GM in need of help

By RocketDarth, in Star Wars: Force and Destiny RPG

Hey guys, I am new to RPGs and have never really GM a campaign before and had two questions for you guys.

  • My group will probably be meeting somewhat weekly, how much do I really need to have planned before each session (story arc, plot twists ext.)?
  • If my group enjoys FaD, is it worth buying some of the other books (AoR, EotE, source books, GM kit)? I know they all focus on different things, but it could get boring at some point always being Jedi.

Thanks guys!

To know how much you need to prepare, we/you really need to know you and your players.

Are they pro-active and are capable of driving the plot (and are you capable of improvising that with them?), or do they need direction and to be given clear goals, and can you envision/write-up conflicts to guide them to? Or somewhere in between?

In general, this rpg doesn't require as much preparation as something like D&D/Pathfinder/Shadowrun, on the level that you don't have to map every room out in intimate detail to fully take advantage of the games combat options. Which is VERY nice.

Its also is very easy to improvise combat encounters via the mechanics like Minion Groups and Adversary Talent and Range Bands, which are all "Difficulty dial" adjustment knobs that you can tweak on the fly.

But the story? The story/plot is gonna require just about as much prep as it "always" does (I know, you're new). There are some mechanics that help you out here as well, like Morality/Moral Weaknesses/Conflict, that you can look at in advance to help you think about specific types of conflicts to introduce, and the fact that - as GM - you should only have to roll the dice during combat is a big help. Freeing up your mind to focus on developing the plot as it goes.

If you don't know your players well, you probably need to do a "full sessions worth" of prep. Have one or more hooks, have the interim steps/locations/conflicts drafted and in mind/on paper, and have a conclusion ready.

Keep in mind the narrative dice options (Advantage/Threat/Triumph/Despair), as well as the Destiny Pool which are very handy tools to either push the plot where you need it to go if you're a poor improviser OR to introduce complications and new interesting conflicts on the flynif you are a good improviser.

This is what it comes down to; know yourself, and know your players.

4 hours ago, RocketDarth said:

Hey guys, I am new to RPGs and have never really GM a campaign before and had two questions for you guys.

  • My group will probably be meeting somewhat weekly, how much do I really need to have planned before each session (story arc, plot twists ext.)?

Depends. Some GM's like to plan out the flow and encounters ahead, making sure that each encounter points to the next and the story has a chance to unfold and build to big reveals.

Others like to set up various options and chains and see where the players bite.

Others just improv the whole thing.

It's up to both you and the players. Some like a solid "plot this way" sign others want total agency.

4 hours ago, RocketDarth said:

  • If my group enjoys FaD, is it worth buying some of the other books (AoR, EotE, source books, GM kit)? I know they all focus on different things, but it could get boring at some point always being Jedi.

Yes! Yes yes yes!

Honestly, Clone War games specifically work better with a mix of AoR and FaD. And the Squadron rules in the AoR gm kit are pretty useful.

10 minutes ago, Ghostofman said:

Yes! Yes yes yes!

Honestly, Clone War games specifically work better with a mix of AoR and FaD. And the Squadron rules in the AoR gm kit are pretty useful.

Yeah, I was thinking that the AoR book might be good. More space/ground combat focus right? Less, the Jedi do this, they don't do that, no you can't just kick down the empires front door.

1 hour ago, RocketDarth said:

Yeah, I was thinking that the AoR book might be good. More space/ground combat focus right? Less, the Jedi do this, they don't do that, no you can't just kick down the empires front door.

It's more complicated than that.

Every core has a full set of options, so like even AoR has the sneaky, talky, and smartie options for players (though there is a more combat bent) but also the other player options work better. So like instead of Morality, there's Duty, which represents how much faith and resources your sponsor is willing to devote to you. When you start talking clone wars you get characters like Obi-wan that really don't get much play with Morality, and having an option like duty makes a good replacement.

Also there's a pair of universal specs that players tend to like to help round out some specs.

The Core books do a good job of rounding out the different aspects of the Star Wars universe, so if you have a campaign with a lot of crossover, they really do help.

The splat books are an excellent source for additional world building. They often have rules options for different scenarios, and an expanded equipment section that helps fill in gaps that the more universal core books don't much go into. For instance, Stay on Target would be a must for a Clone Wars game, as it has expanded rules for starfighters and includes some of the Clone Wars era ships. Likewise the Commander book includes expanded rules for capital ships and has useful examples of things a group of Jedi would want in that era.

Alternately something like Lords of Nal Hutta would be a good addition if you had Jedi alive during the Imperial era who were keen to hide themselves in the bustling underworld of Hutt Space. It has an exceptionally well rounded selection of planets and NPCs, as well as some canned scenarios that don't explicitly rely on the force. In that case, you might also think about picking up Fly Casual , as it has expanded rules for smuggling, more freighter options, and a more well developed underground economy.

Finally, of you plan to focus on a search for lost Jedi artifacts and cultures, the Explorer book for Edge is a must, as well as Nexus of Power , which has rules for force trials, vergences, and all manner of different lost and forgotten relics. Basically, no matter what you and your friends want to do, there are a couple of books that will help a great deal.

On 6.12.2017 г. at 3:30 PM, RocketDarth said:

Hey guys, I am new to RPGs and have never really GM a campaign before and had two questions for you guys.

  • My group will probably be meeting somewhat weekly, how much do I really need to have planned before each session (story arc, plot twists ext.)?
  • If my group enjoys FaD, is it worth buying some of the other books (AoR, EotE, source books, GM kit)? I know they all focus on different things, but it could get boring at some point always being Jedi.

Thanks guys!

  • About how much you should prepare I cannot say - In my experience though Players rarely do what you have planned for them to do. But my group is formed by experienced players who pretty much know their ways around DM and how to "run around" him.
  • Definitely yes on the second question - Every book offers a lot of classes and option, new gear, new talents and so on. Although some of those things overlap (especially between AoR and EotE) the addition options your characters will have is way worth it. In my current campaign we having a Charmer/Gunner (EotE/AoE), Hired Gun/Politico/Gadgeteer (Full EotE) and a Hunter/Healer (Full FoD). And yeah - we are a bit liberal with specialization purchases.