My players will not use destiny points unless I use one first.

By rowdyoctopus, in Game Masters

In thinking back, an Ability Upgrade in this system is very much akin to a 1d6 boost to your d20 roll. If I were to play Saga Edition again, I might make Force points a zero-sum party resource that kept their mechanical benefits but also gave the PCs some choices as to how to influence the story.

If I were to play Saga Edition :) I don't really relish the idea of 2- to 3-hour prep times before a game session.

I was thinking of making them permanent burns. Once you use it the token is gone until next game.

Naw, terrible idea - they either need to be more powerful (like WEG's force points) or they'll need to get more of them. But (potentially) two points per player? I'll burn through that in a combat!

I've begun using the dark side points more fearlessly. The PCs have required the use of many stim packs and the tension has gotten higher. Truly exciting!

Last session they rolled poorly and I had 5 dark side points to my use. Sometimes we need a spanking to get better.

You could also flip a Destiny point, then make a secret roll behind the GM screen, grin menacingly, and not tell them what you just rolled for! They will freak out! You don't even have to actually be rolling for anything, just roll some dice!

Then when they try to counter you, tell them they must explain specifically what they are rolling for. That way they really have no idea what you just did but they will be forced into action other than countering you.

Actually did that in the player's last game. They were halfway through sneaking into an imperial facility to do Something Totally LegitimateTM, when I reached out and flipped every dark side destiny point simultaneously, without explaining why.

Queue inevitable Jedi Knight quote sequence: "I sense a disturbance in the force..." "..You always sense a disturbance in the force..."

Actually did that in the player's last game. They were halfway through sneaking into an imperial facility to do Something Totally LegitimateTM, when I reached out and flipped every dark side destiny point simultaneously, without explaining why.

Uh, brown pants time? ;)

So before our last session (the first one since I made this topic), I talked to the players a bit about the destiny point use.

I explained how the dice probabilities are skewed and a yellow die doesn't cancel a red die. I talked about other uses for the points, letting them know about potential talents as well as the things like forgetting an item you would logically have, etc.

They took it really well. They used way more DP tokens last night than I did and it was great. Thanks for the tips and suggestions here everyone.

Edited by rowdyoctopus

You could also flip a Destiny point, then make a secret roll behind the GM screen, grin menacingly, and not tell them what you just rolled for! They will freak out! You don't even have to actually be rolling for anything, just roll some dice!

Then when they try to counter you, tell them they must explain specifically what they are rolling for. That way they really have no idea what you just did but they will be forced into action other than countering you.

Actually did that in the player's last game. They were halfway through sneaking into an imperial facility to do Something Totally LegitimateTM, when I reached out and flipped every dark side destiny point simultaneously, without explaining why.

Queue inevitable Jedi Knight quote sequence: "I sense a disturbance in the force..." "..You always sense a disturbance in the force..."

This is excellent, especially when coupled by a complacent & innocuous expression on the GM's face.

"What? Oh, that, don't worry about that."