How far does everyone go as far as RP with SW:IA?
Last night - while playing with the Mrs - I added a bit of RP into the game to add a little flavour to the game. Nothing too crazy - this isn't DND or Pathfinder - but just a little something to balance / immerse a little more into the story.
For instance: Playing Aftermath (MINOR SPOILER ALERT)
- I didn't place any of the objects 'inside' the building to start the mission. As the Rebels couldn't 'see' the objects, it didn't make sense to place them.
- When the rebels opened the door, I filled the 'Atrium' area. I didn't worry about Line of Sight - not that it applies here - as you want something that fits well enough without being too complicated.
- When 'Lockdown' triggers, I RP'd the Lockdown effect. For the terminals I RP'd 'an alarm sounds from a nearby terminal and the terminals flash with red lettering you can't quite make out' and then told them the terminals now had 7 health OR 'you hear the sound of footsteps and armor coming from the storage room and behind you, a reinforced barricade slams down in place of the door' and then fill them in that Imperial troops can now deploy to the storage room and the door requires extra damage to re-open
- I placed the objects in the storage room as soon as the first Rebel turned the corner and had Line of Sight into the room.
For me, I thought it helped create that atmosphere of "How many terminals ARE there?!" and gave my wife a bit more of that feeling of exploration as she moved through the map.
Any thoughts for the players out there? Does it become a big problem / balance issue at any point to not fully populate the map, even for the parts that Rebels can't 'see' in-game? Do (would?) your rebel players get any further treat from ad-libbing some RP into your sessions?
Edited by powda