So I want to run a beginner game for my Birthday

By Funk Fu master, in Star Wars: Age of Rebellion RPG

I agree, which is why it is a test campaign. It actually hasn't bogged things down too much, but it has really added to the tension. They lost their ship at the edge of Hutt space (Near Pando) so they are desperate. It is interesting to see the party interaction when only one of them has a bounty (the others have addiction and dutybound).

I agree, which is why it is a test campaign. It actually hasn't bogged things down too much, but it has really added to the tension. They lost their ship at the edge of Hutt space (Near Pando) so they are desperate. It is interesting to see the party interaction when only one of them has a bounty (the others have addiction and dutybound).

Yeah, it's not a guarantee problem, but it can happen. I know GMPhil from the O66 podcast has mentioned several times, how he had problems with Obligation early on, because it would pop up at inappropriate sessions, and he'd basically have to ignore it. Then he started rolling for Obligation at the end of the session instead. That way, he had a week or two, to plan out how to work in that Obligation into the storyline he had in mind. It seems to work really well for everyone who has adopted it. Having the Obligation doesn't bother me personally as a GM, but I'm pretty good at improvising on the spot and coming up with something decent, so it doesn't really give me much problem. I used to do improv creative thinking workshops as a kid in school, and they were great, so it basically trained my brain to be quick about such things. Some people don't have that skill set, but they are waaaay better than me at the mechanics aspect of the game. Like my players, they are so hard to get them to improvise, it's like trying to rush a sloth. But if you need to know a mechanics rule, they got you covered.

My players run the full spectrum of "I will play this exactly by the book every time" to "Meh, I'm throwing the grenade into the cantina of civilians." The interesting thing is that the next campaign (or even in the same campaign if they died) that player will switch their character to another place along that spectrum. It really is fascinating.

But they decided to

use the tech skills of the Mech and the Rebel propaganda that the Diplomat starts with to inspire the droid to join them in earnest, and then somehow fixed him up with a vibroknife from the armory, turning him into a GM-run, Stormie killing machine of death

.

Sounds an awful lot like Mister Bones from Star Wars: Aftermath. Best part of that book, in my opinion.

Well, my group just finished their second session last night, recruiting a Twilek smuggler to the Rebellion and successfully capturing Freighter M226 from the Perlemian Haul.

For their troubles they have been awarded Cell operations status, granting them carte blanche to choose their own missions. To aid this, they have commandeered one of the frighters prize hauls, a slighty damaged but customised YT1300 light frieghter.

(I made the pilots do a check with their intellect and piloting skills to look over the ship.I made a table. advantage and triumph gave them bonuses in the form of spare parts and random installed mods; threat and dispair uncovered existing system strain and hull trauma)

So now they are off to investigate the strange purple glowing Crystal that was found in Passks Oddities. The Duros scientist/Modder has a scholer friend on Eriadu who may know something.

Meanwhile the Pilot Jax Antilles has learnt the fate of his uncle Raymus's ship, and is concerned for the safety of the man who inspired him to become a pilot