"Skill Monkey is a delightfully quick look at applying dice pool results for skill checks in FFG’s Star Wars RPG in fun, creative, and epic ways."
Skill Monkey stopped making these a while back but the couple of dozen podcasts can be very useful to GMs both new and old.
http://www.madadventurers.com/category/field-recordings/skill-monkey/page/3/
Just a reminder on Skill Monkey for GMs
I've listened to the set several times. I like queuing them up on the podcast player and listening while on the way to my regular weekly game... they help me get in the right headspace to run EotE.
I love Skill Monkey and all the work done on these and it was sucha shame when he stopped making them as he was (and in many ways still is) an Ambassador for the game. One thing always irked me though, about the various episodes of Skill Monkey in that it was always done in such a way that if the GM narrates X then he is doing the players a disservice, when one of the beautiful things about this system is that triumph and advantage, actually take some of the story telling away from the GM and puts it firmly in the hands of the players as well. While despair and threat are usually (but not always) in the hands of the GM it should be all about the players when it comes to Triumph, Advantage and Destiny Points.
Example you are in the middle of a fight and the player, who is a slicer, takes a pot shot at an opponent in a relatively empty warehouse that has a few shipping crates and rolls 2 success and 1 triumph and 2 advantage (or 5 advantage)
The player offers this narration, "I take a few potshots from the cover of the shipping crate. one of them draws blood from the brow of the ugly, scarfaced rodian. He ducks from view and as I pause to gather my breath I notice a computer terminal round the other side of the shipping crate. I take advantage of the brief pause in combat to make my way to the terminal"
In this the player added flavor by now saying the Rodian is ugly and scarred, which I as a GM hadnt added previously, and also retconned (with 3 advantage or the triumph) the existence of the computer terminal and the used the last two advantage to get a free move maneuver to go towards the terminal. This is the way me and my players play (and also how I play as a player.)
In this system it is almost as much the players responsibility to add to the narrative as it is the GM.
A very minor niggle, might I add, because I learned so much from them, although also do beware that there are many things that are suggested in these precious moments of suggestions that are actually now in game under talents, and if something is suggested that actually nullifies the point of buying a talent or ability then I would ignore. Having been some time since I listened to them I can only give an example from early on in my own GMing, where I allowed a player with a melee weapon to knockdown an opponent with a triumph, thinking that a despair could knockdown someone , so a triumph by rights shouod be able to do the same. Then I remembered later on that day that there is a 25 xp fringer talent that allows you to knockdown your opponent , but only if you use a triumph, so if I had contiinued to allow the player to do the same thing this tier 5 Fringer talent was essentially useless since I was letting my players do that anyway.
Thankfully this game , you dont have to live with mistakes like that. With the now massively increased number of talents in the game it is easier than ever to do that and its become clearer to me that triumphs are not quite as powerful as I originally played them to be.
Edited by syrath