be coming. Taking the obligations, or duties, for reference then adding their species, motivations, and the career together to create a base character has become a small game to figure out what sort of characters these attributes dictate.
The council starts as a body to be trusted and obeyed but as the players see what is going on at ground level, and not all of the council members do, this should cause fractures and a more interesting meta-narrative for the players and I. The council is limited to having an idea of what’s going on but not having direct control, trusting the players to run the actual missions. The single line of communication between the players and The Council allows for the concept to be completely cut out if there isn’t an interest in it and for an unreliable set of communications if the GM wants to include such a plot device.
Now On To The Cast:
Amenta Olies: A human historian grieving for Alderaan and wanting to strike out at those who hurt her. Amenta brings her deep knowledge of history to apply against the trials of the present.
Ayyn’torthal: A twi’lek financier that thinks his fortune and safety is in the deep Lepskin Void. Feeling he is destined to become the one to free Ayyn’torthal, he seems reckless in the plans he puts forth.
Char’bana: An amazingly cunning ex-dancer, this twi’lek is looking to raise the downtrodden and help free the oppressed.
Coden Tazi: A haunted duros sniper who lost himself when his family was killed and hasn’t found himself again by raining vengeance on those who did it.
Dun Sund: A brilliant fleet captain who values his subordinates and knows how to use them well, he looks to bring to justice the admiral of the Lepskin fleet.
Icor Brimarch: The wealthy son of Bantha Express owners, the corporation has fallen under direct imperial scrutiny due to Alderaanian ties. Icor heads the transportation operations of the council.
Pashnia Niathal: A freed Mon Calamari, Pashnia is a genius with keeping everything going and brings her dedication to the organization that freed her.
Scara Harend: A know-it-all pilot, Scara has been transferred to lead the sectors nascent star fighter corps. Few realize how determined she is to do right by her people and see each one of them return home.
Tamar Dangr: A fallen Lepskin Sector senator, Tamar was in line to be the sector Moff but his own local connections bit him politically and now he seeks to free the good people from the far away rule of the Empire.
Yattitcu: Young for a wookiee, Yatticu is a master slicer that knows how to get information from the deepest nets. She’s become invaluable, both for her ability to collate data as well as her burgeoning network of spies.
Today I describe the basic setting of the Lepskin Sector, next week will be the Rebel Council, and the week after will be a few of the things I’ve learned putting both sets of ideas into Obsidian Portal and how doing so can create a better setting.
I understand and encourage players to be spontaneous and I want to give the players in my group a place that isn’t just a set of random set piecess made up from flash cards. I want it to be epic with weird and fun places, as well as dark corners where criminals willingly tread, and to get this a heightened sense of connection to continuity helps. This creates a short hand between the players and the GM to change and detail interactions based on where they take place. A talk in a smoke filled and dimly lit tavern is going have a very different feel and expected outcome than a brightly lit pastel walled open air café.
When coming up with places I used a few tropes to setup specific places for players to know almost exactly what is going on, and others where I try to subvert what the players are expecting. The places then begat a small initial narrative and the two styles together have brought many notable Non-Player Characters (NPCs).
I’ve been working on a setting called the Lepskin Sector. This setting is on the outer fringes of the Star Wars galaxy, but still has a connection to the core and civilization. From a basic narrative standpoint, to be useful to the player, the long term game world needs a few things.
Two Cans and String
The first thing the party needs is a home base for them to come back to and lick their wounds and provide communication to higher ups. For this I created Catiwhinn, an asteroid complex that allows for ships of fairly large size to dock and be repaired. The Rebel Council has ties to the station giving preferential docking and repair rates to the player group. The station is newly located on a trade route that allows for secretly shipping almost anything that people reasonably need and can pay to have smuggled into the sector with little hassle.
An integral thing to any campaign is a change to the status quo. The players are charged with preventing this change, or to channel the change in a new fashion with failure being an unwanted option. Usually this change is a McGuffin that the ‘Big Bad Evil Guy’ is controlling and using to impose their will. To start the first campaign we’ll have a deep space shipyard to deal with. The story is that after ten years spent fixing the yard, the current Imperial Governor is using it to amass a fleet to control the entire sector and expand it into peaceful neighboring systems.
Since The Shipyard is hidden, the party needs a public enemy camp that is identifiable and dangerous to the group. I created Jambat to fulfill this need. Jambat is a planet that is mostly a savanna with small hills and deep gorges carved by wandering rivers. Settled a long time ago, the remoteness of the planet has caught the new governors’ eye as a training facility which has been constructed just recently. This very controlled planet is training a massive amount of troops to help supply the shipyard with crews and personnel.
From that beginning a simple adventure could be had, but I want something more for the players to connect with. The sector needs places for high society and high power shenanigans. Here I have created three places to catch the players’ imaginations.
The Big Three
Slovant is the home of a corporate colony sent out to follow up on reports of a vast natural cave system that was rich in minerals and had enough heat to grow food from the geothermal energy. This corporate sponsorship of the colony has directed it ever since it was founded, from mining to processing and finally manufacturing. The people working know that their conditions aren’t the same as the contracted working conditions across the sector and have been able to wrest reasonable working conditions from Sienar Corporation.
Xix started off as a place to put those too ‘independent’ for easy integration into the larger colonies on Lepskin and Slovant. This has caused much tension as the planet turned into an easy place to start manufacturing and has quickly overtaken the original colonies in its ability to produce saleable items. The independent corporations of Xix have become a driving force in the sector while trying to turn a blind eye to many of the excesses of the ruling oligarchy.
Lepskin is a colony that was sent as an academic campus from the Coruscanti Academy and connections from this slowly led to the planet becoming the sector capital. While there is a united front against any perceived or actual external threat to the sector, the intra-sector politics have become almost deadlier than the senate floor. The collocation of government and academic studies has led to resentment from several of the manufacturing worlds that believe their voice is drowned out because of the closeness of the Intelligentsia. The government understands how precarious its position is and the governor has taken militaristic steps to ensure the control of Lepskin is inviolate.
A Better Idea
With these five planets, and nineteen more, I can send players across the sector on almost any sort of mission allowing for a ready built tone wherever they go. After introducing them to a planet or area I can bring up each of them as settings and the players know what they’re getting.
These broad strokes are what the players, and you, have access to read and start to look at and possibly create links between. Any suggestions will be considered; specifics have a good chance of being integrated while broad concepts could take longer.
Finding the right way to go back:
I have had the Lepskin Sector bouncing around in my head for a while. The creation of it sprouted from my offline Star Wars: Saga Edition campaign. The crew was a little down on their luck, the rebellion was disappointed in them, and they needed a place to go to recover their good name and their confidence. I came up with a sector of 25 named planets, I have no idea how the names came about, and a big McGuffin, a deep space manufacturing facility.
Based on my past experience with this group I had expected it to go with a bit of investigation and branch out into a sneaking assault on the facility causing it to either explode or for the group to pull a ‘Red October’ and steal it. The party had a history of stealing ships and repurposing the captured ships as their own so I was betting heavily on them going straight for the facility and taking it over leaving time for me to develop a plot. This bet backfired to the dismay of everyone.
I had it in my head that I could wing it completely, my problem was I didn’t have a series of goals for the players.
I didn’t give hints leading to the bread crumbs to take them to the next piece of the plot because I hadn’t thought through what the meta-plot should be. My players, being players, upturned my plans and decided they wanted to go on a tour of the sector and try to start a business. Due to the lack of planning I wasn’t able to herd them in a direction closer to a plot and from there it turned into Star Wars Tycoon.
Since that time I have played in games outside of my little group as well as coming to realize that there are some good people out there in these forums and a few other places. By absorbing as much as I can, from how to plot out books, adventures, and TV, I’ve learned how to make something more cohesive than just “I have a great idea” and have started to put it into action.
I am now approaching the Lepskin Sector in a dramatically changed fashion now that I’m going back. I really like the idea of an open sector where almost anything the players do has an effect and creates ripples. The problem I had with my first implementation was that I was using the sector as the campaign, not as the backdrop. This blinded me to what the players were doing and the failings of what I wasn’t doing. The campaign setting can be a very living and cool thing, but it isn’t the campaign; the campaign is the adventures that go towards the goal and I had lost sight of this. My plan for the first campaign in the Lepskin Rising saga is to blow up, or steal, the same deep space facility. This can be done in a variety of ways depending on the characters and archetypes chosen by the players.
Actual entry into the campaign is always dependent on the players; they need to choose what type of group they are and how they react to each other. A great method of doing it is the introductory session which, for this campaign, will be an explanation of how they get in the sector and to the secret rebel base that’s ‘cleverly’ hidden. After this, it shifts to one of two methods, if there is enough interest I’ll do a prologue event in the style of Executive Decision, otherwise, I have several bread crumbs already worked into the cast of rebel characters that will provide the first adventure inside the sector. From this beginning I can create incremental adventures leading to the harrowing resolution.
It’s this focus on incremental adventures and planning that is different for me. Before, I had a large plan and thought that it would hold out over many sessions, and that my players would want to follow with me to the end, because obviously I thought it was awesome so they would as well. On reflection I have found the grand idea was exciting, but the session to session was boring. Session to session is where game groups live, if it is boring from time to time it’s okay but consistently boring will kill a group.
Having a one or two part adventure that solves a portion of the puzzle without having a true idea of the final picture is a much better idea than having the picture of the puzzle and not realizing five pieces are missing.
Welcome to another episode of Tales from the Hydian Way
Join us as we talk about a variety of ways to combine the three career books that have come out for Edge of the Empire.
Far Horizons, Dangerous Covenants, and Enter the Unknown give up their story telling secrets and bring new life to your characters.
Welcome to another episode of Tales from the Hydian Way.
There are a lot of choices to be made when it comes to building a character.
Finding the careers and species that speak to us and listening to how they speak to us can help us craft interesting stories just from character creation.
It’s another good discussion from the Star Wars: Force and Destiny beta.
You can find us and much more at TheHydianWay.com
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