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Introducing new races/templates and the like
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garhkal
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PostPosted: Thu Nov 03, 2016 6:29 pm    Post subject: Introducing new races/templates and the like Reply with quote

OK, lets say you just read someone else's new posting offering a new race, template, piece of gear, ship etc..

how do YOU introduce them into your game?
Do you have NPCs using said equipment/ship/force power? A NPC made using said race/template?
Or do you offer them up to the PC's first?
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Raven Redstar
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PostPosted: Fri Nov 04, 2016 12:23 am    Post subject: Reply with quote

It depends.

Sometimes my players find new races they want to play, sometimes I discover a new race. If I discover it first, and like the write up, I'll give a player the option if it fits with the type of character they want to play. Or, perhaps I'll make a GMC first if it fits with the type of gamemaster character I want to introduce.

So the answer is either and both.
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Whill
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PostPosted: Fri Nov 04, 2016 10:45 pm    Post subject: Re: Introducing new races/templates and the like Reply with quote

garhkal wrote:
A NPC made using said race/template?
Or do you offer them up to the PC's first?

I've had original PC races and templates since my very first campaign.
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MrNexx
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PostPosted: Mon Nov 07, 2016 1:01 pm    Post subject: Re: Introducing new races/templates and the like Reply with quote

garhkal wrote:
OK, lets say you just read someone else's new posting offering a new race, template, piece of gear, ship etc..

how do YOU introduce them into your game?
Do you have NPCs using said equipment/ship/force power? A NPC made using said race/template?
Or do you offer them up to the PC's first?


Generally, I'd make it part of the available options, and let it go at that. I might introduce an NPC first, simply because I found it after character creation.
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PostPosted: Mon Nov 07, 2016 3:18 pm    Post subject: Reply with quote

As awesome as it would be if all our PC's took advantage of EVERY THING we have written up for them, that's unfortunately very rarely the case. I have files and files of stuff I've never used. I keep it because some day, I just might!

The best we can do is put the object in their field of VISION. Maybe we can also advertise it by making it do something sweet that the PC's need, want, wish to improve upon, etc. You could make a "too good to be true" price for the ship on the net and have the PC's easily win the encounter when they INVARIABLY COME to investigate.

The options are endless, man.

Remember, big purchases like ships don't happen a whole lot if you're conscious about keeping THE LOOT your PC's pick up at a reasonable size. So stuff like that CHANGES WAY LESS often than say PC armaments, or power packs, etc. What I mean is, smaller, more disposable items are more easily introduced than large ones. For example, someone FIRES A BLASTER in a marketplace/spaceport where the PC's are, and everyone runs. In the confusion, an NPC drops a STRANGE OBJECT while in flight. This strange object is unidentifiable at first, but upon visiting a specialist, the PC's find out that it is "Artifact A", one of the cool new items you are striving to make attractive to them.

Never force anyone to use anything or just give it to them. Make them do something for it, even if it's just bringing an ELDERLY ALIEN some supper.
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schnarre
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PostPosted: Tue Nov 08, 2016 4:30 am    Post subject: Re: Introducing new races/templates and the like Reply with quote

Whill wrote:
garhkal wrote:
A NPC made using said race/template?
Or do you offer them up to the PC's first?

I've had original PC races and templates since my very first campaign.



...Same here. I've had original races/templates since the beginning.
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