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Thread: Tell me about your Star Wars campaign

  1. #76
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    Or talk to the player directly and ask him to concentrate on what his character knows instead of what he knows. Because it can get in the way of a good game, and you are all here to have fun.

    Make clear your campaign's storyline is different. For example: A campaign set in episode II, Palpatine asks the players to go and find a rare crystal (connected to the dark side?) for the republic to experiment with or to destroy before it falls in the wrong hands.
    One of the players knows it might be an important part of his masterplan to take over the republic and refuses to cooperate or refuses to give the crystal to palpatine.

    You can make clear your storyline is different by having palpatine bring the players to a laboratory where he destroys the crystal himself, in front of the players. Or by having the crystal fall in the hands of count Dooku, who then uses the crystal for a new superweapon to bring the republic in danger.

    I like the solutions Holocron gave, with the dark side points . But the best solution in my opinion would be to surprise the player.

  2. #77
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    Yeah, that's pretty much the way I handle it. I just let him make whatever assumptions his character wants to make and then suffer the consequences. He is also the self-imposed "Captain" of the group due to his good roleplaying, and like I mentioned earlier his assumptions and decisions based on those assumptions got another party member killed, the whole party captured, and imprisoned.

    I'm not really looking for advice per say but just venting I guess.

    My campaign is set 4 years after Episode III and Emperor Vader rules the galaxy. But he is an absentee ruler and the Imperial <fancy name I can't think of right now> rules in his stead. Because Vader came to power several Moffs and Admirals from the Clone Wars broke from the Empire and continue to rule their sections of space and continue to war with the Empire. The largest threat is Lord Tarkin who rules a significant amount of planets, including Kashyyyk.

    Well, early on in the campaign they were looking for work and decided to become shippers. So they picked up a cargo of fuel to take to Kashyyyk and when they arrived in system and detected a Venator-class SD in orbit and were hailed to state their cargo and destination, their Captain, kind a freaked out and lied, being the 1st or 2nd level heroes that they were, they didn't believe their lie and they were escorted to the surface of the planet. There they were met with a contingent of clone troopers (casue Tarkin still uses them, and keep in mind they had also fought stormtroopers also at this point, so confusion was high as to what was going on) and they were held in the docking bay as the ship was searched. Fearing that their completely LEGAL cargo of fuel was illegal, their Captain decided to make a run for it and ran back toward the ship. Well being surrounded by clone troopers they gunned down the rest of the party, killing one of them, severly injuring another, and eventually caught all of them and put them in a prison on Kashyyyk.

    I thought about it long and hard and ended up giving him a DSP. His actions were based on false information and got a party member killed. he was trying to save himslef and while those are the actions of maybe a pirate captain, not very heroic for a PC captain.

    If he was simply honest from the begining they NEVER would have been boarded and would have been allowed to land and deliver their non-illegal cargo. And the other PC would still be alive.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  3. #78
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    WOWIE!! That guy had been a GM before?? That story screams "new guy"!! What would've made him think fuel was illegal cargo?? And then why would he run off back to the ship in that situation??

    Meh... sometimes people don't think very well under pressure... which is why I usually integrate friendly NPCs as pretty significant characters in the game. That way, if the player(s) start getting dumb, the NPCs can introduce the common sense factor back to the situation and avoid places you don't really want the adventure to go.

    Sometimes though, you may just want to punish the offending player, so the NPC may at least be able to advise enough to reduce the collateral damage to the other players... but... then again, some lessons can only be learned the hard way...

  4. #79
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    Quote Originally Posted by Holocron View Post
    WOWIE!! That guy had been a GM before?? That story screams "new guy"!! What would've made him think fuel was illegal cargo?? And then why would he run off back to the ship in that situation?
    He is actually a long time GM and comes from the old timye days of D&D 1st edition. 3.5 is STILL kind of new to him! Even though I have been playing with him and others 3.5 for the better part of 5 years.

    He is just no used to sitting on the other side of the screen, knows a crap ton about Star Wars (and has assumptions about how the SW galaxy SHOULD operate), and is a very good roleplayer.

    He is just as frustrating as a GM/DM as he is a player! But he is our friend and we like him anyway!
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  5. #80
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    Thats like, the reverse of the situation I posted in the questions for GMs section. I had a GM that was a long time player, like your guy very good at roleplaying and pretty active and smart as a player. He GMs occassionally, but still fairly new at it so there's sometimes over emphasis on insignificant details that nobody would care about.

    The adventures were usually pretty good, but the last 2 big ones (especially the second) seemed like murphy's law was striking back with a vengence every step of the way. (I took to calling it Jolee's law...) For now though, I think he's content to be the player for a while.

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