Andrew Medeiros
Hey! So, we did a really intense first session for Star Wars World play by post over the last week. I'm doing some final work with David, but for the most part, we've got it in the bag.
Paging Robert Bohl , Tony Lower-Basch , Whitney Delaglio , David Rothfeder , Misha B
Since you are working on the next version, I figure you may want feedback:
1. On my, this worked well. How much time passed between you writing this and doing US? It is much closer to AW, and I don't know how much that is intentional and how much is changing confidence.
2. The list of threats I found limitating. For example, there's an NPC in the Officer's squad who wants to kick him out. There's no obvious threat type for that.
3. I'm never sure how intense to make things. For this adventure, there were as many points of entry as the PCs made groups of themselves -- because that seemed to work. But, there's very little GM advice.
4. The moment of intimacy moves work really well.
5. It isn't totally clear when to make them buy. The playtests of AW2 show everyone with a start of session move related to barter and lifestyle -- something like that might be good.
Those are the five that come to my mind.
tl;dr - really good, threat list is limiting, GM advice would be good, moment of intimacy moves are perfect, making them buy is problematic.
Happy to answer any questions, and I bet the crew has thoughts, too. Half of them are at metatopia -- and I'm headed on a trip tomorrow -- but this'll be here if you want to talk about.
Thursday, November 5, 2015
Subscribe to:
Post Comments (Atom)
I plan on responding to this soon, just not a good for atm.
ReplyDeleteI wonder if "make them buy" will work more smoothly when we're trying to convince (say) Jawas to tell us what they know about a crashed escape pod? The conflicts we've seen so far have either been within a military hierarchy or with beings who have no use for (and possibly no concept of) creds.
ReplyDeleteTony Lower-Basch I think it will! I'll probably also do a "make them buy" for upkeep from one session to the next. I may even go snag those rules from the AW2 playtest docs.
ReplyDeleteI don't have access to AW2 sadly, so it might be a while before I can look those over and implement them.
ReplyDeleteFor most playbooks, there's an straightforward: At the start of session, pay 1 or 2 barter. If you can't or won,t tell the GM and answer her questions.
ReplyDeleteI have to say, as the player least steeped in the fandom, it's the first SW game I've wanted to keep playing after the first day.
ReplyDeleteListening for now.
ReplyDeleteMisha B, that means a lot to me! Thank you. [blushes].
ReplyDeleteI'm curious why 'make them buy' is so important to you? In all my games, players seem to spend their credits on things they want and the rest of the time we don't really sweat it. The playbooks that generate income by default (Scoundrel + Officer) usually have a lot of expense to go along with it to keep that balanced (paying crew, repairs, bribing officials, etc.)
I included the MC move of 'Make them buy' for just such occasions.
Oh and just for fun, the best use of this move I've ever seen was when our Ace took out a new business acquaintance out on a date and after missing a roll, the MC 'made them pay' by having the waiter assume they were paying for the whole bill and forced them to spend 1-cred. It was hilarious.
Oh, and I fully admit the MC tools are super lacking right now. The problem is that I can only dedicate so much of my free time to it since it's not a paying project. I do fully intend to improve upon these in time.
ReplyDeleteI think William may be wondering whether to make us buy, because in our side-scenes just between characters I've often done shopping-as-scene-setting. For instance, one scene was another character helping mine to carry back my purchases from a local scrap-merchant ... some spare power conduits, and six novelty Jawa dolls ("UTTINNI!")
ReplyDeleteIf it were meant to be a desperately poor setting, where we'd have to Pound the Duracrete even for such baubles, then yeah I should probably have made a Move and dealt with creds. So I understand why the question is on his mind.
Andrew Medeiros part of why I cared about making cred useful is, as soon as the scoundrel got cred from moonlighting, he asked how to use it.
ReplyDeleteSo, I guess, because there was player demand?
You can use it to Bribe Someone, upgrade your ship (which is more or less fictional but still awesome), buy new gear, pay your crew, etc.
ReplyDeleteCan I use that before our chapter is up, William? Or does it accrue?
ReplyDeleteRobert Bohl so, here's the interesting thing: the scoundrel and most other playbooks accrue wealth.
ReplyDeleteBut the hardholder officer? The start of session roll gives wealth for the needs of the session, and it disappears if not used.
Do other play books have any ongoing source of creds, or is it something the MC hands out?
ReplyDeleteAll the playbooks have access to Credit producing advances, but only two start with them.
ReplyDelete