Here’s a list of the nuggets of wisdom I’ve been dispensing on social media platforms for the past two weeks, in no particular order:
- When designing a scene, establish why combat here would be a bad idea. Fights will happen on their own, don’t encourage them.
- Present outlandish rewards (lightsabers, starships, cybernetics, etc.), at the cost of outlandish danger or penalty.
- Find ways to emphasize underused skills, such as the Astrogation. Build your challenges around them.
- Make every adventure ABSOLUTELY AWESOME! … but also kind of unfair.
- If a rule bit is becoming trite, boring, or grinding the flow of the game; make a single skill check and move on.
- Every campaign should have a few lightsabers, even “campaigns” that are only a single adventure. It’s not Star Wars without them.
- Every enemy fears something or someone. What keeps your Nemesis awake at night?
- It’s a used future. Make things broken, scuffed, old, someone else’s property, or just totally gross.
- Use strict out-of-game time limits to ratchet up the tension and emphasize quick decisions.
- Steal your players’ ideas. Let them speculate on clues & grab a hold of the most interesting / controversial theory they come up with.