Confessions of a Newb GM: The Council is Sitting

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.

The Stowaway Tale

We were asked how to make being on a ship more then just piloting or shooting the guns. We come up with a few ideas that expand on your normal star ship scene and give some breadth to your scene creation. Continue reading “The Stowaway Tale”

Confessions of a Newb GM: Introducing the Lepskin Sector

Before I get into describing my battles with Obsidian Portal, or Roll 20 let me take you through the reason why I have bothered with these tools that need dedication to learn.

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.

The Grand Combat Tale

We talk about montage scenes in your game and mass combat in a way that makes every roll matter for your campaign and the fantasy world writ large.

Continue reading “The Grand Combat Tale”

Confessions of a Newb GM: Inspiration Strikes

As you’ve probably surmised I’m setting up an online campaign while I’m still running an offline game. I have great fun with this group and we have just finished going through Beyond the Rim from Fantasy Flight Games. While I do have The Jewel of Yavin I do not want to run them through it yet,  since the feel is wrong for the group. The party has a Trader/Big Game Hunter, an Outlaw Tech/Demolitionist, an Assassin, and a Doctor.

For a while I was stumped about what to do next that would keep things interesting for my goup and I. Since we were just out exploring, I wanted a session or two where we were having fun in the high tech setting of Star Wars instead of out in the wilderness dodging more nexu and kobolds (or the local equivalent). The only thread I had for an impetus was the Tech’s criminal obligation triggering for three sessions running. In doing some administrative upkeep for the campaign on the private Obsidian Portal site an idea struck me as I saw what skills they haven’t been using of late.

I want them to steal a McGuffin.

They have the two needed archetypes with the Tech and the Assassin to pull off a simple heist, but they have a talker and an indeterminate doctor as well, so I figure they could be doing some grifting and investigating, too.

Realizing that the Tech’s obligations keep weighing on his mind, I thought to put this to use. He is ‘accused’ of stealing and smuggling but hasn’t been caught or prosecuted, so having someone show up with evidence of this would be a great way to hook a  player who is normally meticulous. I came up with a mouth piece for a Crime Lord and a basic idea for what I wanted them to do. Now that I knew the party is being blackmailed into crime, really the worst of the oil slicked slopes, I started to wonder who they’re going to steal from.

Since their skulduggery isn’t the best, I thought they might want to charm or negotiate someone unaware of their nefarious plans. I ran through the general species they’ve seen in play so far and looked to Donjon for available random names and came up with a Mon Calamari woman.

Now that I have an aquatic woman that the players might have to charm, much to my amusement, or steal from, the question shifts to what does she do? The last thing I want is for her to be a push over so I glanced at the talent trees and came up with the idea to combat the parties’ trader with a trader. I decided that the party will need to have access to one of her computers for the caper. The data the blackmailer wants is shipping manifests from the Mon Calamari’s  small company so that he can smuggle ill gotten goods in these shipments while the company itself remains unaware.

But wait, there’s more.

If all I wanted was an adventure, I’d finish with a few notes on her office security and a few of her after hours activities and be done; but this will act as a prologue to the real adventure. The tilt will be  the party finding information during this fairly simple data theft that results in them racing off to a planet in search of Mr. Techie McGuffin. The longer campaign will be one of exploration and lost technologies and if I tie this in it wouldn’t feel like a rest stop adventure but something that connects it all together.

I’m working the longer plot threads into the data breach scenario and need to find out what other sorts of incriminating data can be on the system. My first thought is that she is smuggling for the rebellion, but I am suspicious of that because it’s too easy. If we stick with a theme from Beyond the Rim it could be staging for an excursion to find a damaged CIS transport ship that held a major battle station part.

The twist will be a great find for someone wanting to discover cool old technology, or trying to sell these secrets for a nice profit. This brings two player’s desires to the fore and links them into a common goal. Not wanting players to feel left out, I’m going to draw each of the players into this in the most melodramatic way possible. I am going to bring the two other character’s obligations and motivations into play. The assassins’ motivation and obligation is to protect his friends and to find his family that had been slaves at one time or another. Using this, I would say his father was the stated captain of the transport ship that was lost. Lastly, the player for the doctor latched onto the Richard Kimble story, so his character has been framed for the murder of his roommate by a one armed Bothan who I’m putting as the head of the Mon Calamari’s expedition.

Now the fine detail

This gives me enough frame work to start populating all the smaller details like an opening speech to start them on their way, a couple different ways for the data to be accessed, possibly a double cross from the instigating crime lord and it should be done with a definite direction for the party to be going on that isn’t just wandering about aimlessly.

Confessions of a Newb GM: Learning From Mistakes

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.

Confessions of a Newb GM: The Beginning

Hi there, I’m Deuterium Ice. I like telling a story, but I don’t like telling all of it. I like to come up with a few of my own plot twists, but I also like it when those plot twists have gone sideways on me. This is what has brought me to Game Mastering.

Luckily, 21 years ago I was given West End Games Star Wars 2nd Edition by my mother and I’ve had pencil and paper in hand ever since. I’ve grown a gaming group around me everywhere I go, from gaming in the hallway at ‘lunch’ in high school to starting a gaming group as I learned how to repair avionics. I’ve started to branch out into board games when it was proven to me that they aren’t all Monopoly or Risk.

I love Star Wars and vacuumed up the EU as much as I could. Since I love the universe so much and there was this role playing game that was parent approved I started up a campaign with my friends (the only other option was Rifts) and off to being wookiees on the edge of the Empire it was.

The styles of story I like are the tales that go down in the shadows while the big flashy protagonist draws all the attention. I find there to be as much, if not more, personal drama in the forming and pushing of morals than in a ‘will he blow up the McGuffin in time’ story.

I want to expand my circle of gaming; this has led me to the fabled halls of the internet and online gaming. I have had an idea for a living sector for a while. A place where the characters are more involved in it than a ‘you pick up a load from Asy Lya’Trey and take it to Bothi Spaceport while Creenk here tries to stop you’ kind of thing.

Through the Mad Adventurers Society and potelbat I’ve found some tools to try this out, such as Obsidian Portal and Roll20, and I think that the integration will become epic. These are my tales of Hope and Frustration as I learn how to translate being an okay GM into being a good online GM that brings player’s imaginations to the fore.
The Campaign

Since this is going to be fairly out of the box for me I’m going to use a system I understand well, Star Wars from FFG, for this adventure. I have a small, somewhat thought out, sector of space mapped as well as some of the more prevalent unique organizations.

Edge-of-the-Empire-Corerulebook_FFG_2013

This will be a living sector where the player character actions will have an effect. If they bring down a crime lord then there will be a whoosh of dangerous people trying to fill the void. A struggling band of adventurers will be helping those around them, hoping their assistance doesn’t cause more harm than good. I want to the players to feel their actions have a consequence.

The campaign, as I envision it, will be a Rebellion based look at entering a new sector that has none of the established supports that the Rebellion can normally rely upon while having a fairly massive set of goals.

I’m looking to this from the perspective of TV seasons.. Each campaign will have several adventures to it that allows for decent action, reversals and heroics, but it all will be leading to a big ending that only partially wraps up the major plots. This should allow for players dropping in and out if life gets in the way as well.
The Setting

I’ll delve into the setting in more detail later, but for now, the idea is that a sector on the edge of the unknown regions is opened for settlement a scant three millennia ago. It caught the attention of the rebellion when a mobile, and hidden, construction facility was credibly reported in the sector. Not knowing where in the sector it is, and having a special ops team fail horribly some years ago before the Alliance was formed, the Rebellion is sending in more materiel to the sector as well as some heavy hitters.

There is enough going on in the sector what with the secretive Sullustan Brotherhood, the duplicitous Bantha Express, and the bold Free Corellia Militia. Several classic style planets may be slightly familiar to Sci-Fi geeks; for example, I liked the idea behind Noveria from Mass Effect. Once I’ve filled in some more details I’ll share a link to the Obsidian Portal campaign and advertise for players.
More to Come

I’m going to be posting my experiences with Roll20, finding art and creating maps I can use, planning from a rough outline (such as Cpt. Futures ideas), trying to construct a ‘big scene’, and any other learning experiences I have. I will be looking at all of these things as I move towards getting the campaign off the ground.

Throughout, I will try to make some of my mental leaps easier to understand, such as how I went about transforming one of the planets that, on paper, was a simple agricultural planet into a desert planet with a survivor colony of Twi’leks in a deep rift valley.

Plotting and planning a full campaign is hard work and must be an adaptive process, this will be a look at the weirdness that goes through my head and how I go from hoping to have fun to having a great group of players that have fun with me.

The Conflicted Max Tale

We talk with Max Brooke about how to use the Dark Side in your Star Wars game.

How do you make it more nuanced, and not just good vs. evil? How do you deal with people that don’t respect the force and player force users that aren’t major nemesis?

Continue reading “The Conflicted Max Tale”

The Villains Tale

David’s back to talk about villains with us and how to make them just the big bad nemesis for your players to knock over.

We go from Babylon 5 to Die Hard for examples and many places in between.

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A Son of the Monkey

Ben and Joshua discuss setting a scene and how the FFG system is tailor made for better improvisation and cool ways of adding to it from both sides of the GM screen. (who uses those things as screens?)

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The Scavenging Tale

Ben and Joshua look at the star destroyer on Jakku and let their minds go wild with possibilities for creating a campaign and integrating the history of the galaxy.

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The Whole Party Tale

David and Ben talk about making a party and not just a bunch of characters, how this requires more then just a few lines and some deep thought.

Then Ben challenges them both to make a party that is going to show up in Meet the Party soon.

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The Minion Tale

We talk about minions so you can use them better in your games and about how to do devious and wicked social minion encounters.

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The Tale of Crisis

Ben likes breaking things and making the players figure out how to fix them.

Joshua is leery, but offers some great advice for how to deal with having crisis in your game and making them interesting.

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The Converted Tale

We talk about converting adventures to your table, starting with The Temple of Elemental Evil and going through to making Onslaught at Arda I work for you and not throwing in unknown characters.

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The Mentored Tale

We take a look at mentors and how to use them in the game.

We look to a few of the different aspects that a mentor in game can take and a few story lines that can work out very well.

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The Awakens Tale

We talk about The Force Awakens and how you can take several of the lessons from it and put it at your table. From how to deal with a Big Bad to how to move time along in a believable fashion.

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The Strongholds Tale

Joshua and Ben have the book Strongholds of Resistance and give their reviews. David leads questions and joins in with his thoughts. We all talk about how to bring this book into making your tales on the table all the more awesome.

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The Holiday Tale

As we enter into the longest night we look to holidays in Star Wars and role playing games in general. From what makes up a holiday, to covering a few ideas and themes that you can do from major adventures all the way to little bits.

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The Underused Tale

Why is astrogation only used to pull those levers for hyperspace? Can you use knowledge skills in the heat of the moment? Can deception be just as good as range (light) in combat? We look at all of these and more in this weeks episode.

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The Power Gear Tale

Joshua feels deeply about Jet Packs.

We look at how you can use gear that can seem over the top and how to bring it into a cool encounter to showcase it. From the jump boots we just found, to some amazing ideas on what to do with a gravshute, we give a broad idea of where to get ideas from and share a few of our own.

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The Boldly Going Tale

David was talking about his Nebulon-B campaign and the idea was cool enough that we decided to do an entire episode about campaigns being set on a ship and the cool things you can do with it. Taking cues from The Hunt for Red October and Battlestar Galactica all the way through SeaQuest we talk about how to bring being on a large ships bridge to life.

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Episode 64 – The Coercive Tale

We talk about coercion and the use of the skill at the table.

Joshua is away and one of my players was looking at the blackmail talent, so David and I had a discussion on how to use it, how it’s been used in movies and ways to improve its effectiveness.

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A Tale of Hope and Despair

Hope and despair are woven into the DNA of Star Wars, and stories generally. How you can use hope in the darkest situations and despair when everything is going right is the topic of this weeks episode. Listen in and have fun.

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The Missing Player Tale

A missing player isn’t the end of the world. We talk about how you can deal with players that are gone for a session or a month. The approaches differ but can be used to set the story forward in ways that wouldn’t normally be available.

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