RP General Discussion

Started by Ushgarak685 pages

Off-line play continues!

I can now confirm that previous rumours that Osokans would be not as dangerous in the revamped rules system were completely false. Yeesh...

I hope the Jedi don't have to face them, at least not for awhile.

I never believed the rumors anyway.

Rand will be ready for the next time we have to square off against them. Every other time has been more or less embarrasing.

Further apologies for delays of late- flooded under with work and essays and silly real life things. Off for Christmas starting next week so hoping to propel things onward then!

Stupid real life things...

Meanwhile, I'm officially on winter break until the end of January, so I'll be much more available starting today.

YES!!

Anybody willing to lend me some advice in The White Tower?

Personally, I think running away might be a good idea at this point.

Maybe running away even more now.

Yeah. Rex has put you in a bad spot.

I also don't know what the moves are, and I have looked through the rules and can't find a section on duelling.

Might be easiest to look at past duels for examples. I had a big one at the end of the last campaign.
http://www.killermovies.com/forums/f7/t514954.html

Rex also has some that he's run from other Retro games.

Originally posted by Vera21
Yeah. Rex has put you in a bad spot.

He tends to do that...

Busy weekend, will push everything on tomorrow!

What's the size of the pool of refresh "cards" that are pulled to see if we get schtick refreshes each turn? I remember 7, but I may be wrong. And it can be any turn, even after the first, yeah? I'm slowly trying to be more mathematical about my combat.

I believe it's 8 cards, not including the Ace that calls the Refresh.

Actually I think we are playing with nine these days, and the Refresh card has become the Joker.

I don't draw for the very first turn of the combat but yes, it can be any time after.

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Talking of off-line play, the Dark Siders have been shit out of luck of late, whilst the Light Side team (if two players is a team) are rolling stonkingly well anbd strolling through the story, aided by at least one incredibly lucky choice I made.

Tactical note- Balanced Guard... great against Mooks, useless against Osokans.

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The next story is actually quite a long one; the Dark Siders are finished with the casino (what's left of it) and moved on, as have the Light Siders moved on a stage from how their plot started. Both sides are still looking for certain answers but the way they move onto doing it is distinctive enough that I might even break it into two episodes, neither as large as the ones you just did but large enough to stand as stories.

In short, we've managed to get some decent play time ready for you guys.

Who plays in the Star Wars game? Now that we are getting to know your play group a bit.

And Yay! Play Time!