Adjudicate That Roll!

By Desslok, in Star Wars: Edge of the Empire RPG

I've enjoyed this thread, because there seem to be multiple ways to interpret the dice. In the scenario I posted, there were at least three different responses, none of which were the same as what I would have chosen.

Love this system.

Let me get the ball rolling again.

Scenario: It's a swoop bike chase through the busy streets of Coronet City! You've managed to offend some ganger at the Fel Swoop Cantina, and now he and his buds are chasing you at high speeds. The traffic is particularly dense, so you're rolling using "Stellar Phenomena" difficulty. The result turns up 3 net successes, 4 threat, 1 triumph, 1 despair.

The swoop gangers are forced to slow down, and drop back to Personal Long Range (3 Successes). However redlining the throttle is going to lead to an ominous stutter in the thrusters causing 2 System Strain and a Setback Die on your next check (4 Threat). Meanwhile your allies have warmed up the ship and are coming to pick you up (Triumph), but it looks like a CorSec patrol speeder will get there first (Despair).

This next one involves a little player metagaming, but I (the GM) approved and the group was happy to abide by the results.

After a botched assassination attempt, the party has decided to turn on their employer to cover up their involvement. However, two characters have yet to be informed of the change in plans, and find themselves in disguise aboard the original target's vessel as everyone involved flees Imperial forces above Cloud City. A Cool check to coordinate a new plan of action via comm-link while in the target's presence results in 2 Failures, 3 Advantages, 1 Triumph, and 1 Despair.

After a botched assassination attempt, the party has decided to turn on their employer to cover up their involvement. However, two characters have yet to be informed of the change in plans, and find themselves in disguise aboard the original target's vessel as everyone involved flees Imperial forces above Cloud City. A Cool check to coordinate a new plan of action via comm-link while in the target's presence results in 2 Failures, 3 Advantages, 1 Triumph, and 1 Despair.

Unfortunately for the two team members on the target's ship, he heard you, loud and clear, and he's not very pleased (2 failure). He's a little preoccupied with the Imperial patrols though, blaster fire barely missing his ship as he weaves through the layers of clouds against a beautiful sunset. "You'll have to wait," he gruffly states (3 advantage), never taking his eyes off his instruments.

Suddenly a violent KABOOM shakes the ship, and klaxons begin to wail everywhere. With a lurch, the ship begins to fall, gaining speed. You can just see over his shoulder; flashing in that way only terrible things flash, the words CRITICAL ENGINE FAILURE paint a really bad picture for your future (1 Despair). On the exceedingly bright side, you did get a really good look at the emergency escape pod directly behind the cockpit as you followed him into the ship... maybe you could both squeeze in? (1 Triumph)

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SCENARIO: The crew has just pulled off the impossible, they've actually intimidated the Hutt crimelord, who is even now babbling about riches and wealth and power he can wreath the heroes in, if they but let him live. Feeling emboldened by their success, they attempt to push it even further, trying to snare and blackmail the Hutt. The temerity. Roll Coercion.

THE RESULT: 1 Failure, 6 Advantage, 3 Despair.

Edited by Mortify

The nervous Hutt is taken aback for a moment, then finally he tells your party that they can have everything in his treasure room. His throne slides to the left and the wall behind opens up revealing a collection of impressive valuables. As the PCs go to examine the loot, the wall quickly seals up behind them - they then realize that the treasure room is being depressurized.(1 Despair). They have only a few minutes to figure out how to escape.

Once they've thwarted the trap, they realize alarms are going off through the Hutt's hideout(1 Despair). They can hear guards approaching, luckily there's a convenient hoversled nearby. They should be able to use that to haul some of the treasure while making their escape(6 Advantage). Once they've dealt with, or avoided the guards, they'll find the Hutt has escaped. In the future they'll realize the Hutt now considers them a major threat, and has devoted considerable resources to eliminating them(1 Despair).

My Scenario:

The party has snuck into a planetary governor's office with the goal of kidnapping the governor. After finally cornering their target, one of the party members makes a coercion check to convince the governor to come quietly. Resulting in: 1 Success, 1 Triumph, 1 Despair.

My Scenario:

The party has snuck into a planetary governor's office with the goal of kidnapping the governor. After finally cornering their target, one of the party members makes a coercion check to convince the governor to come quietly. Resulting in: 1 Success, 1 Triumph, 1 Despair.

The governor acquiesces to his kidnappers' coercion (Success). He even goes as far as suggesting they use his personal aircar as their getaway vehicle- it's located just the other side of this concealed panel (Triumph). What the kidnappers may or may not be aware of is the panel is rigged with a silent panic alarm, and if opened without prior clearance from the governor the aircar is tracked and followed by his personal security specialists (Despair).

If the kidnappers choose to use their own means of getaway, the governor instead suffers an unfortunate (but completely coincidental) myocardial infarction (alternate Despair) as the kidnappers' getaway debate is wrapping up.

Edited by Brother Orpheo

My Scenario:

The party has snuck into a planetary governor's office with the goal of kidnapping the governor. After finally cornering their target, one of the party members makes a coercion check to convince the governor to come quietly. Resulting in: 1 Success, 1 Triumph, 1 Despair.

The governor is surprised to see the party break into his study, weapons drawn...to stunned to raise an alarm. (success and triumph) He agrees to go quietly with the party, but as they exit his domicile, he manages to press a button on his watch, unnoticed by the party. The button activates a silent alarm/gps, alerting his guards and the local gendarme while giving his gps coordinates (despair).

Okay, I got one for you from last week's game. So, three characters are sneaking into a dungeon to rescue a kidnapped friend. They've gotten through the caverns to the front door of the dungeon, and cracked the lock on the door no problem. The GM calls for a perception - you know, get the lay of the land inside, spot security cameras, figure out where the guard(s) are - that sort of thing.

One player - straight out fails, with a despair.

Player two - succeeds, but with a dispair

Player three succeeds and gets a triumph. . . and a despair.

The game ground to a halt for a few moments as we all threw up our hands and went "I have no idea how that would go down!"

Maybe with the Triumph and Despair the player gets a very good understanding of the layout of the dungeon, and with the Despair (especially with two Despairs rolled for the party), someone else gets a good understanding of where the party is!

Okay, I got one for you from last week's game. So, three characters are sneaking into a dungeon to rescue a kidnapped friend. They've gotten through the caverns to the front door of the dungeon, and cracked the lock on the door no problem. The GM calls for a perception - you know, get the lay of the land inside, spot security cameras, figure out where the guard(s) are - that sort of thing.

One player - straight out fails, with a despair.

Player two - succeeds, but with a dispair

Player three succeeds and gets a triumph. . . and a despair.

The game ground to a halt for a few moments as we all threw up our hands and went "I have no idea how that would go down!"

Player One - xenomorph embryo bursts from his chest.

Player Two - succeeds at the perception check to witness this and has a heart attack.

Player Three - wakes up to realise it was all a dream. And he's lying next to a Gamorrean hooker.

Actually, as player 3, I didn't succeed. I just had a triumph and a despair. It was not pretty.

My rolling in general that day were not pretty.

I would say that Player 1 failed to pick the lock, and set off an alarm in the process. Player 2 managed to shut down the audible alarm, but didnt kill it in time to prevent anyone from noticing. Player 3 picks the lock, making a comment about 'working with amateurs', but trips a break-beam tripwire as he steps through the door.