So proud

By Comrade Cosmonaut, in Game Masters

I am so proud of my group.

I run for two groups, one is filled with old friends, all of whom are D&D nerds and they treat this game as a P.T. Barnum sideshow attraction, but approach it like D&D in space.

My other group is too young, about nine years my junior the lot of them and none have been in a table game that wasn't Monopoly. That said, sure they're always a little late, and I have to go slower, but seeing them try is wonderful.

I gave them a decision, side with a broken Jedi to kill a Sith with, or agree to help the witch defend herself and run off/kill the Jedi. They are going to hunt down the Jedi, and not once did anyone mention his lightsaber, nor ask for a reward from the witch or myself.

I cannot wait...

Edited by Comrade Cosmonaut

I relish the opportunities to GM for players that aren't bent on credits or "level up" type items.

What's especially neat about this is that your players seem to play characters that want to deal with a Jedi for a multitude of reasons, such as:

  1. Wanting to kill a Jedi for revenge
  2. Relishing the idea of fighting a truly skilled foe
  3. Sympathizing with the Imperials
  4. Secretly wanting to seek out a reward from the Imperials (Without Meta Gaming)
  5. Making an ally that isn't afraid of breaking moral boundaries
  6. Going though with the plan with the secret intention of double-crossing the witch

So many options and outcomes are coming to mind. :mellow:

I'm not 100% on their motivations yet. One asked me if I would be okay if he spent the 20xp on Force Sensitive Exile after he met the witch, so I think he's hoping for a mentor.

The group has encountered the Empire once and it went okay for them, but it was just a trio of TIE pilots. We will have to see.

It really was refreshing.

Update:

Resolved the whole thing last night. The group debated in and out of game, and chose to eliminate the witch. Between sessions one player became force sensitive, too. The Sith witch was killed in a prolonged and sad fight. She used the Force to sustain her past her wound threshold until she had a bad roll.

Upon dying, the newly force sensitive character took her large as hell Sith holocron (earning himself a nice new power - 1/session suffer two strain which can only be healed by sleeping to flip a darkside token over).

They're unsure of what to do about the former Jedi, though.

Bonus session this week. Just ended. The crew managed to sneak off with the McGuffin and avoid detection (partly) from an envoy of Chiss scouts and Imperial stormtroopers. A fight broke out and the archaeologist sneaked off with the device to the ship. I let her player control a rival Chiss since it was, effectively, just stop the Empire.

Passed her a note to tell her that Chiss group was directly tied to another character's obligation, and she blew his cover dramatically. Each player fell to their motivations and obligations and role played it out... No dice rolls.

Now we have a team which is much closer to one another and a new ally in the shadows. For now.

I wish I could play with a group like this! the one group I do play with only care about xp, money and shopping for grenades!

I wish I could play with a group like this! the one group I do play with only care about xp, money and shopping for grenades!

It's very frustrating to explain the same rules to them over and over, but I have learned to deal with it. And they in fight constantly and it carries out of game occasionally. But otherwise? It's pretty rockin'.

I'm pretty certain it's solely because none of them have ever played anything like this before.

Two of them want to respec because they saw me reading Force and Destiny, and one wants to go from a slicer to a gambler. Might just start a new game soon...