9 minutes ago, EastCoast said:That's pretty cool. Thanks for sharing. Combat starts at around 35 minutes, I'm about 10 minutes in, No spoilers!
My god man, how long did it take you to do all the pre scenario set up? I'm assuming some was delivered via an existing Roll 20 module.
i front load a lot stuff when making campaigns. I try to get as much art/rules down early so I don't have to think hard when i run. I drink when i run so it needs to be as easy as possible. So I have bay of vehicles, mostly with hp and what not. I get maps with a quick google search. Campaign prep? 6-12 hours. Session prep? Maybe an hour
I went into some RPG prep talk in the captain's quarters episode i just did:
https://scumvillainy.podbean.com/e/captains-quarters-1-rpgs/
I'm also a pro at roll20 and google/deviant art searches.
Changes I made:
Each squadron member has a co pilot who operates like an hp bank and gives them abilities.
When you have gained the advantage on someone they can't fire on you.
Astromechs get actions (unlike this session i adjusted this to the astromech acts on your turn. What a silly mistake not to think of that.)