The Mandalorian is great, but if you want more than what the show provides, it can be yours in Edge of the Empire!
Unless you’ve been living in a dark, secluded cave for the past few months, you’ve probably heard about Disney+ and all the wonderful content it provides. From various new and exciting Marvel projects to all the Disney Channel Original Movies one person can handle (binge responsibly), Disney+ is a veritable nerd Mecca for those young at heart or generally in the mood for some fun. As the months and years roll on, Disney will be rolling out various original shows that will only be found on the platform, which has the internet teeming with excitement. However, we got our first taste of this fresh new content right at launch with a brand new Star Wars IP, the Mandalorian.
The Mandalorian introduces us to the titular character as he tries to make a name for himself among his people and continue to be the best there is at what he does. He’s a rootin’, tootin’ just about anybody shootin’ merc who gets a particularly well paying job from some less than desirable fellows. As he reaches his target, things begin to be a bit unclear, and our Mando is left with some serious choices and a COMPLETELY ADORABLE little burden. Many people have reviewed this show by calling it “Cowboys in Space,” but that just feels too simplistic, so I’m going to say it’s like Cowboys in the Outer Rim of a Galaxy Far Far Away. Nailed it. Checkmate.
As a Gamemaster, sometimes it’s more important to just pull the strings.
In the right hands, an NPC can be a brilliant addition to a campaign’s narrative. Interactive, fully fleshed out and generally dynamic – NPCs represent the world the PCs are
murdering their way through adventuring in and are their best method of interacting with this world in ways not provided by the set pieces and enemies they commonly experience. A good NPC can give the party a trusted ally, a daunting nemesis or even just an adorable Goblin they can claim as a mascot. Whatever the purpose or goal of the NPC, it’s important to remember that important NPCs need to feel alive. The GM needs to play the role of the NPC, not just control it. Good NPCs have no strings and are as alive and organic as the players themselves. It should feel as though a new player dropped their way into the campaign, complete with their own unique goals, talents and flaws.
However, it’s also important to remember that some NPCs are allowed to be fairly inconsequential.
Too often a GM will try to fully flesh out every. single. NPC. This is incredibly dangerous, especially in Urban campaigns where PCs may encounter a LOT of NPCs. I find this especially taxing when the party needs to interact with merchants. One member of the party needs weapons, so here comes a blacksmith. Another member needs potions, so I better come up with a potion seller. Oh hey, this guy needs some provisions, better whip up a different general merchant. Oh look, the Paladin is off to the temple…. time to slap together some monks. Oh hey, the person at the blacksmith is now asking about anyone who might know the value of stolen jewelry, better concoct myself a fence. And so on.
And so on.
AnD sO oN.
Let me open by saying I think absolutely everybody should try their hand at GMing an RPG. Find one you like and that you have preferably played before and give it a go. Whether you are doing a pre-written campaign or a fresh bit of homebrew, it is an exquisite, rewarding experience that challenges you creatively. Continue reading
I have been playing tabletop RPGs for a while now. I have read through many different systems and have tried even more. Over the years, I have gotten many of my friends involved in this hobby, one which I personally feel is immensely valuable and enriching. Because of my experience, my friends who are joining or even building new campaigns will often ask me for advice on starting up. Of all the advice I can give, there is always one that I consistently make sure to give: Use skill checks whenever possible. Continue reading
Whether you play RPGs or not, you have more than likely heard the standard cliche of how an RPG commences: All the players just happen to be in a Tavern, either at their own accord when something eventful goes down, or summoned there by some benefactor with a very special quest. The heroes then bound together to accomplish goals, slay monsters and loot the bejesus out of any poor sap that gets in their line of sight.
For real, though…. That scenario sucks ass. Continue reading