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Handouts
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Xynar
Commander
Commander


Joined: 10 Aug 2003
Posts: 279
Location: Valparaiso, IN

PostPosted: Sun Aug 10, 2003 11:16 am    Post subject: Handouts Reply with quote

I've noticed the IDs that a couple of you have. I wish I could find those in a digital format so I could use them. But to the point. I like creating handouts that enhance the game by adding a "real" feel to it. Mostly they incorporate pictures or backgoung detail. I'd like to attach one but I'm not sure how just to show you. Hmmmm.......... It's a PDF. It looks like I can only attach pics. I'll get back to you about this.....
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Xynar
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Loc Taal
Grand Master (Admin Emeritus)


Joined: 17 Jun 2003
Posts: 805
Location: Wisconsin, USA

PostPosted: Sun Aug 10, 2003 10:58 pm    Post subject: Re: Handouts Reply with quote

Xynar wrote:
I've noticed the IDs that a couple of you have. I wish I could find those in a digital format so I could use them.
Xynar, what are you referring to when you say IDs? Do you mean the avatars?
Xynar wrote:
I'd like to attach one but I'm not sure how just to show you. Hmmmm.......... It's a PDF. It looks like I can only attach pics.
If you'd like, you can email me the pdf, then I'll put it up on my site and you can link to it in your posts.

I like the idea of handouts, too. I think anything that you can give the players to give them more detail is a good thing. The most common form of handout I use is a map.
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Volar the Healer
Jedi


Joined: 04 Aug 2003
Posts: 661
Location: Arizona, USA

PostPosted: Tue Aug 26, 2003 3:15 pm    Post subject: Reply with quote

Idea Maps are common in my game as well.

Another hand out I use is the "information 3x5". I write information before the game on 3x5 cards and hand them to the players with the instruction that this card is only for you. It is to help you role play. I see to it about half of the cards are useful in today's game, a fourth are for tommorrow's game, and the rest are just general information that the characters should have, but no specific use of that information is planned. I generally hand out the cards every third game or so, sometimes more, sometimes less.

I also try to show the players pictures from any Star Wars source whenever I can. This is especially helpful for new players who don't know what a Twileki is.
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Last edited by Volar the Healer on Fri Feb 06, 2004 6:26 pm; edited 2 times in total
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Loc Taal
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Joined: 17 Jun 2003
Posts: 805
Location: Wisconsin, USA

PostPosted: Wed Aug 27, 2003 3:39 pm    Post subject: Reply with quote

That's a good idea to hand out cards like that. That makes the game more realistic. That way you can tell specific things to specific players without the rest of the group hearing it. That works much better than "yeah, but your character wasn't there so he doesn't know that".
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Volar the Healer
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Joined: 04 Aug 2003
Posts: 661
Location: Arizona, USA

PostPosted: Wed Aug 27, 2003 3:43 pm    Post subject: Reply with quote

It also gives (especially new) players something to role play with. As I director I know when they meet villian X, one of your characters is going to say "Hey, I've heard of him". Then the group gets the info 'in character'.
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Rexer
Sub-Lieutenant
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Joined: 26 Jun 2003
Posts: 58
Location: Mad Town, USA

PostPosted: Thu Aug 28, 2003 1:33 pm    Post subject: Reply with quote

One idea I am going to try when I GM again that I borrowed from another game I play is rumors and knowledge about planets and cities.

Players get sent to new places (cities and planets) and they always ask what they know or what they have heard about this place. In the other game I play it had a city all layed out and they had a list of rumors and information about it. You take a person's knowledge (or for Star Wars you could use street smarts) and that gives you the amount of times they can roll to find out information. Say there is a list of 20 things the characters may know. They roll a 20 sided die and whatever number they roll that is the piece of info they know. The number of rolls they use is tied to a skill as mentioned previously.

The cool part about this is it is just "common knowledge" or rummors so not all of them are true. The players do not know which are true and which are not. Only the GM knows which is which.

This is a good tool so players will know a little bit about where they are going and also adds some interesting twists when a player acts on a rumor that they think is true. Wink
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Loc Taal
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Joined: 17 Jun 2003
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Location: Wisconsin, USA

PostPosted: Thu Aug 28, 2003 3:22 pm    Post subject: Reply with quote

That sounds like a cool idea. I like how some of them may or may not be true. "Ahh... So that rumor was true..." Very Happy
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Rexer
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PostPosted: Thu Aug 28, 2003 10:24 pm    Post subject: Reply with quote

Hey Loc, you now where I got that idea from.

"Beware of the rooftop sniper." Wink
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Loc Taal
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Location: Wisconsin, USA

PostPosted: Thu Aug 28, 2003 11:04 pm    Post subject: Reply with quote

I hate that guy... Laughing
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Rexer
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PostPosted: Fri Aug 29, 2003 8:24 am    Post subject: Reply with quote

The best part is I didn't even make that one up. Hey if you don't want to head the warning of rumors you hear, it isn't my fault Wink
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Volar the Healer
Jedi


Joined: 04 Aug 2003
Posts: 661
Location: Arizona, USA

PostPosted: Fri Aug 29, 2003 11:32 am    Post subject: Reply with quote

Your chart sounds like something any Traveler Smile should be familier with. (Us old folks know, the starport bar rumour is older than Star Wars.)

I don't use such a chart, but I often have a list of rumours laying in wait to be given up by an NPC.
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Vartax
Lieutenant Commander
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Joined: 13 Oct 2003
Posts: 203
Location: Salem, OR

PostPosted: Mon Oct 13, 2003 10:05 pm    Post subject: Reply with quote

Handouts make the game more "real" in that characters will get into character if they having something to look at/think about. Also clues can be given in handouts for the adventure.
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joshrobertson
Cadet
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Joined: 06 Oct 2003
Posts: 24
Location: Minneapolis, Minnesota

PostPosted: Mon Oct 20, 2003 11:38 pm    Post subject: Reply with quote

I have always been striving to have a list of rumors that would be excellent. When you create the list are you specific meaning that each city has its own list or is the list so general that it can be adapted to any city? I have rarely used such a list because my players are bound and determined to not be controlled and thus will go in any direction at any time and create the adventure as they turn. The point of this being that a general, non-specific rumor list would be great. Such as
1 ruler/general has known problem (infidelity, larceny, bribery)
2 local law enforcement easily bribed
3 critical shortage of material (water, food, power, hyperdrives, or
anything the players are looking for and really need)
4 a local crime boss is seeking recruits
5 the rebels have a secret base nearby
6 the imperials have a secret base underground
7 a huge shipment of materials for the navy is coming through soon
8 the rebels have agents working for local law enforcement
9 a wealthy merchant has been kidnapped or eliminated somehow
10 stormtroopers are searching every ship that lands

add to the list and see how big it gets. any one of these rumors could lead to an entire campaign if you really wanted or better yet a great session.
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Xynar
Commander
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Joined: 10 Aug 2003
Posts: 279
Location: Valparaiso, IN

PostPosted: Fri Dec 19, 2003 11:41 pm    Post subject: Reply with quote

It's been a while. I saw a few Bounty hunter ID's posted a long time back. My system was down and I lost some of my handouts and I forgot to mention it to you guys. But I'm back up and running and I'll grab a few and get them emailed.... I have a disclaimer though. ALL of the artwork I use is not my own. I cannot say whether any of the handouts could be posted.
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Xynar
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Loc Taal
Grand Master (Admin Emeritus)


Joined: 17 Jun 2003
Posts: 805
Location: Wisconsin, USA

PostPosted: Sat Dec 20, 2003 1:09 am    Post subject: Reply with quote

Here's an Imperial Peace-Keeping Certificate you can use as a handout.
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Last edited by Loc Taal on Fri Mar 05, 2004 3:12 pm; edited 1 time in total
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