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Random_Wookiee_Militia
10 July 2002, 09:55 PM
Hey everyone, I'm sorta (well, really) new to this forum, and game in general. I'm running the game for some friends of mine, so I'm not too scared of being lynched if I screw up. Unfortunatey, I'm sort of a perfectionist, and if I don't get this stuff right I'll beat myself up over it until the next session, that'll compound and things'll get ugly fast (My last Vampire: The Masquerade game got bad fast, don't ask). Anyway, I guess what I'm asking is for advice, tips and general strategies for doing things right by the SW universe.

(One big problem is that on of my players is a walking SW encyclopedia, but he didn't want to run.:( )
Thanks in advance

(if my message is horribly misspelled, I'msorry, but my keyboard is all messed up.)

Redeemed Jedi
10 July 2002, 10:07 PM
hope this can get you going in the right direction. if you can dig up some of those oremade mods use those at the begining. its better that you run a very simple game well, then it is to run a terrible complex game. if you cant find old mods then write a really basic story. write out as much of the lines that NPCs will say and outline the story you are creating in as much detail before hand as possible. i know that this doesnt give you much specific detail for a game but i'm not sure exactly what you are looking for, so i hope this helps, if not ask for some specifics and i am sure we can help you out. keep the game simple with detail and the quality will be more evident. may the force be with you!

Wedge in Red2
11 July 2002, 03:11 AM
Just for starters, have a look at this thread, which might give you some ideas about running games:

http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=8373


Originally posted by Random_Wookiee_Militia

(One big problem is that on of my players is a walking SW encyclopedia, but he didn't want to run.:( )


Well, just a suggestion, but if your "walking encyclopeadia" guy doesn't want to run the games, at least get him to help you out somehow.

Use him for background information when you can (i.e. when it won't give away the plot). So, if you're wanting to run a game on Tatooine (and the players know they're going to Tatooine), ask your player for info, like what the place looks like (to help with descriptions), the major cities, etc.

Run some ideas past him. Depending on how much you want to share with him, let him know some adventure ideas you're thinking of running. Ask him if he can see any problems with ideas (particularly the technology if you don't have a grasp of it - nothing like planning a canyon maze your players need to weave through on a speeder bike, only to find out one has a swoop and just flies over the top...).

And, like Redeemed Jedi said, planning in advance is a really good idea. Playing modules saves you prep time (I find that I spend heaps of time preparing my non-module games), but often they're difficulty to fit in with a central theme if you're trying to string together a campaign.

Hope that helps. :)

Jon

Ravager_of_worlds
11 July 2002, 10:02 AM
Just for starters with the system though-

concentrate on the same planet. when i switched to D20 SW (from a medievel game) I did the easy thing. I made a playground for my characters based on the "old west" idea... then incorporated more and more star wars as the game went along. I did it this way becuase my players were learning the game at the same time i did! needless to say, when they finally left their 'playground planet', they graduated to their 'playground sector' and from their to the galaxy at large.

i also incorporated an NPC 'Charlie' (from Charlie's Angels) which my players thought was hilarious. remember, baby steps are good (ref. What About Bob?)

evan hansen
11 July 2002, 10:16 AM
1 - If you're looking for premade adventures, you have a slew available to you. Look through both the WotC stuff *and* the old WEG materials. While the dice systems differ, you'll get a lot of good ideas and a variety of game types.

Personally, I think you seem like you're pretty experienced and enjoy gaming -- so why not just come up with a simple plot line and give your own adventure a go? :-)

2 - Random words of "advice" -- something that I've advocated about 1,000 times here and elsewhere is truly communicationg with (not just "to") players. I recommend it for every game but especially with a new game and a game that's immediately following an effort that ended unfortunately.

What I mean is this: There is no way to better guarantee your players having fun than finding out what your players want! Talk to them before your first session. Have some ideas -- don't give them away -- but don't be wed to them. Get input for what your players are expecting from a Star Wars game. Then fit your ideas to meet those expectations.

If they're looking for cinematic adventure and high-paced and you give them playing sabacc in a bar for 12 hours, they might upset -- though playing sabacc might be fun for them. You won't know until you ask. Get a feel for the players and what they like.

And, above all else, get their characters ahead of time. Nothing helps planning more than being familiar with who you're planning for.

Just some general thoughts. Hopefully they're valuable.

scottyboy
11 July 2002, 10:44 AM
If your "encyclopedia" doesn't want to run the game then he can sort of co-run it. What I mean is, let him be in charge of descriptions and things, and you be in charge of the plot, NPC's, and other pertinent information. Just give him a rough guideline of what you want, and then let his mind create the descriptions. Now, all I mean is the descriptions of places and things in the SW universe. If you have the rule book, you should be able to do everything else. All you need is some dice and the rule book. And you should only do this for a little while. Just until you get the hang of it. Here's an example:

You: I need a bar/casino, and I need a map of a large city on a populated planet, and I also need some deckplans for some large ships.

Of course you'll have to tell him this before the game actually starts. But if you tell him like this he really has no idea what the plot even could be. He just knows that he gets to make the descriptions for a bar/casino, a city, and some deckplans. He doesn't know what bar casino, what city (or even what planet for that matter). He may know that you're going to get on a ship, but he doesn't know who's ship it is. For all he knows, the players are going on a luxury cruise. He doesn't know if it's an imperial ship, a rebel ship, a pirate ship, it could even be an abandoned ship that they find drifting out in space. All I'm saying is there are many ways that you could exploit your "encyclopedia's" knowledge without giving away the plot of the campaign. Hope this helped. If you need anything else at all, just let me know.

horn1974
12 July 2002, 12:06 AM
good question. i would watch the movies again and only use canon none of the expanded universe stuff (unless youve read iteven then dont be afraid to change the timeline personaly i didnt like dark empire so it never happened in my game ) .this will help put every 1 on the same page and should keep your buddy from tellin you that something you said is wrong.so in short make it your own galaxy and you cant go wrong