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Star Wars D20 GMing Tutorial

Started by Vellorian, October 16, 2006, 02:25:27 PM

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Vellorian

I am about to embark upon an adventure with my oldest daughter to play Star Wars D20.

Can you please provide me with some tutorial/advice/suggestions, etc. on how to go about being a GM for Star Wars D20?

I'm an experienced gamer and GM, but a complete D20 noob.

She is a Level 1 Jedi Consular.  I can think of adventure ideas, I just don't know how to award experience for accomplishments and how to choose tasks that are appropriate in a level based system.  

Also, does she get a lightsaber at level 1?  She's all into the idea of desigining and building her own lightsaber, so I thought I'd start her off without one and direct her on a course to assembling the components, with her gaining enough experience to level up and purchase the "Craft: Lightsaber" skill.  But that brings up another question: Can she just get that skill?  Or does she have to be "tutored" in it by her master?

Anything you can suggest at this point would be most appreciated.  :)
Ian Vellore
"Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" -- Patrick Henry

Caesar Slaad

Quote from: VellorianShe is a Level 1 Jedi Consular.  I can think of adventure ideas, I just don't know how to award experience for accomplishments and how to choose tasks that are appropriate in a level based system.

It's been a while since I ran d20 SW. I know that it's XP section is different than that that of the D&D. But since I don't use D&D's as written, I'd probably wing it in SW, as well.

I think the main thing to remember (easy if there is only one player):
1) Character skill totals. A challenging roll would be one that requires a roll of 11 to pass... 50/50 odds. Gauge rolls from there. Remember, jedi powers boost some skill rolls. But usually that's okay. Players feel special if you let them use their special powers to surmount obstacles.
2) There is a challenge code. The GM section defines what the challenge codes mean (again, I don't have the book here), but IIRC, "A" challenge code obstacles are most appropriate to low level characters when it comes to combats.

QuoteAlso, does she get a lightsaber at level 1?  She's all into the idea of desigining and building her own lightsaber, so I thought I'd start her off without one and direct her on a course to assembling the components, with her gaining enough experience to level up and purchase the "Craft: Lightsaber" skill.  But that brings up another question: Can she just get that skill?  Or does she have to be "tutored" in it by her master?

If that's what you want to do, then make it so. Normally, d20 leaves things like tutoring as background details. There are optional rules in D&D for training; I don't think they got replicated in SW. But if you have a cool idea about that, then run with it. Just tell your player what skills they can take ranks in if you feel the situation dictates it.
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Spike

Regarding the Lightsaber thing, there is a sidebar, I THINK it's in the force powers area that describes the exact process. All I remember is that there are three steps, each corresponding to one of the three force disciplines, and that the entire thing is scaled to be done at 7th level, the point where you consular stops being a Padawan and becomes a master, or some such.  Craft Lightsaber isn't really a skill in the book as I recall.
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Caesar Slaad

Quote from: SpikeRegarding the Lightsaber thing, there is a sidebar, I THINK it's in the force powers area that describes the exact process. All I remember is that there are three steps, each corresponding to one of the three force disciplines, and that the entire thing is scaled to be done at 7th level, the point where you consular stops being a Padawan and becomes a master, or some such.  Craft Lightsaber isn't really a skill in the book as I recall.

It is a skill, though again having no book here, I forget the details.
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Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
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Dr Rotwang!

Remember this always: Star Wars is built on a solid foundation of fairy tales, space-adventure serials, samurai flicks, WWII dogfight footage and hot rods.  

Take this to heart and you can not go wrong.
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Sosthenes

Quote from: Dr Rotwang!Remember this always: Star Wars is built on a solid foundation of fairy tales, space-adventure serials, samurai flicks, WWII dogfight footage and hot rods.

There's some film noir in it too, at least in a cheesy way.
 

Bagpuss

Quote from: VellorianAlso, does she get a lightsaber at level 1?

Yes although how well she can use it depends on the edition you are playing. The original edition 1st level Jedi couldn't even wield a lightsabre without the -4 for being non-proficient. They only got that at 2nd level, they did however get a lightsabre at 1st level given to them by their teacher, after all how do you learn to use something without practice.

Revised they start proficient in lightsabre and have one listed under Equipment given to them by their Jedi Master.

QuoteShe's all into the idea of desigining and building her own lightsaber,

Good idea as one of the trials a Jedi must complete to become a Knight is building their own Lightsabre.

Quoteso I thought I'd start her off without one

They get one from their master, it's in the rules page 57. It is the symbol of a Jedi

QuoteAnything you can suggest at this point would be most appreciated.  :)

Rules for constructing your own lightsabre are on page 175 of the revised rules and 153 of the 1st edition.

You can't reach 7th level (Jedi Knight) without making one.
 

blakkie

Quote from: Dr Rotwang!Remember this always: Star Wars is built on a solid foundation of fairy tales, space-adventure serials, samurai flicks, WWII dogfight footage and hot rods.  

Take this to heart and you can not go wrong.
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Dr Rotwang!

Quote from: blakkieI'm not sure if it's your Avatar or posts like this that I like better. :)
Look at that avatar, man -- it likes you back!

Hell, it'd buy you a sandwich.
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RPGPundit

A couple of notes:

first, as some have pointed out, according to the system a 1st-6th level jedi is assumed to be a Padawan.
That means they will start out with an older jedi as their "master" (though the "master" could be either a Jedi Knight (lv 7-12) or a Jedi Master (lv 13+)), who serves as their guide and teacher in the force.  There's a ton of adventure opportunities right there, as far as the relationship with one's master is concerned.  Remember that Padawans are YOUNG.  A first level Jedi could easily be 11-12 years old, and usually won't be older than 18.  So the master is a kind of parental figure, but they are also an instructor, that have to often be stern in instructing their students in the force.  To some extent, the setting reality of being a Padawan makes it a little easier to guide/control the player, since a padawan is expected to have to follow their master and obey their master's choices (though masters will often entrust their padawans to go fulfill certain duties/tasks/missions on their own while the master deals with a bigger duty/mission/menace).
A 1st level Jedi starts with a lightsaber given to them by their master.  Making their own lightsaber is a long complicated quest that essentially takes all 6 of the padawan levels and various different tasks to complete. You have to be initiated (ie. gain the feats) of all three basic force talents, you have to get a crystal (the focus for the lightsaber) which is often the subject of a quest (occasionally to primitive planets or ancient Jedi temples: don't forget, if you're playing in the era of the movies the Jedi order is already THOUSANDS of years old, and has a very rich and ancient history, the Jedi as seen in the movies are already in a steep decline, and there were once way more Jedi temples and holy sites that today are lost or distant ruins), and finally they usually have to undertake some kind of vision quest before actually attuning and constructing their lightsaber.  Once they've done that, they are a Jedi knight.

Second, I will advise a couple of books if you can find them, that while not essential are two of the best Star Wars books you could reference for the kind of campaign you seem to have in mind.
First, there's the Power of the Jedi sourcebook which is an excellent guide to all things Jedi.  There's a ton of material there that is awesome for any jedi campaign and lots of good adventure ideas.
Second, the Galactic Campaign guide; this is a general guide to running games in the SW setting, it has planet creation rules, a shitload of "location" schematics that are perfect for staging important scenes/battles/encounters, and most importantly a ton of material about running adventures, including a very good breakdown of the basic "hero's Journey" concept that inspired Lucas.

I can't recommend these two books enough to any SW GM.

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Bagpuss

Quote from: RPGPunditThat means they will start out with an older jedi as their "master" (though the "master" could be either a Jedi Knight (lv 7-12) or a Jedi Master (lv 13+)), who serves as their guide and teacher in the force.  There's a ton of adventure opportunities right there, as far as the relationship with one's master is concerned.

There is also a terrible trap where the Master does all the work and the player feels like a pointless sidekick along for the ride. Especially because the level difference is so great.

Some ideas to get round this are...

"Jedi School" - the Padawn is with lots of other low level jedi, who are some how split from their teacher or sent together on a mission, or wander off and explore in their free time. Think Famous Five, or Secret Seven adventures.

Have the master killed on a mission and the 'kid' escapes notice, but then has to get back to the Jedi Council with the vital information. On the way she will face the various trials that will lead her to become a Knight by the time she actually get back to the council.

You might want to consider starting with one then moving to the other.

Star Wars D20 supports team play however and you'll find a single class Consular in solo play will probably be lacking in some skills that the player needs so you might want to have the character befriend other non Jedi NPCs that can fill in, or up the skills and feats and vitality points granted if you expect her to handle anything dangerous on her own.
 

Vellorian

Where we are now...

My daughter created her 1st Level Jedi Consular (Cerean).  She is 14 years old and is a Padawan of a Jedi Knight.

My wife created her 1st Level Noble (Twi'lek).  She is 20 years old.

My wife's character is the member of a small trade clan that has appealed to the Jedi for assistance.  The Trade Federation has failed to abide by their contractual obligations involving some spice mining in the Kessel system.  My wife's character is being sent in to negotiate the situation.  My daughter's character is being assigned to protect her and to show the Jedi's interest in the situation.  

Clearly, assigning a lone Padawan sends several messages: 1) the Jedi consider it a minor affair, but 2) they have still sent a representative, which could bode ill for the Trade Federation if they fail to comply.

The setting for the game is 200BBY or 831 by the old calendar.  About 143 years before the birth of Obi-wan Kenobi.  

My daughter's character has several specific mission objectives:

1) Avoid violence, but be prepared to protect the noble if it is necessary.
2) Map out the asteroid base where the meeting takes place (she is not to reveal this to the noble).

They have been assigned a ship with a pilot to take them there, who can be relied upon as "muscle" if they need help.

I'm not sure if a "noble Twi'lek" is all that plausible, but I'm running with it...

Thoughts, advice and suggestions are always accepted.  :)
Ian Vellore
"Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" -- Patrick Henry

Dr Rotwang!

Quote from: VellorianI'm not sure if a "noble Twi'lek" is all that plausible, but I'm running with it...

Thoughts, advice and suggestions are always accepted.  :)
Of COURSE it's plausible.  It's plausible all day long.  Somebody's gotta keep things running on Ryloth; even if she's not a native, maybe she's from a feudal world settled by Twi'leks.  

Now.  As regards your daughter's character -- I don't see a 14-year-old getting assigned to a trade dispute.  That's implausible, to me.  Luckily, there's an easy fix:

Send her with her Master, an older NPC, whose job it is to get whacked.

The NPC can be a mouthpiece of guidance between GM and PC; the NPC can fill a story role; the NPC can get bumped off like Jedi Masters always do, giving your daughter's character a taste of that Star Wars flavor for sure AND something tobuld her character's personality on.  How does a 14-year-old Jedi girl feel when her Master dies?  Doesit fill her with doubt?  Does she shake it off and persevere? Does she learn not to repeat his mistakes?  Does it inspire her to take revenge, and point out to her the path to the Dark Side...?

Sure, it's cliche.  But it's cliched because it WORKS.  

EDIT:  What can you tell me about that pilot?
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RPGPundit

A Twi'lek noblewoman would most likely be some kind of very influential.. ehm..courtesan... if you know what I mean.  That could be an angle your wife might want to take (perhaps without overplaying it, considering you're gaming with a child), or you could just make up some other excuse to why a Twi'lek is a noblewoman.

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Dr Rotwang!

Quote from: RPGPunditA Twi'lek noblewoman would most likely be some kind of very influential.. ehm..courtesan... if you know what I mean.  
Mmm.  Good one.  I also propose somebody's majordomo -- get my drift?  "My employer is not a Hutt to be denied, Ambassador..."
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