Search the Archive

Found 1,000+ results

  1. Deamonata
    there reasonably new GM here,I've been leading my party through a few premade adventures and I would like the next adventure to branch off and be my own, however I was hoping to get a bit of help/advice on creating the new setting.My thoughts so far are as such, recently a large imperial cruiser has gone radio silent, the acolytes are tasked with travelling to the ship, establishing a base of operations and finding out what has happened.The party will arrive at the ship and initially it will be deserted/ lots of dead bodies and they will explore and set up camp (some ideas of possible tasks/rooms would be good here)At some point they will discover a small party of necrons and this is obviously the reason for the dead bodies and the ships lack of communication. (not sure what to make the trigger)I’m just
  2. Tedward777
    community new GM here, I seek help, ideas and support for a new campaign I've been thinking about running. I have 4 people signed on to join on the adventure. We are all relatively new to RPG games. I've played this game for a few session, and we all have introductory experience with D&D. We are all huge Star Wars fans and wanted to try this out. I wanted to propose an idea for a campign and see what you all think... or if you think it is even possible. The idea is pretty basic (and I know many of you are tired of the whole young jedi training stuff, but this group loved the idea). Act I: The first session would be set from the Jedi Temple to Ilum, where a group of younglings (with careers they have chosen) would be journeying to find their lightsaber
  3. Maelora
    trick pony, but if you want the brainiac type who is average at everything except smarts, it might be an interesting role for some players. TL;DR - play what you want, don't get too hung up on having the 'right' stats. You'll do just fine regardless. Marcy (middle-aged mom to two furkids) P.S. If this is a new group, may I suggest one of the Beginner Box sets? They are great for starting a new game, great for teaching a new GM and new players, and come with counters and maps and other fun stuff. Plus, they have balanced pregenerated characters, which could be good for new players who are undecided on what to play, or don't want to make something from scratch. They come with a starter scenario to ease yourself into it, and a much deeper downloadable sequel for when you're ready
  4. JRRP
    Best advice for a new GM is to focus on being flexible and having fun. So long as everyone enjoys the game, you have done the job well. That aside, learn how the dice work, as that is the largest hurdle for a newer player (or GM). Roll them a number of times and try to come up with something fun that would match the roll. How would you handle success with disadvantage? Failure with advantage? Despair? All of these come up, and can spin any encounter in a new and fun direction. The dice are a source of endless fun with this system, and the greater your familiarity with them, the more comfortable you will feel in play. Final bit of advice: when looking at the module, focus on the NPCs, not where the story intends you to take your players. Try to know the characters you will portray
  5. Veruca
    been reading through the scenario in the book, and this will probably be the first WFRP game I'll host for my friends. There's one thing that does kinda both me, and feels like it seems for a poor choice to have in a scenario that's supposed to be for new GM's and players alike, and that's the amount of NPC's in the Lodge itself. For GM's who were new and played this scenario early on, didn't it feel like a hassle to implement all the NPC's? How did you handle this during the session? Did you use a cheat sheet with their names, health and possible Chaos affiliations on it? Or did you drop a few NPC's and thus reduced the amount of staff on the premises
  6. PaladinSB
    Here are a few tips for new GM's (not just new to Edge of the Empire - new in general). Hopefully some other GM's will add their suggestions as well. Enjoy! Paint With Broad Strokes Don't spend more time developing locations than you need to. Hoth is a snowy ice planet. Tattooine is a desert world and Coruscant is a planet covered by a city. This isn't "Star Trek" where you might want to detail your Class M planet for the science team - keep your worlds simple. The same goes for locations, whether it's a cantina or a safehouse, a few sentences can set the location's key features in the players' imaginations without you spending a lot of time. If you need a map for miniatures combat, give the players enough detail so they know where there are opportunities for cover and some exits
  7. Sinkaro

    New GM - New to narrative

    Sinkaro replied to Sinkaro 's topic in Game Masters
    Hello again, everyone! I have a few more questions about being a new GM, and the system in general. Thanks for the responses, guys. Cheers Edited January 28, 2014 by Sinkaro
  8. cdj0902
    rather, do what works for your table. This is good advice for HoosierHound too. Experiment and find what works for you. We, as floating heads on a forum, can't help him with that. That comes with XP, and all mileage will vary. The long version: Everyone has preferences. There is no wrong way to do this, it's all up to what RP value system the GM and players at a particular table have. A new GM and/or player won't know what their preference is. I tend to reuse and/or purchase maps online because I'm not a graphical artist, so when I find a map I really like, but has features I don't care about or don't fit the encounter, I tell my players to ignore them. If it shows where secret doors or cave entrances are I tell them "maps aren't always trustworthy
  9. Admiral Terghon

    New crew, New GM, Wise Old Master Advice Welcome.

    Admiral Terghon replied to nightninja 's topic in Game Masters
    I'm an experienced GM (lots of systems and genres) with mostly experienced players. I hope my first Edge of the Empire session goes as well as yours.
  10. cdj0902
    discussing this very topic), i.e. it cannot be avoided 100% of the time, it's part of all RPGs. This will be your first time running for people you don't necessarily know in a FLGS environment. Make it easy on yourself. Make it fun for your players. Put the map down on the table. They will respond to this; "OOoooooh look, a map! Cool!", or something similar. Especially if they are new players. It's a toy to play with and helps spark their imagination. If they ask about the cave in the bridge encounter, or indicate that they will interact with it, flat-out tell them "yes, it's on the map but someone would need to pass a perception check to discover it". If they fail, inform them they must pretend the cave is not on the map unless you tell them otherwise (situation might change later ... someone else anyway. That's harder than pretending the cave isn't there. More generally: Just relax and have fun. Don't over-think it and don't over-prep. You cannot plan for all of the permutations of things that could happen during the session. If you and the players are having fun, you're doing it right. There is alot of good advice so far in this thread, but you are a new GM so I imagine it can be alot to try and take in. YOU WILL FORGET MOST OF THIS ADVICE AS SOON AS THE GAME STARTS! (hello nerves) GM'inig is a muscle you develop over time. No amount of forum reading equates to just sitting down in front of your players and going for it. It's like any other task. People can describe it to you, can tell you how it's done
  11. Monkoflords
    Diedrich stays with Olver for now, and when the other apprentice and the elf joins them, he pulls them aside briefly and says, "I think something is going on here...there's a trap door in the library, one concealing something worth attacking something over. The staff is hiding something and I don't like it..."
  12. Emirikol
    @Zelda: Search of Lords room. He is completely unconscious and although you fumble around a bit, you do not wake him. The master bedroom is filled with piles of crates and boxes. A giant, four poster bed has a sleeping lord on it. A window looks out over the garden below and the forest surrounding the lodge. On the wall to the right of the window, is a book cupboard holding all manner of old
  13. Emirikol
    @Diedrich: Do you want to pursue the footprints or check out the house? Gand and the Reikhound will probably pursue the tracks.
  14. Emirikol
    @ ALL: All of you did a fine job with your introductions (except Diedrich..but at least he wasn't recognized..that you know of). Each of you regain 1 fortune point (including Diedrich). See post 117. What would you all like to do next?
  15. Monkoflords
    ((No idea what Diedrich will do here...he is good at none of those things.))
  16. Emirikol
    @ALL: Intuition check - Those that made this - People are extremely sluggish around here and even if they drank to excess, it seems that they are more sluggish than usual. @Hanna (yes, you regain 2 fortune points) - Quizzing the Dr. -He goes on and on about a new herb he discovered that eases the suffering of the sick and offers you several selections of brandy and schnapps. In his typical fashion, he mixes archaic Reikspiel with
  17. Kaic
    Hanna, "Olver, go awaken the guards, I'm going to go see what is attacking the dogs," Hanna then heads over to the dogs.
  18. Emirikol
    Some reference things:==========================================================================Servants of Justice Party SheetParty, Reputable, IdealisticTalents: Focusx1, Tacticx1 Fortune pool: CURRENT:0 Party Tension Meter == 0 1 2 3 4 5 6 7 8 9 10===CURRENT 2@5 All party members suffer 1 fatigue@10 All party members suffer 2 stress and 2 fatigue, then tension resets to zero Wrongs Made RightMembers of this party may suffer 1 stress and 1 fatigue to add1 damage to a Ranged Attack or
  19. Emirikol
    ALL OF YOU: Make a (1d) Discipline check or suffer 1 stress in the heat of the action. Hanna: a small, angry Ungor has climbed into the window. Make a (1d) Athletics check to boot it back out! Deidrich: That manure-smeared chop from the Ungor to your side really burns. Make a (1d) Resilience check or take a disease with the "wound" trait. Zelda the Envoy and Alfred the Roadwarden manages to shout at
  20. stickerman
    A few questions before getting into what Zelda and Alfred are going to do. 1) Is this act played out in story mode- my feeling is that it would be until an actual encounter, though making all these checks makes it feel like encounter mode? 2) have we recovered any fatigue/stress/wounds since we met Hendricks; I would assume this journey is taking place during a new day. 3) Emirikol: getting us to make all these
  21. Emirikol
    The GOR that Alfred shoots at from horseback takes a bullet to the chest and reels backwards (critical: MORTAL WOUND (severity 4..bonus damage) - You may not recover from any other critical wounds while you are affected by this critical wound)! The herd is slightly stunned! ====================================== BEHIND THE SCENES - GM'S TRACKER ON HOW THEY ARE DOING TRYING TO GET AWAY FROM THE BEASTMEN: Secret GM progress tracker: PCs need to get to 5 (not
  22. Emirikol
    ALL:The manor house stands two storeys high, its broad, crenellatedroof giving it a practical, military appearance. It has seen betterdays: ivy creeps up the stone walls, its windows are filthy withgrime, and the brick chimneystack on the roof is crumbling.The building is surrounded by a large garden, which is comprisedof overgrown flowerbeds and a lawn of long grass, a pond, and asmall orchard. Several wooden buildings are enclosed by the outerwall: a dilapidated coach
  23. Emirikol
    @Hanna: Although sister Sonja is blind, she seems to be doing a very adequate job of helping, you quickly realize that she is a mere Zealot to Shallya. The makes the appropriate peace-dove symbol and mercy prayers for the wounded. She is somewhat exhausted from her constant prayers and you ask her to sit down. She is incapable of performing miracles. A Sigmarite sister in her forties, Sister Sonja has dark grey hair, ahooked
  24. Monkoflords
    ((Here's my updated backstory with the requirements you set...)) Along his path, Diedrich was joined by a robe man who silently walked with him for a short while. As the night began to fall, the man attacked him. Unfortunately for the man, Diedrich was paying slightly more attention than he thought, and managed to parry his strike, though he pulled something in his left arm given the awkward positioning. The man reached in his