Edge of the Empire Book

(Joyce) #1
LET THE PLAYERS SHINE

G


Ms must remember that the Player Char-
acters are the stars of the show. No matter
how complex or exciting the plot, the Player
Characters should always feel that they are the
center of attention. Following this notion, each
individual player should also enjoy moments of
glory within an adventure. It is common for play-
ers to create characters focused on roles they
enjoy playing, often with an effort to diversify
the group and make sure all potential bases are
covered. When crafting an adventure, the CM
should build in moments for each of those char-
acter types, or specific characters, to signifi-
cantly contribute to the story. In short, give the
players a chance to shine both in game and out.

THE STORY ARC

Much like a novel or other story, an adventure story
arc should contain a beginning, middle, and climac-
tic end. The beginning introduces the situation and
the antagonists. The middle develops the events and
the character actions. The end ties up the major plot
points in a dramatic finish.


BUILDING ENCOUNTERS

Once the overall plot line and major characters are out-
lined, the GM should divide the major plot points into
encounters. Adventures usually handle encounters in
one of two ways. They can be highly linear in nature,
with one encounter leading directly into the next, or
they can be more free-form, with the next encounter
dependent on the exact outcome of the one before it.
Of the two types, the free-form variety allows for the
most flexibility during the session. Highly linear adven-
tures run the risk of making the players feel like they've
been railroaded into specific situations with no control
over their own actions. Giving the players at least the
illusion of free will is critical to maintaining the fun.


PACING

Star Wars adventures should be fast-paced. While there
is a place for investigation, political intrigue^^sJowe^
events, they should be interspersed
among chases, skirmishes, dra-
matic confrontation, and
outright battle scenes
The GM should keep the
action moving along at
all times. Action doesn't
always mean outright
combat. The GM should
dispense with any en-
counter or scene that £
feels overly mundane,
especially if it can be
explained in a narrative.
Star Wars adventures are
often at their best if the G
keeps the action fast-paced
quick-moving. If the players are at a loss "as tcW
how to proceed, the GM should feel free to give them
just enough additional information to move them along
to the next scene. If the players spend too long mulling
over a certain situation or stalling out over a specific
plot point, the GM can introduce something new to re-
act to. This could be as subtle as an intercepted mes-
sage from an adversary, or as blatant as thugs kicking
down their door (metaphorically or literally). The other
benefit of this is it makes the players feel like they are
part of a larger world that moves forward even when
they do not.

DRAMATIC ACTION

Not every scene or encounter must involve high dra-
ma. However, major events should have a dramatic
focus. The GM should create major moments that sig-
nificantly impact the overall storyline. The outcome
of these encounters should have real consequences
to the plot. The crime lord really will take their ship if
tt]e Player Characters don't pay him back. The Empire
really will throw the Player Characters
n detention for a while if they're
h caught smuggling. Most dra-
matically, their characters
might not make it through
this encounter alive. If the
players are truly con-
cerned about the out-
come of the encounter
and its effects on their
characters, it quickly
raises the level of dra-
ma in the scene.

CONTROLLING
ENCOUNTER
DIFFICULTY

Building a balanced and fair encounter is an exercise in
controlling combat and environmental difficulties. While
not every encounter needs to be a fair fight, most of the
time, the Player Characters should have a decent chance
of winning or escaping. Adversaries in combat encoun-
ters consist of minions, rivals, and nemeses (see Chap-
ter XII: Adversaries). When selecting adversaries, the
GM must compare their attack skills and defenses with
those of the Player Characters. If they use comparable
dice, they are an appropriate individual opponent. If the
Player Characters are outnumbered, their opponents
should include more minions and rivals that are less of

THE GAME MASTER
EDCE OF THE EMPIRE
Free download pdf