Ok, so we had our first session after the beginner box yesterday that went pretty well. I had to end it short due to a family issue that came up. There was some pretty good fails due to my part. We are running the adventure out of the Core Rule Book, "Trouble Brewing".
It took us 2 and a half hours and we stopped right after they beat the ambush party outside the gangs wearhouse.
Our first PC is Pash a Smuggler Pilot from the beginners box, I didn't see how this was a problem and its a pretty good guy to have around.
Our Second PC is a Falleen Doctor/Scholar/Force Sensitive who is also a pacifist, I told the PC go for it, I thought it would be interesting. Problem is that she spent so much just getting the specilzations she is pretty much worthless. I kind of expected this PC to take care of talking to people and being the spokes person, but her skills for right now are so low is really doesnt serve too much of a purpose.
And our mussel "Kenneth" a Trandoshan Marauder. When the player first told me about her PC I was pretty weary, she painted him as a blood thirsty serial-killer but I think she was mainly messing with her friend who is playing the Falleen. When she emailed me her PC's back story it was actually pretty **** impressive.
Problems I felt we had during the game:
- Pre-reading the adventure 2 times is not enough to GM it. I know know I really need to take notes, and make cards for encounters. Going back and forth on pages trying to figure something out kills the game play.
- Destiny points. I was completely lost on these so to keep it simple we left Destiny Points and Obligations out of the first session.
- I am utter crap at roll playing. Well acting out the NPC part anyway. Half the time I try and act out what the NPC says, the other times I just tell them what the NPC says. I really got to get better at this part of the game.
- General lack of knowledge. I thought I studied up pretty well. I was wrong. Thankfully, no one else seemed to really study up either a lot of it was simple to look up but caused a pause and go effect that was not good.
- Finding out in general how combat worked was a bit hard when it wasn't the simple pre-cut PC's. We had to look up damage for fists and claws lol. Pretty simple problem to fix but **** did it suck not knowing basic things.
- Combat was very sluggish and clunky. I think I already solved this by making sure I have a combat sheet and print out the encounter before hand so I know all the details.
So here are my questions:
- What are simple tips and tools that GM's use to make sure everything goes smooth.
- Destiny points. How does this work. My understanding is every PC take a roll before the match. You tally up everything and the W&B cancel each other out but what ever left is put in to a pool. The PC's can use the Positive's and the GM uses the negative. Once you use a point, it flips to the opposite side. So I have two questions tied to this. A: Whats the point of a pool if the points will always flip back and forth and don't get used up? B: What kind of positive and negatives are we talking about? I read the entire section in the book but would like to hear some more examples.
- Space combat. We will be involved in this next week and I am defiantly going to need some help. My main question is how the flying and maneuvering will work. You have different sections of the ship shielded differently, and weapons can only fire in specific directions.
Anyhow, any help or comments are welcome. I started writing this out with a lot more questions, but I either answered them after typing them out or forgot what they were lol.
-FootNote