"It's not like we HAVE to help the Rebellion..."

By Castlecruncher, in Star Wars: Age of Rebellion RPG

Why would I ever buy something when I can steal it? That pretty much goes for either thieves or Rebellion operatives I would think. If you don't want this being role played, and you don't want the Walmart trip to the Core, just include the kinds of things they need in the game as you play. After the shootout in the hangar or whatever they notice a case of standard Imperial grenades, etc. Or, do a quick modular encounter about breaking into an Imperial armory.

2P51: Because of the attention you get. If i pretend to be a farmer and get some 'nades and explosives to clear away some rocks or a treestump on my lands i will get the usual security check (or not depending) and then be on my way.

If i break into an armoury then the military will be very nervous. And angry. And will send someone to find me.

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Edited by 2P51

2P51: Because of the attention you get. If i pretend to be a farmer and get some 'nades and explosives to clear away some rocks or a treestump on my lands i will get the usual security check (or not depending) and then be on my way.

If i break into an armoury then the military will be very nervous. And angry. And will send someone to find me.

Explosive charges to clear out terrain is one thing, but grenades are exclusively a weapon. I'd imagine that the Empire tries to watch sales on commercial explosives, so even if legal, they might attract attention. This is more likely near the Core, but in the Outer Rim, homemade explosives might be easier to acquire despite the terrible economy section of the book that makes everything harder to find the further you go from the Core.

I should take more time when writing posts in order to avoid having to make another one.

The (or not depending)-part should read (or not depending on local laws).

Those differ greatly, and on several backwater planets where vegetation and wildlife can eat you restrictions to weapons (including grenades) will be lower than closer to the Core.

Same goes for the checks when you buy explosives.

Are a permit and an ID enough? Do they do a background check too? Even enforce a x-day periode for check-ups before you can pick your delivery up?

Short answer: Depends on the planet and the GM.

Sure the explosives themselves will be identified and therefore their sellers, but a good disposable ID (and a mask) should keep your PC's safe.

Whereas raiding a military compound can easily involve a shoot-out with the guards there who will pack more heat than any civilian security and Imperial Intelligence should NOT be on your tail until you blew up your target.

Edit: Might also be me, since i refuse to portray the Empire in itself as just stupid bullies. There are more then enough among them but overall they have to be smart and organized to stay in power. And that's how i portray and play them.

Edited by segara82

About the roleplaying tedious scenes: I just don't like the idea of saying the players go out and get stuff, and that's it. No checks, no realism, no nothing. It just magically appears!

It's more personal preference, and I can understand that others don't like playing the same way.

Do your players agree with you?

I mean I can see a big shopping trip being an exciting thing to play out, if there's a lot of tension or critical stuff they need to get no matter what. But who wants to play out running down to the local gun shop to buy some spare magazines? Once, maybe, if it's a plot hook, but every time ?

Edited by Kshatriya

About the roleplaying tedious scenes: I just don't like the idea of saying the players go out and get stuff, and that's it. No checks, no realism, no nothing. It just magically appears!

It's more personal preference, and I can understand that others don't like playing the same way.

Do your players agree with you?

I mean I can see a big shopping trip being an exciting thing to play out, if there's a lot of tension or critical stuff they need to get no matter what. But who wants to play out running down to the local gun shop to buy some spare magazines? Once, maybe, if it's a plot hook, but every time ?

The base is low on supplies? Probably not played out.

The player wants new weapons,nthat need to be purchased from the local operation? Played out so that they can determine price, quality, and whether or not it's available. It's why one of my players has home-made stun grenades. Extra fun!

Although I see your point. I'll be sure to only reference to what happens when in their leisure time, but I'll still play it all out during an adventure to further show the progression of time.

Dunno. If i was forced to play out equipment purchases, I would just leave after a couple of games. My time's too valuable for spreadsheets.

Talk to your players. The problem is that this stuff doesn't get brought up, because frankly, it seems petty to do so. Instead you'd rather make an excuse and not show. It's like complaining about food in a restaurant.

Edited by TarlSS

About the roleplaying tedious scenes: I just don't like the idea of saying the players go out and get stuff, and that's it. No checks, no realism, no nothing. It just magically appears!

It's more personal preference, and I can understand that others don't like playing the same way.

Do your players agree with you?

I mean I can see a big shopping trip being an exciting thing to play out, if there's a lot of tension or critical stuff they need to get no matter what. But who wants to play out running down to the local gun shop to buy some spare magazines? Once, maybe, if it's a plot hook, but every time ?

Hm... Let me give an example.

The base is low on supplies? Probably not played out.

The player wants new weapons,nthat need to be purchased from the local operation? Played out so that they can determine price, quality, and whether or not it's available. It's why one of my players has home-made stun grenades. Extra fun!

Although I see your point. I'll be sure to only reference to what happens when in their leisure time, but I'll still play it all out during an adventure to further show the progression of time.

But unless there is something compelling about the purchase or the dealer then isn't that easily handled by a few streetwise and negotiation rolls and a quick "Ok you get the rifle and a few mods from an arms dealer named "shifty bob" the lazy eyed trandoshan"? Maybe a brief scene if it's especially important to either the main plot or the specific character arc?

I suggest that Black Market buys be played out but open market buys not be played out. However in both cases availability should be rolled.

Say yes or roll the dice.

Say yes or roll the dice.

Except when it makes more sense to say no.

You have to exert some control over what players access. Now that doesn't mean saying no to everything cool, but it also doesn't mean a cargo hold of HBRs either. If they do begin to amass a great deal of good gear, it's an ideal time to use those double Triumphs to break stuff, if they want lots of access they need to understand that comes with a risk.

Eh, to each their own. I have my own reasons, and my players are fine for the most part.

Except for the reason I started this topic, but I'm pretty sure by now that it will end up fine.

Edited by Castlecruncher

I would like to point out that the way the rebellion worked, according to my understanding, is that there were a lot of various cells of rebels that were largely cut off from each other and organized through a network of middlemen. That way if one cell was compromised, the whole organization wouldn't be in jeopardy. Your PCs, presumably being new to the rebellion, shouldn't have any particularly damning information, such the location of a major rebel base, until they have proven themselves loyal and reliable to the rebellion.

That being said, as others have suggested, if the players are questioning working for the rebellion, I'd have a talk and discuss whether you should be playing EotE.

I would like to point out that the way the rebellion worked, according to my understanding, is that there were a lot of various cells of rebels that were largely cut off from each other and organized through a network of middlemen. That way if one cell was compromised, the whole organization wouldn't be in jeopardy. Your PCs, presumably being new to the rebellion, shouldn't have any particularly damning information, such the location of a major rebel base, until they have proven themselves loyal and reliable to the rebellion.

It depends on whether the players are part of a Sector Force or part of the main Alliance Force.

I would like to point out that the way the rebellion worked, according to my understanding, is that there were a lot of various cells of rebels that were largely cut off from each other and organized through a network of middlemen. That way if one cell was compromised, the whole organization wouldn't be in jeopardy. Your PCs, presumably being new to the rebellion, shouldn't have any particularly damning information, such the location of a major rebel base, until they have proven themselves loyal and reliable to the rebellion.

That being said, as others have suggested, if the players are questioning working for the rebellion, I'd have a talk and discuss whether you should be playing EotE.

And yeah, I've asked them, and they mostly want to stick to their current characters in the current situation. (The options were continue as is or make new characters, since I don't- and never will- like the idea of the characters being able to ditch the Rebellion, especially when that would be very, very, very bad for the Rebels.)

I would like to point out that the way the rebellion worked, according to my understanding, is that there were a lot of various cells of rebels that were largely cut off from each other and organized through a network of middlemen. That way if one cell was compromised, the whole organization wouldn't be in jeopardy. Your PCs, presumably being new to the rebellion, shouldn't have any particularly damning information, such the location of a major rebel base, until they have proven themselves loyal and reliable to the rebellion.

That being said, as others have suggested, if the players are questioning working for the rebellion, I'd have a talk and discuss whether you should be playing EotE.

Oh, but they have some pretty vital info; namely the location of thirteen solar systems hidden away in Unknown Space holding many civilians. It's the reason they got in the Rebellion, because these 'colonies' as they're called joined the Alliance.

And yeah, I've asked them, and they mostly want to stick to their current characters in the current situation. (The options were continue as is or make new characters, since I don't- and never will- like the idea of the characters being able to ditch the Rebellion, especially when that would be very, very, very bad for the Rebels.)

What would the rebellion do? Try to stop them, have them escape and tell the impys exactly the stuff the rebels dont want them to? The alliance isnt a conscript force, it is a volunteer force, and it is an alliance, not an empire. If the players are so bound and determined to do their own thing, seems like the alliance would be more interested in letting them, then rescuing them when the impys get nasty, rather than oppressing them, and having the players become impy sympathisers.

The problem you are having is that they arent playing the game you are running. far better for you to cater to their desires then yours. Let slip the leash and let them do what they want. Make it where they WANT to help the rebels, not HAVE to help them.

I would like to point out that the way the rebellion worked, according to my understanding, is that there were a lot of various cells of rebels that were largely cut off from each other and organized through a network of middlemen. That way if one cell was compromised, the whole organization wouldn't be in jeopardy. Your PCs, presumably being new to the rebellion, shouldn't have any particularly damning information, such the location of a major rebel base, until they have proven themselves loyal and reliable to the rebellion.

That being said, as others have suggested, if the players are questioning working for the rebellion, I'd have a talk and discuss whether you should be playing EotE.

Oh, but they have some pretty vital info; namely the location of thirteen solar systems hidden away in Unknown Space holding many civilians. It's the reason they got in the Rebellion, because these 'colonies' as they're called joined the Alliance.

And yeah, I've asked them, and they mostly want to stick to their current characters in the current situation. (The options were continue as is or make new characters, since I don't- and never will- like the idea of the characters being able to ditch the Rebellion, especially when that would be very, very, very bad for the Rebels.)

What would the rebellion do? Try to stop them, have them escape and tell the impys exactly the stuff the rebels dont want them to? The alliance isnt a conscript force, it is a volunteer force, and it is an alliance, not an empire. If the players are so bound and determined to do their own thing, seems like the alliance would be more interested in letting them, then rescuing them when the impys get nasty, rather than oppressing them, and having the players become impy sympathisers.

The problem you are having is that they arent playing the game you are running. far better for you to cater to their desires then yours. Let slip the leash and let them do what they want. Make it where they WANT to help the rebels, not HAVE to help them.

Bear in mind, though a volunteer force, the Rebellion IS a military, and is in a desperate fight against the empire. They take counter-espionage very seriously, and it's clear from the EU that they will execute traitors and enemy spies.

That being said, how they would handle desertion is toughie.

I haven't read everything out but did skim through. I am with the one guy who did the al-queda taking a trip to DC analogy. I would roleplay it out. I am not a big fan of splitting the group up in a campaign so if the player can convince the rest of the group its worthwhile then go for it. Now I am not sure how AoR does the whole PC group thing. In my years of playing the WEG version my groups usually were solidly on neither side and tended to survive on their own with a leaning towards the rebels(lead character was a jedi who impersonated a Grand Admiral at one point and took over one of the four Super Star Destroyers at one point, it was a short lived promotion). Not a fan of the whole having superiors tell them what to do, too much railroading involved.

If this item the PC wants so bad is that important then everyone should be willing to go on an adventure to get it. Is there a rush to do the rest of the campaign? During the time it takes to make the run there they can run into Interdictor Star Destroyers doing customs inspections that will yank them out of hyperspace. Good opportunity to introduce minor/major Imperial officers that might plague/help them later in the campaign. Meeting whoever on the planet itself could be a trap to nab them or just nab anyone trying to buy such a piece of equipment. Hell, you can make the adventure such a pain in the butt that they will be leery of doing sch things again in the future.