Editing SGA 2004 Archive

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: 4
 
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; Characters
 
; Characters
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the Wookie
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; Date
 
; Date
 
: September 27, 2004
 
: September 27, 2004
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; Recaps
 
; Recaps
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the obligatory Wookie were taking lunch at Poiled Bob's Sporg House when ...
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: ... TIE fighters overhead, troopships landing, suspiciously close to TPT the shipping / smuggling outfit they work at. Storm troopers burst into the shop shouting "There they are!" and blasting away.  Cue Star Wars music.
 
 
 
: The heroes dispatched the STs with dispatch, but not before Calit took a blaster in the shorts. I knew the players were really getting the system when David (?) said "I use my acting ability to collapse under the table, and then snap off a shot so I can chain Acting with Blaster."
 
 
 
: After the first three troopers, they ran out the back where they got ambushed by three more troopers and an AT-XT (1-man walker), and more troopers as they're trying to get into spare suits as a disguise.
 
 
 
: They found out they're wanted for being in the Rebellion. This is the first they've heard of any rebellion.
 
 
 
: They hide out at a friend's shop where they talk to the Head (6' tall ape head on two massive arms) where they find out they have to have to get themselves off-planet of they will be turned over to the Empire.
 
 
 
: They make a diversion that involves lots of explosions so they can sneak back into their old workshop and steal their old ship ''The Lady MacBeth''. After a shoot-out with a Hunter Droid and beating up another trooper on the ship, they take off. As luck has it, the Star Destroyer Batarak is on the other side of the planet, leaving only a picket of 6 TIE fighters between them and freedom ...
 
 
 
:...at which point the GM decides to roll boxcars. The TIE fighters attack in formation; the first two punch holes in the shields, the next two take out the shield generators themselves, the last two strafe the engines. After this the TIE fighters dance around, taking chunks out of ''The Lady MacBeth'' until it's dead in space.
 
 
 
: The crew surrenders, is about to get tossed in a garbage disposal, overpowers their guards, and patches into the Star Destroyer computer system...
 
 
 
: ... when the Sysadmin gets the roll of the night. They hack root on the Star Destroyer. They shut down life support in the ship, get everybody off the ship, and get their friends up on it.
 
 
 
: They start the night as out-of-work smugglers. They end the night as out-of-work smugglers with a Star Destroyer.
 
 
; Player Thoughts
 
; Player Thoughts
: '''Lukas:''' I enjoyed the game quite a bit, and I think you've developed a very good system. While I feel it's best suited to grittier games where the players have a semi-even chance of failing in achieving their goals, rather than a highly cinematic sort of game, it works really well. It think it would be perfect for an espionage sort of game, for some reason. I like the idea of being able to chain together skills to help yourself and others accomplish things, though it seems like it would require the GM to be very mindful to keep it from being abused.
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: '''Jason:''' The skill chains is the coolest aspect of the system. The system takes an active hand in encouraging role playing, which is a good thing. The mechanics are also solid - diminishing returns keep people from getting ridiculous.
 
 
 
: The system works well overall; the system was able to handle what we tried to do with it. That said, it's a little too crunchy for me.  On-the-spot math combined with the success level table all but did me in. That's probably just a matter of personal taste, though.
 
 
 
: I do also agree with Lukas when he says that Star Wars is probably not the ideal setting for this game. Something a little grittier, something slower moving and less actiony would probably work.
 
 
 
 
; Additional GM Thoughts
 
; Additional GM Thoughts
: We tested my pet system Monday night.  ([http://home.blarg.net/~efreeman/Games/GAME_02.pdf])
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: Three players, including a newcomer Jason, as well as myself.  We were playing in a Star Wars universe, set a few years before 'A New Hope'. In other words, the galaxy is a real mess and nobody's in charge really. I think the players were David and Michael -- let me know if I got the names wrong, I'm really pathetic with them.
 
 
 
: The players got the system right away which made me happy. I was worried that it was too crunchy, but the crunch bits went fine. There is some computations involved, but they are all or the same type of thing so it goes fast.
 
 
 
: The system is easy to learn and manage. The resolution system is a little wild. I want some wildness in the system but I think there is a little too much. Maybe?  It might be a feature, not a bug. The players can never be certain of a plan, but they can always have a shot even in bad odds.
 
  
 
=Harlequinade: Something Wicked This Way Comes=
 
=Harlequinade: Something Wicked This Way Comes=

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