Starting Up a Play by Post Game

By Zev Linare, in Star Wars: Edge of the Empire RPG

I very much like the ex-Imp's backstory.

A Falleen slicer could be interesting. Wasn't Greivous a Falleen? Not that I expect this character to be anything like that.

If we are going to be wandering spacers with the ship as our home base I am thinking Duros would fit very well with that. I will play a pilot if no-one else wants to, but would be equally happy playing ship's mechanic/navigator/co-pilot, the Chewbacca's role if some one else wants to be the pilot.

Actually a pure hired gun is doable as well without the need for 2 specializations, itseems to cover the skills for a military scout neatly enough without the space piloting skills though, so Ill go with that, I dont normally go combat oriented, but I like the idea of this one. As for looks check page 203 of the core rules

Looking at wookiepedia's Scouttooper entry, the first paragraph reads

Scout troopers were specially trained soldiers of the Imperial Stormtrooper Corps. As light-armored variants of the Imperial stormtroopers, scout troopers were specifically trained for activities too complicated for regular infantry troopers. As such, they were exceptional additions to the Imperial Military as reconnaissance troops, spies and survivalists. They were especially excellent marksmen, and thus they were regarded as the finest snipers in service to the Galactic Empire. Hence, they were particularly useful as assassins.

Seems like survivalist bounty hunter would be a good fit. It has the combat skils the scout lacks whilst having a similar theme.

I think you misunderstand what I mean by scout, not scout trooper but an independant non combatant. Going the scout path I originally suggested he woildnt be an armytype but a traditional scout as described in the book.

IE the guy that goes out on his own and surveys planets to see if they are any use for the empire.Read the description on page 69. Even if I went the hired gun this is still the same sort of scout I mean. In fact unless it is a combat based group I would actually prefer to play Explorer- scout or fringer if the group needs a pilot (which I quite like as well).

Edit in my background story a fully trained scout trooper would have been ordered to probably just kill the target and would be less likely to go against the chain of command than my character (who didnt actually undergo trooper training but either officer or scout training instead). Hes not quite a spy either as he doesnt work covertly, hes just an expert finding his way round either the planets/the galaxy or both.

Edited by syrath

Just curious. How do you actually play by post? I mean, I can see how you can play over skype and such, since there are programs to handle dice and such and even without, you could talk and run the game.

But by post... how do you drive the game forward. How do you handle encounters?

Just curious :-)

I too am curious about this, as I have never played in a play by post game.

I am thinking of a human pilot/mechanic, Tobius Feen. I'm seeing this guy as a swoop, pod, or pit racer who is always tinkering with his machines. I'm actually picturing a 50's greaser mechanic type, a Star Wars version of Kenickie from Grease.

gr_074TravoltaConaway.jpg

As far as Obligation, I could see him having:

Criminal Obligation due to his need for speed and adventure he could very well be wanted for running blockades, pit racing on Coruscant or any other "illegal" racing.

Betrayal - He was paid hansomely (enough to buy a ship possibly) to throw a race, but just couldn't do it. He has too much pride or greed to lose on purpose.

Debt/Favor - He owes someone for getting him into the last race. He didn't have the money for entry fees so he begged, borrowed or promised favors to get into the games.

Addiction - Adrenaline junky to the max. He has to go fast and never turns down an opportunity to push the limits.

There are probably a few others, so which ever fits the campaign best will work for me.

Edited by Fechik

Play by mail games have the GM descibe everthing in writing, the players respond by writing back, gm then replies bac describing the results and whats happened as a result, you respond again. Used to be done using snail mail back in the70s and 80s, nowadays just get a forum page up and running and the game proceeds depending how quickly everyone can respond (which is why there is a one post per day minimum to keep the game flowing. Otherwise everyone waits for your relply and the game does not progress.

Syrath, I did miunderstand you, I put stormtrooper training and scout officer together and made 5 :)

As to pilots and combat characters, I've got a couple of points there...

In this sort of setting, everyone should be able to fight to some degree, and EotE is a system that facilitates that better than a lot of others. I'm not sure there's a specific need for a 'combat character' if no-one particularly wants to play one. II imagine I won't have any trained combat skills to start and I'd imagine 1 rank in their favorite weapon type will get most people by. So far it's coming across as a group for whom combat won't be their first recourse,

The same goes for a pilot, to an extent, I'Certainly I don't think there's any specific need for someone with the pilot spec, an Explorer with 1 rank in Pilot (Space) would be enough. Scout or Fringer would both work.

I GM a play by post game over at StrainThreshold.wordpress.com If you want to take a look at it, as an example of how these type of games run, we'd love to have you follow us. We are new ourselves to this type of play and not everyone is as strong in it as others, but we seem to be having fun with it. It's a much slower pace for sure. And we are seem to just be hitting a stride now aftre 3 sessions and a month play.

When you get your blog running, I hope you guys share the link so we can follow your progress. I'm always on the look out for inspiration in both running and playing EotE, especially by post.

Play by Post - at least as I've seen it run and worked with it - is like a slow version of normal play. The GM posts a description of the scene, and the characters react, etc. Syrath's description is pretty good. Combat was like molasses in Saga Edition due to maps, squares, very structured initiative, etc, but I'm hoping Edge of the Empire's can streamline things. My favorite part about the play by post format is the narrative depth and rich descriptions that most people just don't provide at a table game.

Fechik, I love the racer sort, and while I loathed Saga Edition starship combat, I like the new system much better, so I'll actually implement space combat and chases. I could see swoop racing or even an illegal podrace or two in the future.

Regarding how much you want to put into combat skills, I think most everyone should be bare-bones proficient with some weapon - just Proficiency Die can make a world of difference. Everyone on the fringe should be somewhat capable of defending themselves.

Given the scouts vehicular skillls that might be a way for my character and tobius to meet up. A race would be something he could be called upon to do, maybe they race for the same stable. Stryker's lack of self esteem though would let him throw a race. He is currently at a low point of his life and is guilt ridden, what's a little more.

Zev, one thing I'm curious about. In the book it suggests giving out XP on a per session basis. Given that pbp doesn't really have sessions in that sense, have you thought about how you'll handle it?

Excellent question, Mandrake. The rulebook suggests 10-20 XP for a session consisting of 2-3 major encounters and a handful of minor ones. I would read this as 5 XP or so per challenging encounter (combat, a race, a sabacc tournament, negotiating a deal, pulling a con, etc), with bonus XP dished out in 1s and 2s for exceptional roleplaying, brilliant ideas, acting according to motivation, and the like. A minor encounter could be worth a point or two as well if something of note happens.

Think of it as a trickle of XP rather than a lump sum.

So maybe 5 XP every couple of weeks rather 20 xp every couple of months?

MythWeavers doesn't have a sheet for EotE, nor do they have a 'generic' option. What are you using to keep track of the characters?

So maybe 5 XP every couple of weeks rather 20 xp every couple of months?

Sure. Any significant amount of downtime in game might result in some extra XP to keep things moving along.

MythWeavers doesn't have a sheet for EotE, nor do they have a 'generic' option. What are you using to keep track of the characters?

I was thinking of just coding them into player's signatures as spoilers. Good old fashioned text, and a signature is rapidly accessible.

Do Mythweaver's sigs have that much room?

I'm not 100% positive, but in theory it would be listed as a little box labeled "SPOILER", which, when clicked, would expand into a purely text-based character sheet.

Baring that, the go-to method of having a thread for each character works well enough.

Alright.

What have we go so far from the 5 you accepted? 'Street' racing mechanic, a scout and a face/slicer?

I found out that you can't put much bbcode in signatures, so the time-honored method of each character being posted in a separate thread will work. If I can, I'll make list of links to the character sheets available in my signature.

Alright.

What have we go so far from the 5 you accepted? 'Street' racing mechanic, a scout and a face/slicer?

That would be correct. Nate's thinking and I haven't heard a peep from boardgameguy.

While I'm still working out some of the specifics, I've decided to play a Bothan colonist/doctor.

-Nate

Thinking Twi'lek Colonist: Scholar

Raised in a higher bloodline, had opportunities to learn, religious. Jealous, power whatever became too much for father who was one of the head clan members. He was ousted/killed while character was away, mother, sister sold as slaves. Trying to find them and hopefully start a new life.

Family obligation

Ok Zev ,just need a few more details to finalise the character starting xp for a human (110?) Starting obligation (10?) And starting creds (500?). In other words is it as per book for 5 people

So we have a Colonist Politico/Slicer, (Mandrake)

An Explorer Scout or Fringer, (syrath)

A Smuggler Pilot/Mechanic, (fechik)

A Colonist Doctor, (Nate)

And a Colonist Scholar. (boardgameguy)

You guys should probably think about some adjustments and tweaks for balance. As is the toughest build would be the Explorer if he picks the Scout specialization. Being a party with a collective glass jaw on the Fringe is quite risky, and the Falleen may not be able to talk you out of every shakedown by 2-cred street thugs. I'm not intending to have fights crop up everywhere, but even out of combat, having 3 out of 5 characters play a Colonist is going to give you a very redundant pool of skills.

Ok Zev ,just need a few more details to finalise the character starting xp for a human (110?) Starting obligation (10?) And starting creds (500?). In other words is it as per book for 5 people

By the book for 5 players, but 1,000 starting credits rather than 500.

On the Obligation note, I selected a starship, but whoever "owns" the ship, be it the captain, two people, or the whole crew need to have about 15 Obligation related to how they got the ship. Was it a loan? Was it stolen? Was this the money from the race that didn't get thrown? This obligation is just extra thrown on top that doesn't count for extra credits or XP.

320px-Starlight-class_light_freighter.jp

On the ship, I don't think anyone ever responded to your "which ship" question. I'd rule the Wayfarer out simply on crew recuirements. Other than that, I'm fairly easy. However, are we limited to the 3 starting options listed or are you doing the X credits approach some others have?