Narrative dice indeed

By Orjo Creld, in Star Wars: Edge of the Empire RPG

So they travel from Formos to The Wheel. Pilot hailed by comm officer. Negotiating docking fees turns up both a Triumph and Despair. The Fang collides with a bulk freighter, but suffers only strain d100 = 04. The mortified comm officer gives them a free berth. Pretty cool that the dice are players. Loving this game.

That sounds like fun!

Just curious, did the Despair from the Negotiation roll cause the collision?

That sounds like fun!

Just curious, did the Despair from the Negotiation roll cause the collision?

I don't see why not, since both were rolled, I think this is a great interpretation of the dice roll. Results are the total experience, and the despair could easily describe circumstance beyond the perview of the actual roll itself.

That sounds like fun!

Just curious, did the Despair from the Negotiation roll cause the collision?

I don't see why not, since both were rolled, I think this is a great interpretation of the dice roll. Results are the total experience, and the despair could easily describe circumstance beyond the perview of the actual roll itself.

Obviously whatever works at the table is what's most important, definitely not arguing that.

Personally I would have thought that I'd want to keep the results from Triumph and Despair on a Negotiation roll relevant to the Negotiation itself. The ship colliding with another ship doesn't have much to do with the Negotiation.

However it sounds like it worked out well in the moment!

Maybe during the intense Negotiations the docking comm officer and the ship's crew (PCs) lost track of the freighter...

Sometimes the GM just can't think of everything. Rather than ponderously ponder the philosophical implications of the proper separation of cause and effect for 5 minutes to come up with the "correct" interpretation, it's much more effective game-wise to just wing it and carry on.

Progressions, yes, the rules for applying despair include equipment failure. .The only thing in use was the ship. So I followed the rules for collisions. The comm officer has charm 2 and presence 4. but I gave him 3 purples and the red.

Edited by Orjo Creld

Maybe during the intense Negotiations the docking comm officer and the ship's crew (PCs) lost track of the freighter...

Sometimes the GM just can't think of everything. Rather than ponderously ponder the philosophical implications of the proper separation of cause and effect for 5 minutes to come up with the "correct" interpretation, it's much more effective game-wise to just wing it and carry on.

Absolutely, it is definitely more important to just keep going in the game rather than getting bogged down in the details. I was just curious!

Sorry, I wasn't meaning to sound all hostile, just having fun with the sarcasm...in a nice way! :)

I personally think this is a great example of the use of a Triumph and Despair.

Note, I'm willing to treat Triumph and Despair both as events resulting from the actions being taken (perhaps the Docking officer gave incorrect directions or coordinates during the discussion resulting in the collision), or as outside events that influence the results of the roll (perhaps a dock employee hit the player's ship with a cargo tug, forcing the Docking Officer to offer a discount to protect the companies reputation).

I find this flexibility is almost necessary to keep offering plausible explanations for the dice's various results... it can certainly be challenging at times.

And thanks for the feedback, guys. I'm glad I posted this. Who can you share this stuff with? While I'm thinking about it: Under what circumstances does Table 7-9 Critical hit exceed 100?

And thanks for the feedback, guys. I'm glad I posted this. Who can you share this stuff with? While I'm thinking about it: Under what circumstances does Table 7-9 Critical hit exceed 100?

Several ways. If the recipient already has a critical injury or injuries, the next one is rolled with +10 per previous critical injury. The Vicious quality adds +10 per Vicious rating. Lethal Blows talent also adds +10 per rank.

Pretty cool that the dice are players.

This is the most succinct endorsement of the EotE dice system I've heard so far. They should print that on the package! :D

And thanks for the feedback, guys. I'm glad I posted this. Who can you share this stuff with? While I'm thinking about it: Under what circumstances does Table 7-9 Critical hit exceed 100?

Each Critical Hit suffered before the current adds a cumulative +10 to the roll, as well, if Advantage is spent on multiple Critical Hits for a single Attack, each time past the first adds a cumulative +10. The Vicious Weapon Trait also adds +10 x Rating.

Well late on this one, lol

Edited by Crimson_red

I think that works pretty well. If you are so embroiled in the negotiations you forget to watch the scanners and bump you go into another ship. For the triumph I'd probably make the comm officer feel bad about it and give you a great discount on your docking, or something similar.

There's a million different possible scenarios. I try to make it relate to the roll, but it can be a more subtle or indirect relation.

Or the parties ship was told to hang in a holding pattern by the port authorities while the details were being worked out. A slip up on the part of the space-traffic-controllers sees a bulk freighter assigned to the same holding pattern. *bang*

Sounds like a great despair for that roll to me! And it is also directly related to the roll as it is the fault of the NPC's being interacted with. If that interaction hadn't taken place, no roll, no despair, no collision.

I've looked at triumph and despair as having to do with the imediate situation surrounding the roll but not necessarily with the skill rolled.

Our Mechanic Droid was chasing the head of the Yiyar Clan down the hall, guns 'a blazing... Scores a huge amount of damage, and a whole lot of bad luck.

"You gun him down... and his bloody body smears right up to the feet of the security team."

And I ended the session right there. Stay tuned for next week when...

This reminds me of one of my old games where I, my smuggler pilot, was fly his Y-wing as an escort to our main ship during the escape from Hoth. While in space just before the jump to hyperspace, came into a dog fight with a group of ties. both sides rolled and had a triumph and a despair hit the table. Kill the tie, but the resulting explosion being close to my ship, knocked my ship's engines out and left me a floating ship. Luckily my smuggler was a great mechanic and got his ship back up and running two turns later to get out of there.

Our Mechanic Droid was chasing the head of the Yiyar Clan down the hall, guns 'a blazing... Scores a huge amount of damage, and a whole lot of bad luck.

"You gun him down... and his bloody body smears right up to the feet of the security team."

And I ended the session right there. Stay tuned for next week when...

That sounds about like our game. Our bounty hunter threw three triumphs in a row (!) and on the last one triggered a despair. The repulsorlift careened out of control and slammed into an innocent bystander.

The Wheel has rather nice holding cells, let me tell you.

So they travel from Formos to The Wheel. Pilot hailed by comm officer. Negotiating docking fees turns up both a Triumph and Despair. The Fang collides with a bulk freighter, but suffers only strain d100 = 04. The mortified comm officer gives them a free berth. Pretty cool that the dice are players. Loving this game.

The dice were the one thing that I wasn't entirely sure of. Now I know I'm going to love this game too.