Bothan Banter – GM’s Corner Episode 4

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In the fourth episode of the GM’s Corner, Kurtis Wiebe talks about the events that transpired in Episode 6, in particular the dark turn of Ocadessa, as well as how he planned out the flashback in Episode 7 with two guest characters. To wrap things up, he talks about the balance of success and failure in an ongoing campaign.

4 thoughts on “Bothan Banter – GM’s Corner Episode 4

  1. I wasn’t concerned about a character dying in the flashback episode because what I’ve picked up from the episodes and the GM Corner is your style of play works with the idea that failure does not equal death, or failure does not equal game over. If you were going to kill characters, we would have seen that when they were on the wrong side of the stormtroopers, or with the car bomb. Now, that’s not to say failure doesn’t have consequences- it’s had plenty of setbacks and changes for the group. But it’s never been, “Muzzo, you’re dead.”

    It’s the lesson I’m going to need to hammer into my players (whenever the reprint of Edge of the Empire hits the shore). Most of them are brand new to RPGs, having gotten their first taste with D&D earlier this year. I think D&D fits in with failure=death. The odds are usually in the PCs’ favor, because if they lose this combat, it’s game over. But, with Star Wars, it wasn’t game over when the party droid was blasted to bits, and the smuggler was frozen in carbonite, and the fledgling Jedi got his hand cut off. If my players find themselves going down under a hail of blaster bolts, it might mean their current job is blown, but it doesn’t mean we’re going back to character creation.


    1. This is exactly the style of play that I try to emulate with my games. And with storytelling in general. I think PC death is often dished out far too frequently and in my opinion, there are things worse than death. Losing friends, being captured, finding out horrible truths.

      When you learn to redefine failure as opportunity, it isn’t such a difficult thing to embrace.

      It comes down to GM/Player trust, and that has to be built up. Many people are used to the idea of GM VS Player compared to GM AND Player.



  2. Jason Talley

    This independent faction idea is really interesting and not something I’d have considered on my own. I suppose it’s too easy to think of a “faction” as being the same as a group or organization. A one person faction, I see now, is totally workable. Heck, the Punisher would be a pretty good example. He might work with others from time to time, but he always follows his own agenda.

    You’ve given me some good stuff to think about.


    1. I like the idea of solo characters having a direct impact on the major factions, just like the PC’s do, with their own motivations and goals. It makes encountering those NPC’s much richer and, as a GM, I have a feel for who they are right from the beginning.

      As I’ve said a few times, doing your major work ahead of time, rather than week to week, pays off in spades. I’ve hardly had to do any work since we started episode 1. The framework has done all the heavy lifting narratively.


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