I'm curious what people do in on-the-fly situations or as stand-bys for running the game in situations that aren't concretely covered in the rules. I've had a lot of fun running EotE so far, in large part because the system is built up from the narrative focus.
Here's a couple tricks I use when running the game, and I'd like to see what other DM's are using for their games.
- When players ask me "is there this" or "well, is the botton close to me" or whatever, I usually just roll a green and a purple and answer from that. Or I use a yellow and a red against each other. I use the same thing when players find guns or credit sticks or whatever, better results being they find more cash, lower results being less cash or the stick has been tampered with and they will get pinched just having the thing on them.
- When players and I have a miscommunication on something happening or particular details, I just go with whatever would be the most interesting or fun. Unless it's already been solidly established or a I have a solid plan for a specific element of an encounter to go. I find that going with what makes the table more lively or fun is best.
- I try to remember that people don't always act in their best interests or for reasons that are clearly logical: From a business standpoint, Teemo being cruel to the expense of profit seems silly. However, Teemo enjoys being cruel and has a vindictive streak almost as wide as he is. Sometimes a character knows that they just need to talk tough and not look like a victim to keep a thug away from them. However, this sentient sticks to reason, they want to explain their behavior or why what the thug is doing is wrong or senseless.
- With NPCs who are supposed to be important or powerful, when figuring out what they might do in situations I just ask myself, "What would the PCs do?" If the PCs have earned the ire of a powerful crime boss, I think about traps, ambushes, bold plans that PCs might come up with and turn them around on the group. I think this makes games interesting, and it lets players know that even when they are powerful, they still have competition.
- Some elements in the game don't have stats or involve rolls. If the party were to get Darth Vader to attack them for some reason, I would give them once chance to try to escape. If they didn't take that chance, I would remind them that they're about to throw down with Darth Vader. If they persist, I would ask them to slide the character sheets across the table, because Darth Vader has killed them. Same goes for attacking a Star Destroyer in a smuggling ship. I don't need stats to run the combat. Unless you have a very specific plan in mind, you're just going to die. I always make things like that clear to the players, but I have found this makes them respect certain elements of the galaxy more than if you said "Ok, Vader has a 5 brawn and a 4 WP" etc, because there's a certain kind of player who then just says, "Hmm, I think my Wook could take him."
- Use lots of setback and advantages. I like to throw these in a lot because I think it makes the game more interesting. I find that players tend to describe their actions more when you make use of those dice more, too. They tend to think of things to do besides making vanilla attack rolls, too. From a crunch perspective, also, if you don't add setback dice to their rolls, they can't ever use those talents that ignore setback dice.