Rookie writer last minute changes...

By zbooth21, in Game Masters

OK SO I'm new to tabletop RPGs, new to GMing, and new to writing...so theirs that. Now I've GMed two sessions, the beginner box and the GM kit adventure. I'm writing to make a session to better fit my players. It's on Ryloth and mostly done but I just found out one player will be using a slicer/mechanic hybrid (they have new characters, I was going off the past two games to write this adventure) and I've got absolutely no computer or mechanics checks or scenarios in the adventure.

Ryloth is barren desert, how can I implement this style PC without rewriting everything?

Well, it's hard to suggest where you could insert encounters like that without knowing the plot you have in mind. We could just throw out random ideas all day long and never come close to coming up with something that will fit.

Also, the idea that Ryloth is barren desert - not quite right. Oh sure it's mostly that - but there are all kinds of settlements and underground warrens and activity going on there all the time. Slavers and spice trade and political double dealing - it should be easy to fit something in.

And - just because they have a skill doesn't necessarily mean that it comes up all the time. I would be more concerned coming up with a story or plot point that revolves around the characters (or at least touches on one facet of them) more than making sure they can roll the dice every game.

Edited by Desslok

It depends on what they're trying to accomplish on Ryloth. It certainly has cities with starports and computers. Most of the places where there are people there are probably some kind of devices or technology.

In "Long Arm of the Hutt", the adventure takes you to Ryloth and you go the starport, then you leave the city and visit a small mining colony. There were speeders that could be hotwired or reprogrammed, computers which needed to be sliced to give information the players were looking for, there were electronic locks and mining explosives which could be tinkered with.

I think it mainly depends on what specifically the PCs are doing there.

OK sorry for being so vague, Desslok, they are in a spaceport but have to flee after a huge attack by a black sun gang, trying to take over ryll mining operations in this sector. They flee tp a village in the mountains. Thanks progressions, I will def add a few speeder bikes, maybe some mining equipment/explosives etc, in a junk yard or other place in the village.

I'm not just trying to get them to roll more dice necessarily just making them feel useful as far s careers go...

Don't forget droids! Droids are critical component of the universe and a common sight anywhere where there is manual labor to be performed. And don't just think man-sized labor droids. As a future mining colony, you'll probably want to include other droids, large rock movers the size of speeders, small crawling droids that can squeeze into cramped mining tunnels, and so on. Remember that droids are tools first and people second, so there's no reason any number of items can be converted into a droid of some kind.

In our game of "Long Arm of the Hutt", the PCs ended up rigging a hijacked speeder and some mining explosives into a remote control bomb, which they used to attack the gangsters. Everything hinged on those Mechanics checks!

It's a good idea to have things set up to include each player, I also make a list of options before a session, but I wouldn't stress over it too much. The players are the ones invested in what their characters can do, and will probably come up with something themselves that will seem natural so long as you keep the design fairly open. In other words, you only need to help define the goal, not necessarily how they get there.

Examples: if the players need to get some files from a secure computer, this may sound like they need a hacker along, but that's not necessarily the case. The whole job could be a break-and-enter at the server's location, where they only have to grab the server itself and return it to their contact within a time limit.

Likewise, a kidnapping job doesn't sound on the surface like a slicer would be useful, but a slicer could make themselves essential by, say, hacking the target's speeder to make it go to a destination, or slicing into the target's data pad after another party member pulls off a pickpocket job.

Honestly, even though I do make pre-session notes, I often let the player initiate this kind of stuff. I know for certain (after years of doing this) that the more time I spend on a specific plot point or situation, the more likely the players are to ignore it, or work around it with the utmost ease.

Sometimes too, you dont need to come up with ways to engage a player directly, sometimes you can just layer in some description that gives them a chance to use the skills they have in a creative manner.

So you enter the factory, it seems abandonded as there are flickering lights and an unused coveyor belt down the middle of the room, there are boxes scattered either side of the conveyor and just to he left of where you entered is a glass windowed area through which you can see flashing LEDs and such indicatiing a possible control room.

So the Hacker/Mechanic isn't going to be a star player tonight, but he should be able to discover some potential to use his abilities and skills in a unique manner that assist his friends.

Edited by Amanal