Sons of Fortune modular encounters

By cvtheoman, in Game Masters

Has anyone else tried to run some of the modular encounters in the back of Suns of Fortune ?

I ran the "Long Arm of the Law" last week, when my players were smuggling some goods to Corellia, and they took a "no questions asked" policy with their patron. When they were hailed by the Diligent , I gave them essentially two rounds to try to make something work.

They did figure out one of them (that they couldn't open) needed to make it to their Hidden Storage. Then one made a good Core Worlds roll and found out that some of the alcohol one of the PCs bought is slightly illegal in-system, so they hid that in plain sight. The CorSec officers came aboard, inspecting things, and they made some great Deception and Cool checks to throw them off the trail of the real goods. They ended up having their bubbly confiscated and had to pay a "fine" for the Lt. to look the other way, but made it to the system with their real goods OK. The players loved it, and I had a blast watching them scramble to figure out how not to start a fight or get arrested.

Their now in Coronet's Blue Sector, and I want to run the Sabacc encounter. Anyone run that yet?

I haven't yet, but I think my GM might, as we are probably headed for some gambling shortly. I like the idea of them in general a lot and that would be a great sourcebook imo, cover to cover modular encounters on a series of worlds. Given FFG's business model we are unlikely to ever see a single source of just one kind of product, but they could go right ahead and include 5 or 10 in every splat and sourcebook from here on out imo.

I worked in a Sabacc encounter in one of my games. Not quite as written in the book with the NPCs and how the players got involved in the game, but I used the rules for playing the card game. It went over well, players enjoyed rolling dice for a non-combat encounter.

One bit of advice on that is be prepared to handle the Force dice "shifting" mechanic. When I first did it, I was inclined to just add or subtract a success based on the Force dice. But really it's more than a one to one change. If you have two success and two failures, and roll a Light side pip on the Force dice, that means one of the failures becomes a success. So now you've got three success and one failure - a +2 success. It's not simple to visualize this on the dice, especially when there are a bunch of other dice cluttering up the results.

Yeah, the Force die is definitely powerful, almost too much so. A potential net switch of essentially 2s/2a (or the other way) per pip is really big. On a roll of two light points, you're essentially adding 4 successes and 4 advantages! On the opposite, it's 4 fails & 4 threats, which is also huge!

Trying to determine if it's worthwhile to lessen the effect (perhaps just to cancel out the s/a or f/t, but not add to opposite).