Hey guys,
So my first game was yesterday and all in all it went FANTASTIC. The players had a ton of fun, it was an all new system that allowed so many variations of incidents to happen that I would have never thought of / had happen in a "success or fail" system alone.
I did, unfortunately, kill a player through his own RP. He kind of got belligerent with a crime lord on Nar Shaddaa and refused to back down. What was even more funny is when they drew blasters on each other, he rolled a Despair to shoot the guy. His character might have been faster on the draw, but as soon as he pulled the trigger and heard his blaster click fruitlessly, he realized there was trouble.
Anyways, so putting aside all the questions that arose, I want to make this thread about the narrative combat of Edge of the Empire.
Basically, we're a group of long time players of many RPGs, that is to say -- Tactical based. Though we had a blast and loved it, it is difficult for us to get rid of the map. I'm trying to encourage my players to think "less tactically" and more narratively and adventurously.
For example, my players were at medium range from the enemies taking cover behind an opened blast door frame. One wanted to run out to the other end of the room and work on the turbolift controls. He proclaimed "I use a maneuver to move over to the controls.", so I responded with "Well, technically it's still in "medium range", so you don't need to use a maneuver to do it."
He had a hard time grasping this as he's used to "Move = Move Action".
What I'm trying to say is, what are some good ideas or methods this collective community has used to help step players away from "tactical thinking" and more into a narrative way?
My players are still hell bent on 1 attack roll = 1 - 3 shots = 6 seconds.