'Friends Like These'

By Maelora, in Star Wars: Age of Rebellion RPG

Exactly. When you're on that tight a deadline, ANY failed check is going to be a big deal.

The Diplomat fails a Negotiation roll to get some allies? Your potential forces are cut in half;

The Engineer fails a Mechanics check to soup-up the defenses? Your fortification have become very easy to breach.

The Commander fails a check to set up a battle plan? Hours are lost in pointless bickering over tactics and the Empire will have an easier time walking all over you.

Since the article mentions that the planets are all very close together I doubt you'll lose more than ~5 or 6 hours on a failed Astrogation check. But when that's 1/8 of your total time, well...you may have to cut a stop or two out of your planned route to make it back in time. Which ones can you afford to sacrifice, and which are too important to let go...?

Still, it implies that they are going with a more "on-screen" duration for hyperspace travel than the RPG has previously used. By this I mean that flight to other systems within a sector must be very quick (only an hour or two) or else the two days is terribly short. With the times given in the RPG, a one-way trip with a Class 1 hyperdrive to another world in the same sector is 10-24 hours. If you have a Class 2 hyperdrive and make a round trip to another world in the same sector, you're looking at 40-96 hours. So that's why I say you had better have a good hyperdrive class.

In this regard, I've enjoyed a lot of great mileage from the Seeker careers, especially the Navigator . A Navigator who dips into (cheaper) Ataru Striker has filled the roles of Astrogation, Piloting, and close combat, with an expected higher Agility needed for Piloting. When she isn't using her lightsaber, she still has a much-needed (and non-conflicting) role as de facto pilot.

Am not sure how an all-Seeker party may play out in this game, but am impressed with the promises of being so product-compatible!

The product page says the characters only have 2 days and the article says one failed Astrogation check can be the end. Hope the characters have a good hyperdrive class...

I'm assuming that's an exaggeration. "You failed one roll, so you lose" is such a N00B GM mistake I doubt it would actually be in a published adventure...

Now, if the party decided to all go, well, that is on them, as no one will be left to accomplish the on planet tasks.

I am sure that much of the "..can be the end" text is hyperbole, I'm sure sending someone for aid, and they cant get it to show up in time will be disasterous.

It would be nice to see the adventure have an organic failure guide. Say you fail in defense, the empire subjugates, how to get off planet? Same if aid wasn't acquired in time to help. Would be interesting.

The product page says the characters only have 2 days and the article says one failed Astrogation check can be the end. Hope the characters have a good hyperdrive class...

... which is largely why we hardly bother with it. 'Youi failed your roll so now you don't get to go on the adventure.'

I know I should sit down one day and try to make it work, but very few players take it and - even in-universe - is seen as a laborious task mostly delegated to NPC droids.

I use Astrogation a lot these days as a way for the party to try for bonuses early in the session. Failure is never an end to the adventure, just a complication. I generally give them three choices of hyperspace routes: a standard route, along with 2 lesser known smuggling routes that veer close to dangerous mass shadows.

lothal.PNG

On a failure, they're allowed to roll again, but the time it took to chart a course is added to the travel time (modified by appropriate talents). On really bad rolls, the party thinks they're on the right track, but spend several hours off course. It becomes a gamble between trying for the hardest route and getting there well in advance of enemy expectations (allowing for ambushes and less resistance overall) or failing and having the enemy already entrenched upon arrival.

We have a Fringer well-versed in Astrogation and several scholarly types, so it gives them a chance to contribute and set the stage for the Face characters and Combat specialists.

Edited by verdantsf

We've seen FFG railroad players in adventures. For all of the hype around holocrons being so rare, two of the first three published adventures for Force and Destiny offer these as rewards, PLUS the option of having a holocron as a party resource (over a starship, for example, in the CRB).

Needing to make the hyperspace jump in a very limited time seems foolish, here, because it violates two ideas I've grown to appreciate from FFG SWRPGs:

1) Start en media res, or in the middle of action. All of the films do this job, so why break the formula? I prefer dropping characters where they need to be to start, and open travel options as the players direct. Get them rolling dice in this newer system, because dice rolling builds familiarity with dice pools and players invest more into their XP expenditures.

2) This is a narrative dice game. In addition to Rule 1, above, where is the opportunity to participate in the story narration? How many PCs have Astrogation? How easy does the party have access to a starship with enough hyperdrive power to get there in time, assuming dice rolls would succeed anyway? It'd feel like a waste of time to finally invest in a niche skill, succeed by burning Destiny Points, and then discover how poorly-made our starship is that it won't make the jump in the timeframe needed. Sure, ships need repairs and can be modified, but PCs likely won't have time to do this job.

Again, why not drop them off en media res, and provide the resources needed to complete the mission. Nobody likes an Easter Eggs hunt without sufficient eggs to find.

Again, why not drop them off en media res, and provide the resources needed to complete the mission. Nobody likes an Easter Eggs hunt without sufficient eggs to find.

As a GM, there's nothing stopping you from doing this :) . Taking things out and replacing them with NPCs and subplots that have developed in my campaign is half the fun!

Edited by verdantsf

Very excited for this book to finally be announced! This is an adventure module I wrote alongside Ryan Brooks.

Also, wow! People are very excited about the idea that Astrogation checks matter in this adventure based off a single line in an announcement piece. Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

We've seen FFG railroad players in adventures. For all of the hype around holocrons being so rare, two of the first three published adventures for Force and Destiny offer these as rewards, PLUS the option of having a holocron as a party resource (over a starship, for example, in the CRB).

Needing to make the hyperspace jump in a very limited time seems foolish, here, because it violates two ideas I've grown to appreciate from FFG SWRPGs:

1) Start en media res, or in the middle of action. All of the films do this job, so why break the formula? I prefer dropping characters where they need to be to start, and open travel options as the players direct. Get them rolling dice in this newer system, because dice rolling builds familiarity with dice pools and players invest more into their XP expenditures.

2) This is a narrative dice game. In addition to Rule 1, above, where is the opportunity to participate in the story narration? How many PCs have Astrogation? How easy does the party have access to a starship with enough hyperdrive power to get there in time, assuming dice rolls would succeed anyway? It'd feel like a waste of time to finally invest in a niche skill, succeed by burning Destiny Points, and then discover how poorly-made our starship is that it won't make the jump in the timeframe needed. Sure, ships need repairs and can be modified, but PCs likely won't have time to do this job.

Again, why not drop them off en media res, and provide the resources needed to complete the mission. Nobody likes an Easter Eggs hunt without sufficient eggs to find.

Now as to the holocron issue.. Well, I am of the opinion that Farce and Density is the weak link in the FFG Star Wars RPG line. I'm not a fan of the morality, careers and specialties, heck the whole focus of the game. It is only there because many people can't stand not playing a Jedi. Now, if you enjoy this game, good on you, but I am not a fan. You are very right that getting a holocron every adventure is ridiculous.

We've seen FFG railroad players in adventures. For all of the hype around holocrons being so rare, two of the first three published adventures for Force and Destiny offer these as rewards, PLUS the option of having a holocron as a party resource (over a starship, for example, in the CRB).

Needing to make the hyperspace jump in a very limited time seems foolish, here, because it violates two ideas I've grown to appreciate from FFG SWRPGs:

1) Start en media res, or in the middle of action. All of the films do this job, so why break the formula? I prefer dropping characters where they need to be to start, and open travel options as the players direct. Get them rolling dice in this newer system, because dice rolling builds familiarity with dice pools and players invest more into their XP expenditures.

2) This is a narrative dice game. In addition to Rule 1, above, where is the opportunity to participate in the story narration? How many PCs have Astrogation? How easy does the party have access to a starship with enough hyperdrive power to get there in time, assuming dice rolls would succeed anyway? It'd feel like a waste of time to finally invest in a niche skill, succeed by burning Destiny Points, and then discover how poorly-made our starship is that it won't make the jump in the timeframe needed. Sure, ships need repairs and can be modified, but PCs likely won't have time to do this job.

Again, why not drop them off en media res, and provide the resources needed to complete the mission. Nobody likes an Easter Eggs hunt without sufficient eggs to find.

So... You've read the adventure then? Because you are making a number of statements of fact. Perhaps the adventure DOES start in media res. Does the party have a ship? Well since they seem to be going to this new planet, so that seems likely that they do. As for astrogation? Maybe the players don't have it. Perhaps calling for reinforcements is not part of the adventure the players can accomplish. If the idea of getting allies is an option, perhaps the planet is a nearby trading partner, and you have to convince them that they are NEXT on the empires invasion list.

Now as to the holocron issue.. Well, I am of the opinion that Farce and Density is the weak link in the FFG Star Wars RPG line. I'm not a fan of the morality, careers and specialties, heck the whole focus of the game. It is only there because many people can't stand not playing a Jedi. Now, if you enjoy this game, good on you, but I am not a fan. You are very right that getting a holocron every adventure is ridiculous.

No, I am merely reacting to known content. Point taken.

Very excited for this book to finally be announced! This is an adventure module I wrote alongside Ryan Brooks.

Also, wow! People are very excited about the idea that Astrogation checks matter in this adventure based off a single line in an announcement piece. Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

70963070.jpg

Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

To be fair Keith, we wouldn't even know about them from the article, seeing as how it doesn't mention them!

I wonder if they'll get their own write-up a la Corellian Humans, or if it's just a lame 'to make a Mando, take a standard Human, take this or that career or spec, and this or that skill for your free human ones'...

Very excited for this book to finally be announced! This is an adventure module I wrote alongside Ryan Brooks.

Also, wow! People are very excited about the idea that Astrogation checks matter in this adventure based off a single line in an announcement piece. Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

Yeah, but Mando's are so easy. I mean what? They start with 3's across the board, 2 ranks in all combat skills, a free suit of battle armor with cortosis and superior (which don't take up any HP) and a superior heavy blaster rifle, and their special ability lets them spend a destiny point to reroll any roll, including force dice and checks made by other characters, including opponents.

I mean, that's a total no brainer.

Seriously though, I do want to see what Mando's look like, but an example of how to play astrogation and time crunches is kinda interesting in how it can apply to other adventures. Tt sounds like this one is going to have ample meat even for those that don't need need the actual adventure itself, which is really a good way to go about it.

Come on, Ghost, those Mando stats are clearly ridiculous!

They should start with three ranks in all combat skills, and 5 ranks of the Lethal Blows, Enduring, and Durable talents, too!

Gosh, don't you know anything :P !

Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

To be fair Keith, we wouldn't even know about them from the article, seeing as how it doesn't mention them!

I wonder if they'll get their own write-up a la Corellian Humans, or if it's just a lame 'to make a Mando, take a standard Human, take this or that career or spec, and this or that skill for your free human ones'...

This is what I want to know too. Is it setup like Correlian Human or is career/spec/skill specific?

Come on, Ghost, those Mando stats are clearly ridiculous!

They should start with three ranks in all combat skills, and 5 ranks of the Lethal Blows, Enduring, and Durable talents, too!

Gosh, don't you know anything :P !

Sorry, I should have clarified that that was for making a Minion level characters (which I did forget the 5 ranks in Adversary).

My guess is that they'll be like the Corellian humans. I can't imagine any reason why they wouldn't be - they've always been very mindful of not excluding potential career paths from any of the species options.

Sorry, I should have clarified that that was for making a Minion level characters (which I did forget the 5 ranks in Adversary).

Minion :)

EDIT: Okay, I think I've gotten the sassy sarcasm out of my system. Sorry folks! Carry on!

Edited by Absol197

My guess is that they'll be like the Corellian humans. I can't imagine any reason why they wouldn't be - they've always been very mindful of not excluding potential career paths from any of the species options.

Probably, I'm kinda curious to see exactly the direction they take with them though. The "pacifist" curveball Lord Flannel injected into the works has the benefit of opening up what a dev can do with the numbers. so I'm wondering if they're going to follow "the old ways" we've been lampooning, or if they came up with something more unexpected.

Very excited for this book to finally be announced! This is an adventure module I wrote alongside Ryan Brooks.

Also, wow! People are very excited about the idea that Astrogation checks matter in this adventure based off a single line in an announcement piece. Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

While anxieties and criticism will abound in various forms, let's first say "Thanks" for helping make this happen! It looks like an interesting adventure, being mindful of all three product titles participation.

Very excited for this book to finally be announced! This is an adventure module I wrote alongside Ryan Brooks.

Also, wow! People are very excited about the idea that Astrogation checks matter in this adventure based off a single line in an announcement piece. Here I figured it was the Mandalorians that were going to be at the root of most anxiety.

While anxieties and criticism will abound in various forms, let's first say "Thanks" for helping make this happen! It looks like an interesting adventure, being mindful of all three product titles participation.

Hey, thanks! It's going to feel like forever now until this thing is released, but I'm really looking forward to hearing everyone's thoughts once they get it on the table (though reading all the speculation beforehand is also super fun). This was a crazy fun book to work on with my best friend of like 20 years (Ryan Brooks), where FFG just kind of let us go crazy and do our thing. Super excited for you guys to explore Vlemoth Port (legends obscurity rating: Absolute), Kowak, and Xorrn, and meet all the characters we populated each world with!

Finally seeing some of the artwork from this book is so crazy awesome. Some of these artists are practically reading my mind.

Pretty confident that mandalorian humans will be like correllians. 2 across the board. 110 xp. Choose one combat skill, ranged light or heavy, melee, or brawl, and can get that to three ranks at character creation.

Pretty confident that mandalorian humans will be like correllians. 2 across the board. 110 xp. Choose one combat skill, ranged light or heavy, melee, or brawl, and can get that to three ranks at character creation.

That would suit me fine.

Dialled back from 11, they could even be pretty good.

I'll probably make them near-humans as I did with Corellians, but the players are interested for sure.

Yeah, that's my bet, too. It's boring, but it's balanced, and it fits with what we've seen before.

And really, what other line would have Mandalorians than the line dedicated to war?

Edited by Absol197

Pretty confident that mandalorian humans will be like correllians. 2 across the board. 110 xp. Choose one combat skill, ranged light or heavy, melee, or brawl, and can get that to three ranks at character creation.

EDIT: To add a positive note, they'd still like to see some Mandalorian gesr.

Edited by HappyDaze