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RPG for the masses!
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Author:  Lord_Nihl [ Sat Dec 01, 2007 10:17 am ]
Post subject:  RPG for the masses!

I remember when I was first asked to RPG. Some friends of mine were playing D&D and needed another person for their campaign that day so I pitched in and played.

It was a lot of fun, I made a Dwarf and he lasted about an hour before some sand creature ate me.

So when I found out that they made Star Wars RPG I was stoked and gave it a whirl when Saga came out.

I would recommend anyone who was "on the fence" about giving RPG a try with Saga. Its a good time to start and if you can scrape together a few friends who have a couple of hours on a weekend once a month or so it can be a great time.

I'm hoping this thread can be a place people can come to learn how long a campaign can take, how many people you need, how to get started, etc.

Anything and everything basically I am sure either myself or Boris can answer your questions.

Drew

Author:  Lord_Nihl [ Wed Dec 05, 2007 11:31 am ]
Post subject: 

Just an amusing story about an RPG Session

I have a guy who is a Dark Side Wookie in the group and he tried to run up a tree to get out of combat and rolled a 1 on the skill check, utterly failing.

Anyone ever heard of a Wookie being unable to climb a tree?!?!

That's the kind of priceless moment you can have with the RPG stuff.

Author:  lt_murgen [ Tue Dec 11, 2007 9:58 am ]
Post subject: 

Yup. That is why I will always be a fan of pen & paper RPGs. Computer games simply wont let you:

a) fill a bag of holding with chickens, then set all 5000 loose in the dungeon to set off the traps.

b) end the combat with the demi-lich by picking the skull up and tossing it into the (now empty) bag of holding.

C) bump your stamina up so high that when the AT-AT hits you, you just dont feel it (WEG version of SW)

D) weild a lightsaber whose blade rotates from red to white to blue and back again.

Author:  ChonChuuk [ Wed Dec 12, 2007 2:51 pm ]
Post subject: 

lt_murgen wrote:
a) fill a bag of holding with chickens, then set all 5000 loose in the dungeon to set off the traps.



Love it!!! I will have to keep that in mind for my next adventure.

Author:  Grambo [ Wed Dec 12, 2007 4:09 pm ]
Post subject: 

Actually, that reminds me of my very first time as a "public GM"... I was "teaching" D&D to kids at a gamestore in the late 70s and one enterprising young man discovered that piglets didn't have a weight listed and cost 1 silver piece. He then proceeded to purchase 100 piglets to bring into the dungeon. While I did improvise and require him to bring a mule to cart the piglets in bags, I couldn't deny him his discovery. He then proceeded to throw piglets into every room, every dark space, and every situation to see if it was safe. It taught me two very important things...

1) Some players will use the rules as a weapon, you need to be prepared for their inventiveness...

2) Some players are seriously sadistic... particularly young players... who would think of pouring oil on a piglet, setting him alight, and then sending him into a dark room both as an illumination source and a distraction for foes?

Author:  Ugavine [ Sun Dec 16, 2007 6:19 pm ]
Post subject: 

Can't believe it took me so long to notice the RPG board over here.

I've been role-playing since early '88. And it started with Star Wars, the WEG D6 1st Edition. Still the easiest RPG system ever IMHO. Started by buying the Sourcebook just because I was a Star Wars fan. I was intrigued by all the stats so went and bought the RPG book, still not knowing what a role-playing game was. 18+ years later and I'm still gaming and having fun, although I do play other games now.

Best groups I've found are usually a GM with 3 to 4 players. I currently play in two groups, one with GM+2, the other GM+4.

A few tips for new GMs
1. Plan. Plan and Plan. BUT... be prepared to throw everything away in the first 5 minutes of your adventure.
2. Don't plan a campaign. Start running a few adventures and see how things develop. Sooner or later the campaign with grow on it's own and you'll be able to link it all together.
3. Remember what went before. Continuity is important.
4. Canon is only as important as you want it to be.
5. Recurring NPCs or returning to previous locations can add depth to a campaign.
6. Be fair. You're providing an experience for the players, not trying to 'beat' them.
7. Have Fun. It's fun to GM

A few tips for new players
1. Don't try to 'beat' the GM. Most adventures are more enjoyable if you work with the GM.
2. If you have a problem ask for a time out, at an appropriate moment, and discuss it with the GM. You're friends, no point falling out over a game.
3. Use the rules but don't abuse the rules.
4. You cannot cheat. If you cheat you're only cheating yourself. Having PCs fail sometimes is part of the fun.
5. Keep out of game chatter, such as discussing last nights football, to a minimum, even if the GM is concentrating the action on another character.
6. Have Fun, it's what it's all about 8)

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