Post by fenris on Jan 3, 2020 8:35:21 GMT -5
1. Does the type of game presented above sound fun / meet your expectations?
Sounds good to me.
2. How much ship-to-ship combat do you want in a Star Wars game (none/very little/some/lots)
I agree with Derek's position. I have no problem with it IF the system supports ship-to-ship combat well AND it doesn't require a person to build an Ace Pilot character at the detriment of other campaign related skills.
3. Should player characters have the ability to gain access to the Force? (I'm leaning towards no, but willing to reconsider)
I'm indifferent on this one. I completely agree with Dave's explanation about special unique universe saving slowflakes.
4. Should we track ammunition? (If yes, I'll set weapon capacities in line with modern firearms so that it matters and reload actions will need to be taken in at least some combats.)
I don't like the idea of tracking ammo for blasters and other standard weapons. Slows down the came unnecessarily. Han and Chewy never reloaded. I do like narrative complications though. I don't have a problem tracking ammo for special weapons because it fits the Star Wars genre for the same reasons Dave explained.
5. How much galaxy hopping? (Little - stick to a few planets with recurring locations / moderate - one sector of space with familiar players but lots of different planets / lots - worlds galore and lots of new faces)
All. The. Planets.
6. How many ships? (none - we want to take public transport everywhere / 1 ship - a freighter, duh! / a couple - a freighter, but maybe someone has a fighter that can dock with the freighter / ALL THE SHIPS - we each have our own)
At least a freighter for the group. No interest in everyone having their own ship. Unless they were in the form of robotic tigers that can combine to form a single bad ass giant robot with a sword.
Sounds good to me.
2. How much ship-to-ship combat do you want in a Star Wars game (none/very little/some/lots)
I agree with Derek's position. I have no problem with it IF the system supports ship-to-ship combat well AND it doesn't require a person to build an Ace Pilot character at the detriment of other campaign related skills.
3. Should player characters have the ability to gain access to the Force? (I'm leaning towards no, but willing to reconsider)
I'm indifferent on this one. I completely agree with Dave's explanation about special unique universe saving slowflakes.
4. Should we track ammunition? (If yes, I'll set weapon capacities in line with modern firearms so that it matters and reload actions will need to be taken in at least some combats.)
I don't like the idea of tracking ammo for blasters and other standard weapons. Slows down the came unnecessarily. Han and Chewy never reloaded. I do like narrative complications though. I don't have a problem tracking ammo for special weapons because it fits the Star Wars genre for the same reasons Dave explained.
5. How much galaxy hopping? (Little - stick to a few planets with recurring locations / moderate - one sector of space with familiar players but lots of different planets / lots - worlds galore and lots of new faces)
All. The. Planets.
6. How many ships? (none - we want to take public transport everywhere / 1 ship - a freighter, duh! / a couple - a freighter, but maybe someone has a fighter that can dock with the freighter / ALL THE SHIPS - we each have our own)
At least a freighter for the group. No interest in everyone having their own ship. Unless they were in the form of robotic tigers that can combine to form a single bad ass giant robot with a sword.