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  1. lowdanvan2002
    Hello everyone. I want to start by saying I am a huge Star Wars fan and new to RPGs and GMing, and I decided to get my start with the FFG version. I have seen how great this community is with helping one another out and I have a couple questions currently (probably more in the future). Question #1Does it take a maneuver to move out of cover. For example, I have a character who
  2. Tim Huckelbery
    Big thanks to Jordan for the Clue Generator. It was something planned for the GM Kit but didn't fit into the page count. -Tim
  3. Crimsonsphinx
    I would be wary of what you are defining as loot. I see two distinct types as a gm and a player, and they should be treated differently.Firstly, powerups. These are better equipment, that the players might like, but certainly can not afford. I would count bolters, provided they have some ammunition in here, but generally weapons in the multiple thousands, or best quality cheaper weapons. Things they would keep. I have no issues at
  4. eliphas8
    I'd recomend watching Counter Monkey for some tips and examples of how to gm a game that goes better than the one you described. While some of it is rather unhelpful (because the guy who makes it likes to tell his own little gaming anecdotes for some videos rather than tips) it does give a lot of really good tips that you should remember for the game. This one is a pretty good video
  5. SEApocalypse
    Remember that characters and players have their own agenda. A group full of combat monsters? Go ahead and include plenty of combat! A group with just one combat character?` Go ahead and ignore combat for the most part! Give every character their moments to shine and to do that you need to know the players and characters involved in your game. The players choices during character generation are telling a story, even more so if
  6. Zubiez
    If your willing to take on a few newbies to the game along with one new to RPG's all together we might be able to get something together... Vent would be chat of choice
  7. Kager
    It varies depending on the situation but this is generally how i have been doing it:1. GM announces initial range..2. Players roll for initiative 3.. When its a pilots turn, he/she rolls an opposing piloting check against the Other ships pilot (if against multiple ships, against the pilot with highest piloting skill), if the roll is successful, the pilot gets to successfully perform whatever "Pilot Only" maneuvers/actions (on pg 232-235 in
  8. ShadowKat2
    I am also running a 1 on 1 game. However, while it does make more work on the gm side of running multiple NPCs (keeping track of them all has been a chore!), I have been having a surprising amount of fun with what has become a truly epic story. It has been rather interesting being able to totally focus the storyline on the antics of a single pc. He has gotten himself into some
  9. ragnar63
    Sorry Flyndad, Any kind of relationship with the customers, even bad, would be a step up. I echo Emirikol on this one. This thread proves that FFG are already losing new customers because they are failing to provide the most essential part of the game, ie the dice. From my experience there are plenty of gamers who would like to play the game but do not want to go down the road of all the
  10. Tonbo Karasu
    "Kata can be used in duels and skirmishes, and in other types of conflicts as common sense and the GM's discretion dictate." If your GM allowed it to be used while identifying a bow, that is their discretion, but I wouldn't allow it. Just like I wouldn't allow somebody to use Crashing Wave Style to make someone resist Bleeding while they were identifying a sword.
  11. Wu Ming
    Ludite make a good point regarding 'making the switch' the group I game with all the players alos run games that we each play in regularly. each have their own distinct naritive styles, tone, 'power level' (ranging from peasents to new young gods) and diffrent takes on rules or even completely unique home brews. It can be jarring to be in a situation where you as GM would do x or y but your mate
  12. SebastianArrow
    If you want podcasts, I would say Dice for Brains or Silhouette Zero. Both are awesome ways to immerse yourself in the game and see how a GM would work the system.
  13. HaphazardNinja
    Hey all. my girlfriend is going to run our first Age of Rebellion campaign in about a month. This will be her first time in the GM seat, though she has been role-playing for about a year. This will be everyone's first time with the system, Beginner Game notwithstanding. What tips, warning, and general advice do you have her/us? We will be using only the published adventures.
  14. Guest
    I appreciate your courage to ask for help. Here is some helpful advice I received two months ago, and can validate its usefulness in being a better GM. Step One: Meet (or email, Skype, etc.) your playgroup. I. Ask what kind of adventure they want to play. Without this feedback, you may make great and intriguing encounters but the PCs wanted heavy combat opportunities.II. Identify what resources you share, or what rules are available to
  15. dxanders
    Hey guys! I've been peeking around the forum for about a week, but this is my first post. I'm running a new game in about a week, but I had a couple quick questions for people who've run game. I'll post the questions themselves before the tl;dr context. Are character creation rules underpowered? Do I need to take steps to balance a team without a dedicated doctor? Let me put
  16. LugWrench
    Be ready for the players to go completely off the rails. Whether running a pre-made module, or one of your own creation, at some point the players will decide to 'attack the gazebo'. Let them run with it for a little bit...then pull them back around the to plot.Try not to railroad the players, or force them to do This Thing rather than That Thing. In a past game of 'That Fantasy RPG
  17. ZillaPrime
    bladerunner_35 said:I did this with my group and it worked out well. Yes, Shattered Hope sucks hard as far as story is concerned. Yes, someone's brand new character might die or be forced to burn a Fate Point. The point is, it was released before Dark Heresy was, so it assumes that both the GM and players are learning the game. In short, it is a one session rules tutorial masquerading as
  18. Dario94
    Hi!I've never mastered any RPGs even if I've been a player for six years now.In fact I could say this is my first time trying this new role.As written on the title, I was just wondering if you have some tips and avoidable mistakes that usually a new master does. Thank you all for your time and understanding! Dario
  19. bonesaww666
    ^^^^^^^ this, hands down is the key to success. I have a tendency to over prepare locations when I DM(GM) and you may(if you start writin room descriptions for every location) find that your PC's will just saunter by that ominous door to the right and all the time you went into explaining the evil little details will feel wasted, but fear not! Just toss it in a folder for a rainy day
  20. ExpandingUniverse
    Yup.. the players will always do something unprepped for. In Curse of Strahd we've just killed a major NPC and imprisoned another one there is no GM guidance for this player inspired event
  21. Jack of Tears
    >>Course you can always play the "captured and your equipment is taken away" card.<gm taking away my hard earned stuff. If he didn't want me to have it, he should not have made it available to begin with.That said, don't make it available. Like others have suggested, use the "these items are covered in heretical script", or
  22. Fgdsfg
    Unless I'm mistaken (I don't have the books atm, I'm abroad), there's three starting adventures; one in the Core Rulebook, one in the GM's book, and one published online meant for starting groups.Check them all out and decide which to start with. One of them specifically deals with the group getting set up together (I don't remember which). Try that one out, and run some more starting stuff to
  23. NewAgeOfPower
    Part I- The happenings of 2 Months ago till Last month.About 2 months ago we were playing DH with 6 people (I know, alot) and then the GM decided our group had no subtlety and switched over to Rogue Trader. More than half the guys choose to keep their characters from DH. Our gm gave the DH characters +4500 xp to compensate, and we had a pair of Assassins, Mr. S (Sniper-man abusing aim
  24. slope123
    The only thing I've found to be really important is to really drill into the players how the rules work on day one. Especially if they are new to RPGs in general. For tips on this check out some of the Star Wars beginner games which break down the rules as you go.
  25. themensch
    This might be a bit verbose for a quick-start, but I'm just about done reading Fate Core's latter half and finding that to be exceptional for how to GM. It's so good in my mind that it provides a framework from which I could GM other games, and is in fact very close to a lot of conclusions I've come to over time with a lot of thought. I find