May 3, 2019 1:50 am
STANDARD ROLL DIFFICULTY GUIDANCE
SPENDING ADVANTAGE/THREAT
COMBAT
SOCIAL (sorry, Genesys symbols)
ASTROGATION
So, Astrogation is basically the act of trying to pre-emptively and passively avoid space-obstacles while traveling at FTL speeds, right? What makes it more difficult is longer distances, and un/poorly-documented destinations (as well as things like damage, and erratic flight, no navi-comp, etc.). What makes it dangerous is flying off course from well known routes, hurrying the process, passing by known (or unknown) gravity weeks and anomalies and Atwood belts and things.
The way I run Astrogation is - often it will require no check - when you have plenty of time and there's nothing dramatic or interesting that can result from failure.
But if I am having you roll for it, results of failure could be anything from an automated-abortion of the jump process (the system didn't like the calcs) and you'll have to try again once the situation has changed significantly, to System Strain or Hull Trauma, to longer than normal travel times/distances or "landing" off course, etc. That will vary depending on the situation (whatever is dramatic or interesting or fits/matters for the scenario).
MORALITY
As I mentioned, I want an examination of "Jedi morality" to be a theme of this game. Which means I intend to use the F&D Morality and Conflict mechanic.
I will use the Conflict Table as guidance, but you should expect an implementation of this mechanic beyond that too (such as through fear, and even more general behavior like your PC's relationship with power).
That said, we are using the Morality system as a storytelling aid. It is not a stick that I'm going to whip you with for being "bad", it is a mechanic for you to use to tell your PCs story.
Accordingly, as the book suggests, I will always tell you when something you're about to do is gonna earn you Conflict, when I have the chance, OR I will give you the opportunity to retcon.
That said, I expect you to rp and engage the Morality mechanic mindfully, purposefully, and willingly. I've had players in games (here and IRL) tell me when their PC is feeling strong emotion - particularly anger, sadness, and fear - and either willingly take Conflict outright for it, or make a Skill test (usually Discipline or Cool) to "resist"/avoid Conflict. It is that kind of willingness to engage the mechanic that I would optimally like to see here from each of you.
HOUSERULE(S)
Only one that I can think of for now, and that is regarding Force Power use on Force Users. It's really not even a house-rule, as the RAW mechanics allow for it, but I've never seen anyone else do it so I wanted to give you the heads up:
In the bulk of Star Wars lore, Jedi and Sith fight with Lightsabers because it's generally pretty easy for a Force User to block a Force Power from being used on them, unless they're vastly overpowered or caught by surprise or something. To reflect that, I assess Setbacks to Force Power use against Force Users. If one party is way more powerful than the other, could be a lot of Setbacks, but never less than 1. This goes both ways. Force Users trying to use Force Powers against you guys will have automatic Setbacks too.
SPENDING ADVANTAGE/THREAT
COMBAT
SOCIAL (sorry, Genesys symbols)
ASTROGATION
So, Astrogation is basically the act of trying to pre-emptively and passively avoid space-obstacles while traveling at FTL speeds, right? What makes it more difficult is longer distances, and un/poorly-documented destinations (as well as things like damage, and erratic flight, no navi-comp, etc.). What makes it dangerous is flying off course from well known routes, hurrying the process, passing by known (or unknown) gravity weeks and anomalies and Atwood belts and things.
The way I run Astrogation is - often it will require no check - when you have plenty of time and there's nothing dramatic or interesting that can result from failure.
But if I am having you roll for it, results of failure could be anything from an automated-abortion of the jump process (the system didn't like the calcs) and you'll have to try again once the situation has changed significantly, to System Strain or Hull Trauma, to longer than normal travel times/distances or "landing" off course, etc. That will vary depending on the situation (whatever is dramatic or interesting or fits/matters for the scenario).
MORALITY
As I mentioned, I want an examination of "Jedi morality" to be a theme of this game. Which means I intend to use the F&D Morality and Conflict mechanic.
I will use the Conflict Table as guidance, but you should expect an implementation of this mechanic beyond that too (such as through fear, and even more general behavior like your PC's relationship with power).
That said, we are using the Morality system as a storytelling aid. It is not a stick that I'm going to whip you with for being "bad", it is a mechanic for you to use to tell your PCs story.
Accordingly, as the book suggests, I will always tell you when something you're about to do is gonna earn you Conflict, when I have the chance, OR I will give you the opportunity to retcon.
That said, I expect you to rp and engage the Morality mechanic mindfully, purposefully, and willingly. I've had players in games (here and IRL) tell me when their PC is feeling strong emotion - particularly anger, sadness, and fear - and either willingly take Conflict outright for it, or make a Skill test (usually Discipline or Cool) to "resist"/avoid Conflict. It is that kind of willingness to engage the mechanic that I would optimally like to see here from each of you.
HOUSERULE(S)
Only one that I can think of for now, and that is regarding Force Power use on Force Users. It's really not even a house-rule, as the RAW mechanics allow for it, but I've never seen anyone else do it so I wanted to give you the heads up:
In the bulk of Star Wars lore, Jedi and Sith fight with Lightsabers because it's generally pretty easy for a Force User to block a Force Power from being used on them, unless they're vastly overpowered or caught by surprise or something. To reflect that, I assess Setbacks to Force Power use against Force Users. If one party is way more powerful than the other, could be a lot of Setbacks, but never less than 1. This goes both ways. Force Users trying to use Force Powers against you guys will have automatic Setbacks too.