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<     Episode 1624: Red Sky at Night, Clone Troopers' Warning     >

Episode 1624: Red Sky at Night, Clone Troopers' Warning

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Warning shots are really good in RPG scenarios. In any game with even moderately realistic modern weapons rules, even a single shot that hits is going to be devastating and potentially fatal, so to be honest you really don't want to aim shots at the PCs unless they've truly done something brazenly ridiculous enough to deserve it.

Okay. This is why warning shots are almost never used in actual gameplay.

[Reminder: Our guest commentators have not seen Rogue One. Part of the fun is seeing how their untainted impressions re-interpret the movie through the lens of our comic.]

So let's see:

  1. Let's split up.
  2. Don't make us fire warning shots.
  3. Maybe I'll get quest XP if I shoot his still-warm corpse.
  1. Cassian is smart enough to say let's stick together.
  2. Incompetent guards. Warning shots before you warn about warning shots.
  3. Typical PC.

Point three is only one worth expanding on. Back when I played Champions, the rule of thumb when taking a Hunted By disadvantage was that if you actually took out the person hunting you, a bigger and badder/nastier person would replace it. I feel that something like that is happening here. But exactly what, ...

Is Bria/Jyn going from "hunting daddy" to "hunting Krennic"? Did Krennic, by kill stealing, pick up a Hunted?

Is none of this relevant, because everyone involved has a short expected lifespan? Will this turn into a Greek tragedy, where everyone dies? Do we have rocks about to fall on this base?

— Keybounce

It's helpful for a GM to always have something they can use to motivate players along. Whether that's guards to chase them, an impending storm, a spell about to run out, or a captive being slowly lowered into acid. Pressure like that can get them to refocus, and get back to doing something constructive and plot-related instead of lollygagging around.

Unless you have a Jim in your group. In which case it is all hopeless and the best you can do, if you really want them to get moving, is to give them a railroad lined with death traps. Death traps that will not give XP if they're disarmed.

Luckily, this group has Cassian/Annie who's doing a fairly decent job of keeping things, and Jim, moving.

— aurilee

Transcript

Cassian: Chirrut, can you hear me?
Chirrut: Loud and clear.
Cassian: We need to rendezvous.
Chirrut: Or we could split up and find a ship.
Cassian: Yes, splitting up, yes, let's do more of that.
GM: Some troopers have worked out you're not civilians - visiting this highly classified weapons research facility in the middle of nowhere - and start chasing you.
Trooper 3: Hey! Stop! Don't make us fire warning shots!
Chirrut: All right, I'm on my way.
Bria: Let me go back! Maybe I'll still get the quest XP if I shoot his still-warm corpse!


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Published: Sunday, 11 March, 2018; 03:11:01 PDT.
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