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Alpha Dawn - Star Frontiersman

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differently. It is your job to determine how each<br />

character would react in a situation. Encourage the<br />

players to talk to you as if you were the characters<br />

they meet and answer them as each would.<br />

For example, the player characters are trying to find<br />

someone who might know something about a<br />

missing PGC scientist. They want to question several<br />

NPCs who were in the area when the scientist<br />

disappeared. One is an old woman whose mind<br />

wanders and who never quite answers the<br />

questions. Another fellow has had too much to drink<br />

and wants the players to drink with him. The third is<br />

a bully who won't help anyone and wants to start a<br />

fight. The last is a policeman who warns them that<br />

strangers are not liked here; but he does remember<br />

seeing the scientist with two people the night he<br />

disappeared. You can make up an entire, interesting<br />

dialogue as the NPCs talk to the player characters.<br />

Be a Leader. Make sure everyone participates. Give<br />

every player a chance to make decisions but don't<br />

let everyone talk at once. You might ask the group<br />

to choose one player to be its leader. When the<br />

players reach decisions, the leader explains their<br />

plans to you. This reduces the confusion that can<br />

result when everyone talks at once. When<br />

characters are acting independently, as in combat,<br />

you can ask each player what his character is doing.<br />

Make sure no one is forgotten.<br />

How to Control the Adventure<br />

As the referee, you must control many actions<br />

during an adventure. You must start the game and<br />

control the direction of the story; you must make<br />

decisions on special actions, determine any<br />

modifiers, decide on non-player character and<br />

creature reactions, conduct combat and keep track<br />

of time. Advice on handling each of these tasks is<br />

given below.<br />

You start a game by telling the players the<br />

background of their mission, describing the setting<br />

and discussing how much they will be paid if they<br />

succeed. Be prepared to answer any questions and<br />

give further descriptions as the players investigate.<br />

Let the players make their own decisions and try not<br />

to force choices on them. If they make a bad choice<br />

or bypass an encounter, let them; they may return<br />

to the encounter later. What you should try to do is<br />

make sure players understand what effects their<br />

decisions might have.<br />

Make Decisions. During the adventure you must<br />

decide what happens when characters try unusual<br />

things, and how likely they are to succeed. This<br />

might include deciding whether a building blows up,<br />

or if a skimmer is damaged by driving across a<br />

rocky field. You may have decided before the game<br />

what will happen when certain things are done, or<br />

you may have to make a decision during play. Your<br />

decisions should be based on what you think would<br />

happen in real life. A character who tries to leap<br />

from one roof to another may make it, but if he fails<br />

he probably will fall and get hurt.<br />

If a character tries an unusual action, you probably<br />

can link his chance to succeed to one of his ability<br />

scores. Then you can have the player make an<br />

ability check to see if the character succeeds in his<br />

attempt. If an action can not be linked to an ability,<br />

you should just assign a percentage chance from 1<br />

to 100, based on how likely you think the action is<br />

to work.<br />

When players ask if they can do something, don't<br />

answer them "yes" or ''no." Tell them to try and see<br />

what happens. Letting players try anything will<br />

make the game more unpredictable and full of<br />

surprises for everyone.<br />

Most important, you should make your decisions<br />

quickly. It is more important to keep the adventure<br />

moving and the players interested than to consider<br />

every possibility.<br />

Using Modifiers. As referee you will need to<br />

determine how easy or difficult an action is and how<br />

this will affect a character's chance to do something.<br />

You must use modifiers to reflect the difficulty of an<br />

action. If an action is easy you can let the player<br />

add 5 to 30 points to his chance of success; if it is<br />

difficult, you could tell him to subtract points.<br />

To determine whether a character should get a<br />

positive or negative modifier, you can compare the<br />

action being attempted to the character's normal<br />

limits. For example, a character can leap 5 meters<br />

with a running start. If a character tries to leap 5<br />

meters without a running start or with a heavy pack<br />

on his back, his chance to succeed should be<br />

reduced. If the character is jumping with a strong<br />

wind at his back or from a higher to a lower surface,<br />

his chance to succeed should be increased.<br />

Your own judgment is very important when deciding<br />

whether to assign a modifier, but you always should<br />

have a reason for choosing the modifier you<br />

assigned.<br />

NPC Reactions. You will need to decide how nonplayers<br />

characters and creatures react to player<br />

characters when they are encountered. NPCs should<br />

act intelligently and react according to their<br />

personalities (are they friendly, suspicious or<br />

hostile) and on the basis of what they know and<br />

how the characters act. Creatures usually react<br />

according to their instincts and the characters'<br />

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