I’ve been bloodied, i’m now a GM.
I ran a little adventure the two of my friends who make up our motley game group. I chose the star wars D6 system. Needless to say I made a few minor errors but I enjoyed myself. Hopefully the players did too.
What I enjoyed:
I liked that familiar feel I got with the universe. We’ve all seen star wars. It was really cool to tell your own star wars story. I loved throwing hundreds of dice! One of the NPCs was a force user. He was really quite powerful; 12d6 for DEX is a huge number of dice clattering around the table. All roleplayers love chucking die!
I stole the wild dice idea from the 2nd edition rule set. I’m very glad I did. On a couple of occasions the characters attempted to roll against something really difficult to near impossible. The wild die managed to allow them even though they are not skilled enough to roll high enough to pass normally. I think this adds a great Cinematic experience. They are heroes after all.
What I didn’t enjoy:
Counting all the rolls, especially for the hugely powerful NPCs! I know that I will become much quicker in the mental arithmetic area, but it does slow the game down a little. In the end I just had to glance at the roll and judge on a scale 5 point scale of dud to excellent. Just to keep things flowing.
What I did well:
I managed to avoid railroading. The player who gives me a lift after the sessions really emphasised how much I should avoid this, so I put a lot of effort into open-endedness.
What I should improve for next time:
I don’t think I gave both players equal opportunity to fully use their characters. One of them was a Pirate and the other a Scout. The pirate was easy because he’s a Womanising, drink riddled gambling addict. The strong silent type was hard to play in this adventure. I will not let this happen again. It will balance out over the course of the campaign, but no one likes spending a 4 hour game session being left out. I will try to cater the adventures to get the most for both players.
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