Jelna Vawn wrote:I would like to state first the positive: I finished this game because I thought it was worthwhile to. When I think a game is utter crap, I drop it without a second thought. Thank you for your efforts, cause I know you put a lot of work into the game. So while I will be proceeding with criticism, I would like to reiterate that this does not mean that the game was bad. On the other hand, I see definite room for improvement and would be admittedly hesitant to participate in a sequel if these concerns were not addressed. I wouldn't mention them, though, if I did not think that they could be.
Thank you, for finding the game worthwhile! I appreciate hearing that, and I am glad you are approaching the table with critiques. I'm always looking to improve, because the goal for everyone is to have fun.
Jelna Vawn wrote:Reward Disparity
From what I saw, certain players were showered with rewards while others received very little for their efforts. Maybe I am placing too much weight on lightsaber crystals due to their listed price but those seemed so easy to get. In the meantime, trying to keep the planet from collapsing seemed very unfulfilling from a monetary point of view. Sure, we have the plot reward of fixing things, but everyone gets that award. Only some get the sabers. I also perceived some unbalance in credit rewards.
I come from a long line of games where rewards were unbalanced, and that's the style of game I like. I do get, and appreciate, why it would be frustrating, but things like crystals, I absolutely ignore the book price. You can't just go to Toshi Station and pick up a kyber crystal. I saw Quinn as someone who wanted that as a goal, from character submission on and she interacting with a situation where I could provide that. Maybe it comes from my mentality as a player, where I tend to focus more on what I can do without equipment, because equipment can be damaged/lost/rendered inaccessible.
Jelna Vawn wrote:Lack of Events
I had a hard time being excited for a new day when it was either no events going on or nothing I felt like getting involved in. I think the combat and other branching events were done well enough but the game really would have benefited from more simple dice rolling. While not particularly complex, this often gives us something to do and there is, admittedly, some excitement in seeing if you did the best at something silly like training a dog to do tricks or if your poetry was the best.
I wanted to do something different. There were things that could be done that I specifically didn't want to prompt any one on (primary example being poking around the Ancient Ruins.) I can see where many would enjoy that style, but that's something that I never... I dunno, for lack of a better term, jived with. Star Wars never seemed to me about showing up, rolling dice, and accruing points. Having been on the frustrating end where you absolutely fail at the thing you're supposed to be good at/show off on, it just was a turn off. I could have been more upfront about my intentions, but I felt that would detract from what I was trying to do, which was organic exploration of a setting. It was totally possible to play the game, and never detail with the Empire plot, and then, all you know is all of a sudden, the remnant is in power.
The game was in a sense of a way, experimental, more run how a table game is run, because that's what I enjoy doing, and wanted to see if it could work in this format. There were parts that did, and parts that didn't.
Jelna Vawn wrote:Too much "Rule of Cool"
I put "Rule of Cool" in quotes because I saw it used in defense a few times and I found many of the defended actions to be quite the opposite. My point is, I think there were times when things were seen as exciting to run but honestly just caused more hassle than was worth dealing with. Sometimes these instances can just make the player characters feel incompetent and that is never the goal of these games. In any of them, they are the protagonists, and some leeway can be given in challenge if it will keep people happy.
I'll be honest, I don't know the things you are referencing where that was used as a defense, scanning Discord, the only thing I could see where it was used was in support of what players wanted to do. If there was a misinterpretation and representation of that, that is entirely possible, but I never wanted the players to feel incompetent.
Jelna Vawn wrote:Rushed Plot
I think the Imperial invasion happened way too quickly. There was not a lot of windup and it felt too forced; despite all our efforts, everything kind of just happened. But moreover, they landed, got shot up a bit, and then suddenly there was an uprising and the Imperials fell apart. Now, what I think would have worked better would be if the game was split into two. You could have Noventa have other problems and then the climax could be the Imperial occupation. Then, the sequel could be all about opposing the new regime. There could be events about gaining supplies, rallying the populace, and so on.
I wanted to keep the game as one because I didn't want to keep people hanging on for a year or two waiting to deal with the occupation, especially after we just got done, as a community, playing an occupation game. It wasn't what I wanted the focus of the game to be on. People jumped on board with looking at the situation, and saying "NIMBY."
I scripted the Admiral and her "fleet" to be in desperation. They didn't have supplies, they didn't have the resources to actually hold onto any territory. The little snippets of fiction in the OOC forums were supposed to highlight that. The Gladiator didn't have power to operate lights on all floors, they didn't have a garrison. The biggest ground threat they had were two All-Terrain Defense Pods, which really aren't all that good at doing anything other than standing in front of buildings and looking menacing. They're the ED-209s of the Imperial Military Machine.
The populace was supposed to be already tired from two wars where people came in and told them what to do, as presented in the planetary write up. I liked the idea of a story where people were already tired of dealing with someone coming in and telling them what to do, and just going "nah".
Jelna Vawn wrote:Difficulty Too High
I feel like a lot of rolls were made from the assumption that a specialist should have a hard time completing it. The problem with this is that not everyone is going to be specializing in it. And after that, the specialist is the only one who has a reasonable chance of succeeding. If they fail, then nobody else can shore it up. Basically, I think the difficulties were set a bit high for the XP range, which calls back to the incompetency issue. There's also my opinion that, in some instances, these didn't really make sense to be so hard. Like it felt like the only reason the tests were difficult was because of meta reasons instead of established plot points.
I disagree, while I respect your opinion and thought process. I've always views FFG Star Wars as a game for specialists. If you generalize, you will not get far. I've always played in groups where each member specialized, and would have one, maybe two secondary things they were good at to shore up. I've always found myself yearning for higher difficulties, seeing what I can do, and sometimes you win, sometimes you lose. I have just as much fun at the table seeing myself come up with a bunch of threat and despair as I do succeeding, because it creates a new opportunity and challenge to deal with. And so, I designed my encounters based off of how I would see them approached at a table, and counted on specialists. The game isn't XP efficient enough to be able to shore up on all things.
I never applied Adversary to things that weren't directly combat related. Social interactions were based off of the NPCs relevant stat. The only 5s I gave within the game were to Nygmus and 13th Sister, and that was due to building them with the Inquisitor rules as presented in FnD CRB. 5, 4, 3, 3, 3, 2. The typically had one or two abilities (13th Sister only had Improved Parry and regular Reflect. Nygmus only had Improved Parry and Terrify), and then a small suite of Force Powers (13th Sister had Enhance only on Coordination, and then Force Leap down the right hand side, and move basic power. Nygmus had Conjuration Mastery, Enhance Force Leap as an action, and Unleash as presented in FnD Core). The non-Force Sensitive NPCs, if I gave them stats, were cribbed straight from NPCs in the books. Verlasso was Thrawn stats, with some slight tweaks (Her Presence was higher, her intelligence lower). The Death Troopers were straight up, with the exception of giving them the Troop Command that the Sergeants have.
I don't enjoy social skills not coming up to a roll, nor do I enjoy them being used as "we'll roleplay this out and get them to agree." At the end of the day, it has to have mechanical weight. Social skills have social defenses.
65 xp is essentially three sessions into a table campaign. At that point, Hard is the new Average. When things got really tough, we were at 85 xp. I judged my difficulties off of how FFG presents their modules in such a manner, and felt they were in line with presenting a difficult challenge, but not being insurmountable. Sometimes, the dice don't come up, and that's a thing. Sometimes, you get a lucky crit that renders the main threat of an NPC completely inert, and triggers their flight programming (Nygmus was essentially Cobra Commander. All talk, but once he's in a corner, he bails).
Jelna Vawn wrote:But again, thank you for the hard work you put into the game. It must have been difficult with such a tight schedule.
Thank you again for playing, Neko. I appreciate you doing so. If you find that you don't feel it's a game you don't want to come back to, all the respect and best wishes in the world, I wouldn't want you to not have fun. If you decide you want to play in a sequel, I would welcome you to come in and play! Thank you again for laying out your concerns, and I hope that my answers at least put an insight into my thought process on running Star Wars.