As the name suggests, I am fairly new to the RPG community, and certainly to the role of GM.
Back in the day I threw a few dice for some early edition D&D weekend games with friends...but that was a long long time ago...(sorry couldn't resist - kind of like seeing a big red button)
I have 2 kids (12 and 10) who enjoy games, and really like star wars...I am running into dad burnout on Munchkin, monopoly, and yahtzee...And need to do somthing before I just don't feel like playing games...that would be a tragedy. I like those games but individually they are tedious after awhile. However, after giving it some thought, those are great underpinnings for a basic RPG.
I wanted to expand to something that can scale up/down for depth and complexity based on whether they are enjoying it. Looked at a lot of the mech RPG's and felt that to get started you needed to be a more "hardened gamer"...which we are not....yet (Hopefully that admission does not exclude me from future posts). And I wanted something more age appropriate without limiting the fun factor. (Not looking for a "chutes and ladders" RPG...Nor am I looking to explain why they need to let an orc bleed out because they chose to be an evil person...)
So all that for question 1-2 - Does this game fit the bill for the level of experience I have just described? And can it grow into complexity - or is there a lot of required RPG knowledge that will overwhelm young players with needing too much up-front before getting started?
Question 2 - Will the following make sense for a start after running through the first campaign (I have not received the game yet (4 days away still), so have limited understanding of many of the posts, based on having read 0 rules, (and only understanding there are some colored dice that create good/bad outcomes...haha)
My thoughts after reading many of the forums was to end the first adventure pre-ship acquistion...or just have an owner (NPC? controlled by me) say "not so fast as he dangled the hangar bay access card for them to see. It sounds like if I am very unsure of what they will do, I may need to help guide until I do know where they want to take it....so to not limit future options..I Was considering this character to be a newly hired Imperial Spy on the run for a bothched first mission on whatever current planet they are on. (I see many posts on obligation...so I might consider explaining this concept to them early on to understand the NPC motivation factors--so it isn't "DAD!! - You just messed up our plans!!
Based on personality are there charcters for them that fit the following personality types:
A young girl who may just want to acquire a robot (second session material idea) who will do the shooting for her due to her adversion to violence? ( She is more of the "mess with me - you mess with him" -politico type of personality). She is compassionate until pushed, and finds no joy in harming others - so will need to flesh out some challenging political objectives for her to reach for (such as the planet's people suffer under a war lords influence, and she can start a grass roots effort for saving a couple, to perhaps governing the village under the guise of having "joined the warlord "...Maybe the NPC can facilitate such a meeting/scenario??
She will be paired with a brother (might make that real in the game as well) who know doubt will want to be some type of bounty hunter, renegade, jedi, robot bent on the acquisition of the "coolest" weapons/ships/wealth/accolades... and will spare no enemy the chance to report back to their leader...So I am not worried about him..and think that dynamic will work well, as I can formulate the required symbiotic relationship they will need to get through missions. If I am reading the Obligation posts well...I can have my daughter's be a strong desire to assist the local populace (maybe she was taken from her parents for similar reasons...that would give her some type of bonus to assist in some more fighting if the final outcome was based on helping to work off that obligation. My son's can be in the opposite as maybe his family (including sis) suffered because he escaped the situation and they were punished. He needs to win back her favor, and can be rewarded accordingly...
Need suggestions on how "awarding the work off of obligation is done within the game".
The last aspect is, school will be out soon. So to not anger the MOM...I am looking to incorporate (without making it the center focus) school work. So need some ideas on if these make sense and would love a bunch more!! (presenting the concept to my wife will help if I have a list of functional relevance to the game) They will be going into 7th and 5th.
- Need to solve math equations to use the old nav system on the ship. New places have new types of equations - old places just change the numbers in an old equation (makes sense since they wont land and take off in exactly the same place...least that is how I plan to sell it..haha)
- Unlocking a dorr may require the passcodes "which they overHEARD earlier and now needs to be typed in...will they even know they are taking a spelling test through a bunker maze to get to the captives?"
- New cities, villages, planets will have adopted cultures eerily similar to modern day cultures and will require some basic knowledge to navigate the ways of the "ROEMAN Empire", or "Rebel SYYRIAANE factions"
- Acquiring new items, and using certain skills will not just be an uptick on a sheet of paper. Once acquired, they will need to write how that point would equate in real life in regards to career, required education, and basic fundamental understanding of that field on an "enhanced player sheet" by my design. (For ex. If you are a pilot and go up a skill level, I would need as the GM to see some "documentation" and hear a brief on aerodynamics before being able to use that acquired skill.)
- Money needs to be accounted for, and they will have reoccuring bills... (ship maintenance, storage unit fees, TAXES, and I may work in a limited insurance policy option for any "unforeseen" circumstances. The plan is to not allow all of these to be shared. That way they can experiment with risk/reward/loss seperately in controlled environment without straying too far from the rules...
Will these kill the game play?? Do I need to go back to the drawing board?
Also any advice on dice situations in regards to failed attempts at the "scholastic based" encounters would be helpful. Such as a failed math equation on the ground just means you may end up somewhere else..what type of die would be used...
Vice being in the middle of an asteroid field and needing to get exactly where you want to go...
Sorry for the long post-- just really working it out as I go, and hoping to foster a lot of discussion with ideas and concepts of the game that I may be off on. I know, read the rules first right...but hey...I am a Newbie and found that the best way to learn is to ask and share.
Hope you read and reply! Looking forward to cracking the game open and see how they take to it. And I am open to any critique, as I humbly resign to admitting I have no idea of what it takes to be a GM! And need to know if I am even reading the forums right...
Thanks!