Edge of the Empire Book

(Joyce) #1

  • Note Passing: There may be times when a char-
    acter wants to act on knowledge that no other
    Player Character has, and he wants to conceal
    his actions. The player and GM may pass notes
    to each other to secretly progress that part of
    the storyline. Less common is note passing be-
    tween players, bypassing the GM. Both are gen-
    erally acceptable, but the GM should be careful
    to not let it dominate the game or overly frus-
    trate players left out of the loop.


GROUP DYNAMICS

There are two major group dynamics in play at the
gaming table. One is between the players, while
the second is between their characters. Both are
important to having fun during the game. Ideally,
the players enjoy playing with each other, and
their characters have enough in common to as-
sociate with each other without large amounts of
tension. Disruptions to either of these cases can
diminish the fun of playing.


WHEN THE PARTY DISAGREES

Roleplaying is highly situational. As a story unfolds,
the party often debates the desired course of action.
This normally works itself out as the party discusses
its options. Disagreements due to roleplaying indi-
vidual characters can be great moments in the game.
However, if a disagreement grows to the point that it
disrupts the fun of the game, it's usually a good time
to take a break. Breaks may last just a few minutes or
suspend the game until the next session.


Sometimes, the GM can alter the in-game situation
enough to provide a more obvious or agreeable path
forward. Compromise from the GM or other players to
move the story along is normally acceptable and de-
sirable, especially if the situation makes one or more
players uncomfortable at the table. The party should
be careful to avoid lingering disagreements, as they can
lead to bad feelings and possibly break up the group.

WHEN THE PARTY SPLITS UP

Sometimes the best course of action is for the party
to split up in the game. This normally happens when
the action is spread out, and the party needs to be in
more than one place at the same time. This can also
be used to diffuse situations in which the party greatly
disagrees on the correct course of action.
No matter the cause, splitting the party also splits the
attention of the GM. This naturally focuses the GM's at-
tention on one part of the group at a time, leaving the
rest to wait until the spotlight returns to them. The GM
must be careful not let too much downtime pass between
groups. In some cases, the players might physically sepa-
rate from the table and go to different rooms or areas, to
avoid overhearing or disrupting a scene that their char-
acters are not part of and cannot influence. See Player
Knowledge vs. Character Knowledge on page 294.

Splitting the party is acceptable and expected for
limited durations. It is least disruptive tothe game as a
whole if the GM keeps all players at the table. Splitting
the party for longer-term situations can add to the story,
but must be carefully managed. The GM might even
consider running separate sessions in extreme cases.

INTRODUCING NEW PLAYER CHARACTERS

B


ringing a new player into an existing group can
be exciting. It is often necessary to replace play-
ers who leave during a long campaign. A new char-
acter shakes up the group dynamics, and brings
out new or unexpected opportunities within the
game. However, not all additions go smoothly, and
considerations should be made regarding the sto-
ryline and the enjoyment of the group as a whole.

Before adding a new player, the group
should discuss whether that person meshes
well with the current game and group. The
GM could discreetly discuss the situation with
each player to minimize hurt feelings if some
players object to the new person.

When the new player arrives at the table, the
group and GM should bring him up to speed on
the current story, table rules, and any house rules
in use (House rules are game rules created by the
GM for unusual situations, or personal preference).

When the new character arrives in game, there
should be an accompanying story reason for him to
join the group. The GM can create it, but it works
best when it includes ideas from the new player
and the existing group. The new character may be
a friend, relative, or associate of the Player Char-
acters, or he might be introduced by an NPC. An
adventure specifically created to introduce the
Player Character is a good way to integrate the new
character with the existing campaign.

If the new player is also new to EDGE OF THE EMPIRE
or RPGs in general, he may need help learning the
rules and terminology. While the GM can and should
aid him, it is often better for a player to act as a men-
tor. This frees the GM to concentrate on the game
and the entire group, while the individual player gets
specific advice or instructions about how to use the
game mechanics at their required times. Seating the
new player next to the mentor minimizes disruptions
from rules discussions during the game.
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