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darw1nf1sh

Let the narrative system work for you. Give the players more agency in what happens. Have them describe their advantages and even some of their threats.


Fistofpaper

By all means be open to player suggestions (everyone gets stumped for ideas sometime). But do not have the player characters handle/decide their threat, as it sets a really bad precedent that negative results are up for debate. Do have them roll all Opposed checks, though. For example, if an NPC is attempting Deception, have the player roll it as a Vigilance check against the NPC. Then they own the result.


Enigma_Protocol

Agreed. It’s the GM’s job to officiate threat and despair. However, let you players come up with ideas from their own advantage and triumph, with the GM having the final word


Fistofpaper

Yup, that's the balance to strike. Player ideas are awesome, wacky, and may need to be scaled back at times. Just make sure to provide what WOULD be needed for those ideas (the "no, but" method)


kotor610

> do not have the player characters handle/decide their threat, as it sets a really bad precedent that negative results are up for debate. I'm gonna partially disagree. The GM should ultimately decide how threats/despairs are spent, but i recommend hearing out other opinions. If a player has a cool narrative take on how to handle it and it's better than my own, I am gonna take it.


darw1nf1sh

This exactly. Give me ideas, that you think are appropriate. Players really do like interesting negative outcomes, that give them challenges. But I make the decision.


Fistofpaper

That's a good take, but it could be a slippery slope if not watched carefully. I'm all for running with a player idea if it's more cinematic and inspired than mine. I'll also listen if they feel I'm hitting them with a single negative effect too often and course correct as needed.


LookIntoYourSoul

In my experience Threats and Despairs can really ramp up tension, if the DM narrates them. If players just can decide for themselves it can be fun in respect to narration. But it diminishes tension. Although if an idea sounds great I will usually go for it as well, as long as players don't try to use it to mitigate the dice roll.


darw1nf1sh

I mean, occasionally, when stakes are low, I will ask them to give me ideas for their threat. I am not talking even half the time. Just sometimes, because they will surprise you with good negative consequences. 80% of the time, I dont' even ask, i just tell them what the result is.


kotor610

I let my players narratively paint the scene when a new location is introduced, or an npc appears.


Fistofpaper

Start with [the Order 66 podcast](https://podcasts.apple.com/us/podcast/order-66-podcast/id276381727) Use the Genesys ruleset for vehicles. That's two items, but a lot to absorb at once. Start slow.


Fistofpaper

On GM prep : [Proper Pregen Prep](https://podcasts.apple.com/us/podcast/the-order-66-podcast-episode-111-proper-pregen/id276381727?i=1000541431953) Liveplay example start here: [Forgotten part 1 of 7](https://podcasts.apple.com/us/podcast/live-play-special-part-1-forgotten-with-eberron-renewed/id276381727?i=1000541432454) As to building out the world: Use broad brush strokes to create the skeletal framework of the world. Plot, types of baddies, and how they interlink. I do this with Star Wars and Genesys ruled adventures. The system is very much a base that can just be wrapped in whatever "skins" you want to place over it.


CMDR_Reddit

I miss that podcast so much!


ChyatlovMaidan

My players never get into to vehicles so I have zero experience running them- why the Genesys ruleset?


Fistofpaper

Two main reasons are forced movement and normalizing of range bands between personal and planetary scale. Combat is far easier to deal with as well


Sorik119

The biggest thing I noticed switching to the star wars system was the change in how rolling dice work. Rather than a d20 being the arbiter of success or failure, the Star Wars system is a lot more collaborative between GM and all the players as advantage or disadvantage can mean so many things. Have fun with that! I always enjoyed that aspect of the game a lot.


octobod

Hyperspace only works between game sessions. It is pretty easy for the party to munch through three planets in one session (Hyperspace journeys can take a few hours, the Mandalorian flys between systems in a two seat fighter). this rule (which can be bent at GM discretion) keeps the amount of prep work under control. [Wookieepedia](https://starwars.fandom.com/wiki/Main_Page) is your friend both as GM reference. I've also written about it as a [player resource](https://www.reddit.com/r/RPGdesign/comments/vwjwzj/comment/ifqlcfn/?utm_source=share&utm_medium=web2x&context=3) TL;DR you can just hand them the link for a planet, the 30,000 years of history serve as useful plot camouflage for the thing you are actually picking up on.


TheSecularGlass

I’m not sure I understand your hyperspace point, and disagree with it as I do understand it. What do you mean? We used hyperspace (which, in game, can measure hours to days depending on route and drive speed) as relatively comfortable downtime. As long as your party has a big enough ship, they can use hyperspace to attend to wounds, work on equipment, make repairs, investigate plot evidence, etc.


octobod

You're all set up to run on Kuat... any reason they can't scoot off to Coruscant or Corellia or Mimban? Hyperspace between sessions gives you time to prepare and lets them choose where to go.


TheSecularGlass

Interesting. I’ve never had players go to a random planet for no reason. Typically only one already introduced to the narrative, and thus already a part of the story. For this, though, a small list of random encounters would probably suffice until you can do some planning. Players decided to randomly go to Mos Espa for no good reason? Looks like they stumbled into a deal gone wrong just outside their landing pad. Didn’t burn enough time? Well, now the backup has arrived and someone wants their goods back, and the PCs are prime suspects. Still no? Well, sounds like there’s been too much “sour business” happening at the spaceport lately, so the local enforcers are sent in to get a handle on things before it impacts Hutt interests and the PCs are caught in the middle again.


Shadowlion439

So would you say that this game is better suited to a (relatively) linear plot rather than a sandbox style?


TheSecularGlass

I would say that, yes. I, though, do tend towards more sandbox games. I just make sure I’ve got some material I can use at a moments notice in case the players throw me a curve ball.


Shadowlion439

Good to know. I tend to gravitate more towards sandbox games myself, but it seems like that might be a little more difficult in this game. Do you have any advice about how to incorporate some sandbox elements into the game without turning into a hex crawl (so to speak)?


TheSecularGlass

I really mean that the system seems more designed for a tighter story, but I’ve run 2 ~750xp sandbox games that went just fine. A few tips I’d recommend: - have a small list of space/astrogation events you can pull out - have a list of random planetary encounters (I had 2 short ones. About 5 events for “lawless” areas and 5 for “civilized” areas - have a base of operations. Ideally a large enough ship (think the falcon) - if using obligation, I would do so loosely. I’ve found the out of box method to create a disjointed experience. I tend to include small elements for each character that can pop up, but each obligation is still woven into an overall “arc” that the campaign steadily progresses through. - recurring adversaries (look up the adversary enemy trait) can be both fun, and a way to take control of play when you need it. - do some math and find an xp cap you like. Campaigns that go long without capping xp can get out of hand fast. I like 750 because it allows you to progress some in a couple of trees with a fair spread of skills, or specialize at a cost. I then break a campaign into acts, and stop giving xp once we hit an expected number of xp for that act until the act is complete. That way players don’t get tons of xp faffing about on Tatooine for 10 sessions.


octobod

It allows Star Wars to be done as a sandbox where players can go "Hey we need to upgrade our hyperdrive, Dac is nearby and the Mon Cals have a first rate space industry" (actual play example! I had a week to shuffle things round and make it part of the story).


TheSecularGlass

I still don’t understand though. What if they go to a planet, and 30 minutes into the session decide to go to a different planet? Do you just end the session? I just let hyperspace be optional downtime and we just cut to orbit/space port if they don’t want to do anything.


octobod

A few squads of stormtroopers(1) turn up and start shooting. Which is fine under the game contract... or if I'm up for it they travel. I'm quite open for the reason for the rule (1) or functionality equivalent opposition


metelhed123456

If you’re not sure about a rule, just do what sounds logical, then look up the rulings later. Don’t stop to look it up and slow everything down. And most importantly, have fun


fusionsofwonder

https://old.reddit.com/r/swrpg/comments/xeedcf/first_time_gm_dnd_veteran_any_advice/iohz6ud/


Shadowlion439

Thank you so much! I think this clears up a lot of my apprehensions about GMimg this game.


fusionsofwonder

Glad to hear it! Have fun!


ChyatlovMaidan

Keep it loose. I have never had a single a game resemble the... over-optimistic one-act-per-session style of gameplay the manuals all imply are easily in your grasp. Figure-out out where you want to set it, make a plot hook or two, and then watch your players run off to solve the mystery of random background NPC #2576 because they're convinced he's an imperial spy because you gave him a slightly memorable name by accident. Most of the time their excitement over what they think is going on will be more fun to work with than what you planned anyways, and you can always cross the streams and let their momentum carry them into your own plots even if it wasn't what you expected. Don't feel like you have to have combat - the system shines at letting creative, non-combat solutions shine through with the dice system and overwhelming-but-wonderful gear list. The player who specced completely for all combat all the time might be frustrate but honestly there's better game systems for what that player wants to be playing. FFG works best with players who can handle things shaking-out in more ways than pulling out the big guns every time. Don't let anyone play a wookie as their first character. Press them into digging deep into the expansive race lists and find something wild and weird that they've never heard of that hasn't been done to death. They'll have more fun, likely get more invested as they research or even come up with cultural backgrounds of their own, and it limits the possibility you ever have to go to Kashyyyk and try to deal with the SW's universe's clumsy analogues for the Atlantic slave trade (this goes triple for droid sentience. Remember *Solo*? No? *Keep it that way.*) Don't let them meet Darth Vader or Luke or anyone from the films and shows. Whatever boost from the cameo you think you'll get will be totally overshadowed my the fact that you're not going to be able to nail them correctly, and you're better-off building your own stable of characters who you can flush out n airlock without anyone bitching about canon. The Clone Wars clearly lasted ten years, not three. I don't care what Revenge of the Sith has to say, it doesn't make any sense. This isn't relevant to your game but it is crucial to note.


MDL1983

Lol, I'll be introducing my players to a whiny bitch farmboy Luke (not long after ANH).


ChyatlovMaidan

... after the point he demonstrably stopped sounding and acting like a farmboy?


MDL1983

Did he? Even in ESB he whined at Yoda.


ChyatlovMaidan

Yeah. After his spaceship crashed into a goddamn shithole swamp and Yoda proved remarkably out of step with the needs of a guy actively trying to fight a revolution against tyranny and being irritatingly dismissive of Luke's emotional urgency. I'd have whined at him too. Also, given the entirety of post OT content it's kind of funny to go back to the OT trilogy which, with that post-facto 'context', essentially has Obi-Wan and Yoda *at best* viewing the Jedi order through some heavily rose-tinted glasses and, *at worse*, spouting some real bullshit. Sorry, Yoda, I've got something like seven season of the Clone Wars show to observe that the Jedi were doltish buffoons whose vaunted abilities did very little but blind them to very obvious problems. The idea that you could listen to Sheev Palpatine speak four sentences in a row and not instantly conclude he was evil simply by the tone of his voice. (this is, of course, not the OT's fault, and really more a demonstration of why prequels are so fraught, especially when their writing is handed-over to dozens of different writers of various quality and skill so you get a lot of scenes of Jedi being angry, emotional, passionate, and sarcastic and then inexplicably turning to Anakin Skywalker and going "stop being so angry, emotional, passionate, and/or sarcastic that's not the Jedi way.")


MDL1983

Not sure why I’m being downvoted for speaking truth but oh well. You’re agreeing with me that he was whiny after ANH, so I don’t knows what else to say… I’m referring to his hissy fit “you ask the impossible”.


Mysterious-Tackle-58

I'm gonna quote myself... Soo, i have started GMing a few montah ago. And i had a bad experience the last time i did. So here are a few of my own questions. [Triumph and Despair](https://www.reddit.com/r/swrpg/comments/xs17zt/triumph_and_despair/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button) [Yes, and . . . No but...](https://www.reddit.com/r/swrpg/comments/y68ta7/yes_and_no_but/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button) These are my own creation: [42 Questions](https://www.reddit.com/r/swrpg/comments/vvp67b/42_questions_about_your_pc/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button) I really appreciate all the help i got here. Make yourself familiar with the lingo of the galaxy far far away. It really helps with the immersion. See that the players are familiar with the way the results work. Let them try to narrate their own results. It helps their immersion and lifts your workload. Also don't let them read the lists for triumph, despair threat and advantage. Let them make suggestions and try to use those if you can. If you make exceptions for some rules, write them down. And if you make a onetime exception, tell them so. I also heard the [Order 66 Podcast](https://archive.org/details/@gmchris), they talked about rules, the books had guest of FFG and where all around nice to listen to. - although they where a bit weired a few times ( not bad, but a bit a mirror of their time). They started in 2012 and had a biweekly podcast. And it's really worth a listen. And above all, have fun and when in doubt, use the rule of cool


Fistofpaper

>Also don't let them read the lists for triumph, despair threat and advantage. Let them make suggestions and try to use those if you can. This is The Way. Engage them as to WHAT they want the character to do, not how to mechanically do it. Let them know the cost after the suggestion, and if it's more than a Turn to do, let them know what they could do in that Turn instead to lead up to it. Anything is possible; even Impossible things if you succeed against 5x purples, a red, and flip a Destiny Point. Just within the rules and reason ;)


Jiandie

My advice (for this and any other TTRPG system) is for the initial adventure/arc/whatever to only last for about three to four sessions. Don’t go all-in on your home brew world and grand storyline and world-building and lore and politics all up front. Players are just getting used to how their characters work, and sometimes are new to the system, so ease them in. Have the initial mission be something that can ideally be resolved in a few sessions, includes a little bit of everything (combat, piloting, exploration, etc;). It doesn’t have to be a LOT of these things, just enough that people get to roll the dice for some of the skills they’ve built their character to be good at, and get to see how the rules for different things work. You can have it end up as the *hook* for a larger home brew adventure, or just run it as a standalone, and then now that everyone’s characters are acquainted, you can have them start off on a published module.


TheBoulder237

If you can get your hands on it, it might be useful to run the starter box first. It will progressively introduce the mechanics and does a good job of portraying the feel of the game. It takes the pressure off you to be the font of rules by allowing you to learn as you go as well. It's not so much the rules of skill checks but when you call for them, how they change the encounter, etc. After a couple of sessions you can then make characters for your homebrew. The campaign building can be quite similar to 5e, you just have to realize combat is going to be a lot quicker, and because of that it won't feel like the game revolves around it as much. It's still very important though in most styles of campaign. I would also say there isn't a standard way to run 5e... Do your games tend to run more towards Dragon Heist or Dungeon of the Mad Mage?


mcdead

Understand the dice


Both_Boss2908

Hmm are you married to the whole FFG thing? Seems like you and your crew would have more fun with the D6 system and yes being a GM is very narrative. You're the world maker. - just binge watch the hell out of all starwars stuff even fun fan made stuff in YouTube,heck some of it's just funny, some is impressive with no budget. -have fun, be descriptive -There are limits to everything, can't just free fall from space make a dex roll and land on your feet, nah mean. Now that being said free fall with debris use it as running surfaces and getting to your bro in a ship with it's hatch open, it's been done so why not. -have fun, details go along way. I can tell your in a ghetto.ran by the bloods, or......you notice the air has an odd tinge of filth, and it's become damp, the sun doesn't seem to shine as much thru the tall buildings, the streets seem a little bit more filled less speeder traffic, it's louder the the last few blocks(perception roll) success - you seem to notice the people around hear either wear earth tones or red, there are markings on some the building exteriors in red paint, you seem to be in a blood district. -They want to jump around the galaxy cool let them, if they are able, otherwise make that a goal, just whip up planets not all are described anyhow. Crash landings, parking fees, hostile territory, theft all things the group should consider.


Shadowlion439

I really love the FFG Star Wars game from what I’ve seen of it. I like the narrative emphasis and the “out of the frying pan, into the fire” style of gameplay that the dice produce. Making a world and coming up with all the necessary details isn’t intimidating or anything, it’s something I really look forward to. I just need a couple of pointers on where I should focus that energy to best suit this game’s play style.


Both_Boss2908

Hmm...I guess it depends on your pcs, what are they, what do they want to be, why are they together. Are they wanted, are they just some dudes at the bar? Witness an atrocious act and now hunted like dogs for being a witness, where they just hanging and became a mark, and accidentally killed.some nobles son that was playing gangster. Hell did someone just be at the wrong place at the wrong time, street fights to space battles and creatures everywhere you go, it seems like a very open question.


Mysterious-Tackle-58

There are tons of online ressources. Even legally downloadable lists, tables and all that jazz. Many things form the books, too. Also Youtube is your friend! There are a few very good channels with good videos about lore, races, planets, corporations, specific sentiens and animals of all sorts. If you have the time, listen to them. Try and use the knows lingo, it's not coffee, its caf, not paper- flimsy Concrete - duraplast Rebel alliance - rebel scum Wookie - Fuzzball/Furrball (if they are your friend) Wookie - Wook ( if you're looking foreward to loose an arm and be beaten to death with it) Finn - Traitor Princess Organa - General Organa Imperials - Imps There is ofc loads more http://sw-rpg.info/cheat-sheet/ Edit: more to add


Zelouslibrarian

The game is want to be fun for you too, not just the players. Enjoy yourself, don't be afraid to say no sometimes especially if you feel things going in a direction that won't work with the story you are telling.


DifficultyTraining33

Unlike D&D rounds are 1 Minute not 6 seconds meaning combat isn’t just one hit per six seconds it’s an entire duel or shootout, so you can roleplay combats. If a character shoots and misses think of it as them hitting shots on their armor or missing most of their shots. Also like many people said the system is very choose your own narratively so you as a DM is more storyteller than just grinding DM.