The Game Master writes half the game, the players write the other half. Every game should have some chance for the characters to succeed and some chance for them to fail. Without the risk of failure there is no hope of glory.
Try to balance your player’s missions; one third puzzles, one third exploring (new planets / NPCs / organizations / situations), and one third shoot ‘em ups. If your players resort to blasters in every game, perhaps you’re not doing enough to give them other possibilities.
Coolness and rules are equal; if a player is doing something cool, feel free to ignore poor dice rolls. If the player is doing something stupid, feel free to ignore good dice rolls. Just don’t let the players know. “I told you it was an easy roll, but what you didn’t know was there is a hidden…”
-On the other hand - Sometimes a string of unbelievable dice rolls can open a whole new story line. “This custom inspector seems to know everything about you; all your hiding places, what you’re smuggling, and when you were going to arrive. I wonder how he knows all this? Sure, his bribes are twice normal – but he stays bought. This time he doesn’t want credits. He’s asking about your contact on the planet…”
Keep the tension high in combat! A hit with no damage becomes: “You felt that hit! There’s a smoking hole in your blast vest, but it did stop the blaster. You’ll have to replace it as soon as possible. It won’t take another shot like that!” That is much cooler than “The stormtrooper rolls a three so you take no damage.”
If the group likes a character, a killing shot could hit him right in the inertial locator / night vision goggles / whatever rather than killing him. Maiming a character takes him out of this fight, gives the other players a chance to be heroes by rescuing their comrade, and gives him a cool story device (Where do you buy a cybernetic or cloned replacement part?).
Remember The Empire is competent. They’ve taken over the galaxy so they’re not stupid or weak, but neither are they omniscient. |