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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4834
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Posted: Wed Aug 17, 2011 7:23 am Post subject: |
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Here's an idea. Instead of making so many things automatic, why not just drop a clue when it seems to fit narratively. For example, I once had a game running where one of the Jedi had both danger sense and farseeing. She was asleep, and so I gave her a symbolic representation of a danger that was present on her ship as well as a bit of symbolic foreshadowing as to what could possibly happen if the danger was allowed to stay there.
Sometimes to represent what happens in the movie, it's just as easy to use your GM abilities to narrate some things, rather than giving people near automatic successes in all instances. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Aug 17, 2011 11:57 am Post subject: |
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cheshire wrote: | Here's an idea. Instead of making so many things automatic, why not just drop a clue when it seems to fit narratively. | Good point. That tends to be what we do. Farseeing shows up as a GM device about three times as often as any player asks to try to see something.
Also, we changed Danger Sense including a passive function when we dropped Combat Sense as a Power. But the passive function works as follows:Passive Use: (Like a Spidey sense.) A Difficult sense roll allows activation and warning before an attack occurs. The GM rolls for the player. (Effect is at GM discretion.) So narratively, if the GM wants the player to be suprised he doesn't make a roll. If the GM wants the player to not be surprised he doesn't make a roll and just triggers the players Danger Sense. And if the GM is OK with either result, he rolls for the player and lets the dice decide. In RotS for narrative reasons, George obviously wanted some of the Jedi to be surprised.
Clearly this narrative approach doesn't work for those of you who play a more gamist style. In that case, either don't allow passive use or increase the difficulty and/or allow a PER, sneak, or tactics roll in opposition to the Jedi's Sense roll during an ambush or surprise attack. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Aug 17, 2011 7:05 pm Post subject: |
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cheshire wrote: | Here's an idea. Instead of making so many things automatic, why not just drop a clue when it seems to fit narratively. For example, I once had a game running where one of the Jedi had both danger sense and farseeing. She was asleep, and so I gave her a symbolic representation of a danger that was present on her ship as well as a bit of symbolic foreshadowing as to what could possibly happen if the danger was allowed to stay there.. |
Then why have the skills of danger sense? _________________ Confucious sayeth, don't wash cat while drunk! |
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