New to RPGs

By HistoryGuy, in Star Wars: Edge of the Empire RPG

The back story is only told from his point of view. So if he doesn't know, then it's not in the story.

If it's not an important story point to you, that you have something specific in mind, then go ahead and leaving it hanging for the GM to use or not use as they see fit. If there is something you have in mind, something you want to see developed in one direction or another, there's nothing wrong with adding an out-of-character footnote.

Nah, I'll leave it to the GM. I missed the post about the Jedi Seeker. I don't want that right now because he's spent the last 20 of the 30 years of his life hiding his Force powers so the exile is better to what I want for him. If and when I take him into Force and Destiny, I'll look into that.

I enjoy this thread. Lots of great players and GMs are lending sound advice for one character build, and the overall community seems very welcoming. #happy

After reading some of the character background and suggestions about characteristics/XP, I wonder if a single specialization may save the player from further headaches.

For example, Guardian: Warden, from the Keeping the Peace sourcebook, looks like it might fit this build, because:

1) It is a primary Brawl/Melee combatant

2) Who uses the Force without dipping into another specialization

3) With an option to showcase his criminal ties and lack of a training Master via Conflict talents based on how the character might act already

4) Has a boon of starting skills that seem to match the player's intent (Brawl, Coercion, Discipline, Underworld)

This is my $0.03 opinion (adjusted for inflation)

Welcome to the hobby, too! We hope you find this a great resource!

Okay, so one last point to consider - what does your character want out of life? What's his long term and short term goals? And more than just "bring down the Empire" - revenge for a wrong? Save someone? Find someone? Train his force powers, honing his abilities to a razor's edge so he can assassinate the head of state and turn his father back from the dark side?

Basically some kind of story direction for your GM to work with.

Nah, I'll leave it to the GM. I missed the post about the Jedi Seeker. I don't want that right now because he's spent the last 20 of the 30 years of his life hiding his Force powers so the exile is better to what I want for him. If and when I take him into Force and Destiny, I'll look into that.

Myself and many others have said this elsewhere and I'm not sure if it has been mentioned in this thread yet (I'm too lazy to check ^_^) but don't get hung up on the names and/or descriptions of the different professions/specializations in the game. Professions and specializations are really just collections of career skills and talent trees. Figure out what you want your character to be good at, both now and in the future, and get it to match your backstory. Don't worry about anything else. Taking the Jedi Seeker profession doesn't actually make you a "Jedi Seeker", and the description of that profession doesn't have to match your character's background. All of that information is provided solely to give you ideas about what to do with your character, which obviously you don't need since you have a good imagination and a clear vision of who your character is. :)

My character is a "Bounty Hunter" who's never collected a bounty, wouldn't be allowed into the Bounty Hunter's Guild if he wanted to, and generally despises bounty hunters (especially since he's been running around with a bounty on his head for some time). Other people make "Smugglers" who don't actually smuggle anything, "Bodyguards" who don't actually act as personal guards, and so on. As long as you have some explanation as to how and why your character can do what he does nothing else matters.

That's not to push you toward being a Jedi Seeker or away from Force-Sensitive Exile, but just to encourage you to not get hung up on semantics. As far as hiding your Force powers for decades, pretty much every former or potential Jedi has had to do that to avoid the Empire's purges. If you like the skills in the Force-Sensitive Exile talent tree, and that's what you want to build this character around, go for it. But if you later decide you want to buy one of the Force and Destiny specializations you might regret having to spend 30-40 XP doing it then rather than getting it now as a starting specialization.

How often do you expect to play, and how regularly will XP be earned?

If you anticipate meeting infrequently, or that the GM is stingy with awarding XP, perhaps being diverse in many talents and Force powers may make for a more memorable experience. If you only play rarely, few of the talents may ever arise, because you aren't earning XP fast enough to truly distinguish your character from others with equally-high Characteristics over skills, talents, Force Powers, or specialization dips.

If you anticipate meeting frequently, or that the GM liberally awards XP, I suggest following above-mentioned advice about spending starting XP.

I just met with the GM tonight to hammer out the last of my character. He likes the overall direction I've taken with him. We will be meeting evey other week and can expect 10-15 EXP each game.

Okay, so one last point to consider - what does your character want out of life? What's his long term and short term goals? And more than just "bring down the Empire" - revenge for a wrong? Save someone? Find someone? Train his force powers, honing his abilities to a razor's edge so he can assassinate the head of state and turn his father back from the dark side?

He wants power and control. Spending ten years with the Black Sun, as well as not being able to control his own destiny, has made him desire control over others and whatever situation he is in.

Backstory:

Antonious was born about 8 years before Order 66 was given. In the temple he was always curious, preferring exploring the secret passages in the temple over the company of others. His master, Master Serron, actually encouraged his explorations. The only time he got "in trouble" was when he found a Holocron in a secret spot left by a previous Jedi. He showed the Holocron to his master who then gave it to Master Yoda and Master Windu. Master Windu assumed Antonious snuck into the archives and took it and began to berate him. However Master Yoda stepped in and said, "Jump to conclusions you should not. The boy tells the truth. If indeed into the archives you think he got, then find out how you should Master Windu, and make sure no one else can."

When the clones marched on the temple he used his knowledge of the temple to sneak out and escape. The attack on the temple happened late at night. In the confusion he couldn't find his master who was in the temple. So he doesn't know his master's final fate.

He stayed with an elderly family still friendly to the Jedi for a few years. The family never is found out, although the Empire does start watching the house because of a rumor that they might be. Once they notice that the house is being watched, Antonious made his escape in the dead of night and then stowed away on a ship heading for Nar Shaddaa.

While there, at about the age of 17, two Black Sun thugs attempted to mug him. In the ensuing brawl he knocked one unconscious and disarmed the second. He was then offered a job as an enforcer for the criminal organization. Being an enforcer on Nar Shaddaa mostly only gave him a criminal record of Intimidation, Assault, and Bribery. None of which he ever served any time for.

Upon hear of the destruction of the Death Star about 10 years later he left the Black Sun to help the rebellion. Being a low level enforcer on Nar Shaddaa, the local crime boss wasn't too happy, but no one else. Enforcers like him are a dime a dozen. He hid his Force powers and Jedi background from them, which is why he wasn't missed too badly. He starts collecting information on where the rebels might be and eventually finds a group of smugglers running weapons them. For a "small" fee they agree to take him. He would prefer not to return to Nar Shaddaa because, while his old boss isn't actively looking for him, he is certain to be recognized and his old boss won't be happy to see him to say the least.

He wants power and control. Spending ten years with the Black Sun, as well as not being able to control his own destiny, has made him desire control over others and whatever situation he is in.

That's a good start - but I mean more what do YOU see as the end goal. At what point can you go "Yeah, I've played out this character's story arc", where you can have him ride off into the sunset satisfied. That's what I mean by having an endgame in mind.

(Note that having an end to the character's story arc doesn't necessarily mean that you stop playing them. I've had many characters live long adventuring lives beyond what was the end of their 'story'.)

But other than that, it looks like you have a very solid handle on your character. There's tons to work with if I were GMing you.

Edited by Desslok

You mean like at the end of the mission or in life?

What would cause him to happily retire.

For some it would be seeing the Empire overthrown. For another it would be getting rich enough to own their own casino. Or avenge their family's death. Every adventurer starts their adventures for a reason. Sometimes they're doing it voluntarily to gain something (wealth, vengeance, justice) other times they're forced into it (wrong place at the wrong time, impulsively helping someone on the run, trying to make a buck to survive). But something specific is driving your character (either good or bad) and satisfying that something is the incentive to go on adventures. We're asking what that something is for your character.

Are you avenging the destruction of the Jedi Order? Are you trying to form a new one? Are you trying to gain a wisdom and understanding with the Force? Is it something totally unrelated to your past in the Jedi Temple or development as a Force-user?

Well, like . . . okay lets assume that for a moment the Indy movies are an RPG, not a movie, that the GM has been building this three act campaign. The first act establishes the universe, the second develops the character, and the third wraps things up.

Indy and Henry are estranged at the beginning, they have a rough relationship throughout, but Indy's player has the goal of reconciliation with his dad. They have their Bonding by Fire moment on the Tank, they come to terms with each in the Canyon of the Crescent Moon and when the session wraps up, Indy's player leans back satisfied and says "That was a good stopping point, I think I'm done." and retires the character.

Now years down the line the GM says "Hey, I've got a great idea for a Pulp Game! Lets resurrect our old game". Indy can come out of retirement for another session, but his story is essentially done.

What is your Lean back, Push the Dice Away and say "My character's story is done" moment?

Ah. Thank you. I was rereading my backstory and I realized I forgot to say why he wants to help the rebellion. And it is vengeance.

Hearing of the destruction of the Death Star and of Vader again, he remembers the fall of the temple and is overwhelmed with anger and a sense of revenge. He sees the rebels as a way to get that revenge.

Well tomorrow is the day. I just hope I can get into work early so I can make it.

Good luck and have fun! May the Force be with you.

What about if I had eye for GMing? What should I watch and learn from other GMs?

What about if I had eye for GMing? What should I watch and learn from other GMs?

Ah, welcome to the party :)

Grab a beginner box set and give it a whirl. The free PDF downloads give you several sessions of play to hone your skills. Between sessions, pick up one of the core books and read the last chapter on Game Mastering. Pick up a regional sourcebook (Corellia, Hutt Space, etc) there are some good one-shot adventures in the back of each. Pick up a GM kit, each one comes with an adventure. Scan the GM forum here, there have been a lot of "new GMs" come through there. Then, I kid you not, grab a copy of the D&D Dungeon Master's Guide, there is a lot of system-agnostic stuff in there that can easily be adapted and save you a lot of time.

Then, don't be afraid to make up your own adventures, and there are a lot of resources to help you. There are a surprising number of resources available online:

Google "gm tools"

Check out this site: http://www.enginepublishing.com lots of stuff for GMs and how to run improv games

Read the Angry GM, especially older articles ( http://theangrygm.com) ... you can decide for yourself whether you like his style or not, if you can get past it, it's a gold mine.

http://DriveThruRPG.comhas tons of cheap PDFs for all kinds of systems, my favourites for a Star Wars campaign are actually some resources for the Traveller game: search for "21 plots", the whole series is fun.

...and while you're doing all that, just host sessions and get practice. I don't think it ever really becomes "easy"...I still have nights I bomb, but you learn from them and try to get better, that's all that matters. The players will appreciate it so long as they feel listened to and your sessions improve.

Good luck!

Methodologically: The GM chapter in any of the Core Rulebooks is great for understanding the role of the GM. I'd suggest reading that, and then definitely pick up one of the Beginner Games and run it.

My own two credits on the matter of GMing, theoretically: Don't be a jerk—you have the power of a god in the game world. Remember that you are there to facilitate everyone having a good time, first and foremost (fun is more important than rules).

I now have (including myself) 5 people wanting to learn the game. If I can learn the system quickly I was then gonna pick up the beginner game of EotE and be the GM.

Also not all memorable npcs need to be deep. I recently needed to add a house to an adventure b/c my players wanted to go to a place someone had lived to look for clues. I Added a simple houseproud old dear & husband that never moved from the holochannels. turned out to be some of the best stuff in the adventure due to being good light relief.

I now have (including myself) 5 people wanting to learn the game. If I can learn the system quickly I was then gonna pick up the beginner game of EotE and be the GM.

The Beginner Games are designed to teach the system to both players and GMs. I'd recommend the Age of Rebellion Beginner Game, though. It's a little bit more straightforward, and I enjoyed it a lot more than its EotE counterpart.

I haven't played through the Force and Destiny or Force Awakens Beginner Games, so can't speak to those.

The cardinal sin of GM-ing is having a "GM PC" it's virtually impossible to be unbiased/not favor your own character and nothing I know of will cause bad blood at the gaming table than the GM favoring a NPC over the PCs.

Another common mistake made by GM's is that they don't discuss the campaign with their players beforehand. Before the players even settle on character concepts; everyone should be on the same page regarding what the campaign is going to be about, what kind of tone it's going to have, and so on.

So many stories I read about campaigns going awry stem from nothing more than a lack of this sort of discussion. It seems like a lot of GM's just say "Ok, I'm running X system next week", and then a week later everyone shows up with a character which was created completely independent of each other and completely independent of the GM's intentions for the campaign. That's how you end up with PC's who can't get along, PC's who have no reasonable motivation to get involved in the main story, and goofy characters in campaigns which were intended to be dark and serious (or vice versa).

Tabletop RPG's are a form of socialization; and like any form of socialization, nothing is more critical than good communication.