Of Creatures in Crystals...advice needed

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

I need some advice.

I am a game master who very rarely gets to play in a campaign. A few months ago I was invited to be a player by someone in my group.

So far it’s been fun. I’m playing a Consular teacher, I’ve always wanted to play a force user in this system.

issue is, in 8th session we are searching an abandoned Jedi temple. Searching it I roll 2 triumph and a despair. I ask if I can find a saved crystal for 2, nothing special just a Dantari or Illum. GM decides Dantari. I find an old hermit who sells the crystal for me for 2000 credits.

i find out the next day that the hermit has been killed and I was seen in the area so I think “we’ll..there is the despair”.

fast forward 3 sessions, I finally construct the saner and turn it on....take a conflict and a strain.

apparently......the crystal has an ancient precursor in it and activating it drains its life force giving me a conflict and threat and I have no idea how to remove it.

Personally...I feel this is a bit of a slap after being lucky enough to find a crystal, not steal it but buy it (2 triumphs for the pleasure I’d add...) and having my mission endangered by having the hermit killed with me as a suspect and NOW I...the character who isn’t a powerhouse in combat at all (tend to be the first down) and building a defensive lightsaber...I have to deal with a debuff that prevents me from using it lest I fall to the dark side. I have to admit....it did cause me to feel a little..hampered and I may have zoned out on the session after that...

but should I feel this way? Should I tell my GM how I feel?

I think you should tell your GM how you feel, but probably not in front of the other players, as I think that it is generally best to address 1-on-1 issues with the other involved party.

I think that the "slap in the face" verbiage might be a little bit to hard, but I do agree that it might (I stress might ) be an issue. If you talk to your GM and he says "trust me, I've got a plan" you shouldn't press him too much, just try to get assurances from him that it will work out all right. If he doesn't seem to have a plan, and it's just "well, that's how it is" then I suggest that you come up with a solution that you think fosters the story. I think that it might be a very interesting story hook or character progression.

You have a lightsaber (that represents the easy way out), but using it will bring you closer to the Dark side, so you must be patient and find other ways than violence out of the situation.
However, a lightsaber that you can never use isn't any fun, so I would suggest that there be some journey (and I mean journey, not quick fix) to free the precursor or whatever needs to be done to "purify" the crystal.
If your GM doesn't have a plan, I believe that the two of you should work together to devise a suitable resolution to the problem. If the precursor was imprisoned, maybe you need to find the "sacred shrine of Flim-Flam" so that you can release the precursor to his rest or whatever. Some way to release him from the crystal. Or maybe you need to talk to the precursor through the force, learn about him, his situation, his history, whatever. Maybe there is something you don't know about how it works, and maybe if you cooperate with the precursor you won't take conflict.
Here's one idea, The lightsaber is actually far more powerful than you think (maybe +2-3 damage, other qualities [maybe additional Breach]) as a result of the precursor in the crystal, but the hermit who owned the crystal (or someone down the line) had trapped the precursor in the crystal in order to gain more power to use for vile motives, but the precursor fought back. However, the precursor was only powerful enough to weaken the lightsaber, and only at the expense of his own lifeforce. Once you communicate with it and convince it of your good motives or the like, he will cooperate with you and unlock the greater power of the crystal. Thus resolving your problems.

As a GM yourself, when you as a player have an issue, you should try to think about how you would want a player to handle it if you were the GM. The Golden Rule always applies. Don't approach it in a way that would bother you if you were the GM, and I imagine that if one of your players had an issue, you would want them to talk to you about it so don't just let it slide and allow the "wound" to fester.

Edited by P-47 Thunderbolt

Yeah, your GM is being a jerk for springing that on you without any advance warning.

I would say that you definitely need to speak with the GM, preferably away from the table and the rest of the group. It might be that he's got a cool story idea (personally I wouldn't count on it, but then I don't know this person), so it doesn't hurt to hear him out in addition airing your concerns. It might be a case of he's worried about lightsabers being too powerful (something I've seen crop up quite a few times) and is trying to house rule some form of "balance;" sadly such efforts usually only wind up aggravating the players and souring the game in general.

If you don't speak up, that resentment is just going to build until the game is no longer fun, as you're being hosed over for what may well be no good reason other than the GM being a petty jerk.

I would advise giving your GM the benefit of the doubt though, I doubt he's just trying to be a jerk, and if you approach it as "you're a jerk" it could cause the situation to deteriorate.

@Ebak How did it go?

It went well. I talked to my GM and he revealed that he does have a plan with it and that he doesn't intend to drag it out a long while. In fact it's key to wrapping up one of my obligations which he wants to do because we are edging quite close to 100.

I'm on board.

Good! I'm glad it worked out! My general advice (aside from the golden rule) is "Trust but verify (your GM)" so I'm glad that it worked out.

I hope that it's a lot of fun!