PDA

View Full Version : Tell me about your Star Wars campaign



Inquisitor Tremayne
07-26-2007, 10:49 AM
Whether you are in a campaign or running a campaign.

I can't divulge too much info because a couple of my players lurk around here but:

Its set 3 years after Episode III and events did not transpire as you saw them in the movie. The players are just now figuring this out, getting bits of info here and there.

Moritz
07-26-2007, 03:26 PM
The SWd20 I ran was set 4000 years before the Battle of Yavin. The party consisted of a tech (who had a YT class transport that they used for smuggling/trading), a warrior type, and two jedi. Everyone started at level 7. The game was just after the Mandalorian Wars and the party went around seeking Holocrons and doing stuff for the Jedi Council, while doing their trading and learning about the rise of the Sith who were planning an invasion.

Holocron
08-06-2007, 04:43 PM
I mentioned in another post somewhere that I've been running a campaign off and on for about 14 years, spanning a timeframe from 2 years prior to Episode 4, to about 2.5 - 3 years after episode 6. I've had a few other people GM for me at times, but its been mostly me GMing.

The campaign originally started as a campaign for bounty hunters and all about bounty hunting. I made a character that was supposed to be Jodo Kast's older brother (this was before there was much information about him), who used Ubese style body armor and was into heavily customizing it. (I wanted to have armor with a lot of gadgets on it like Boba Fett, but I didn't want to be a total copy cat, so I made my own customizations and used Ubese armor instead of Mandalorian). My friend made a bounty hunter character too, and we played some small time bounty hunting adventures, making some money here and there, customizing our armor and eventually buying our own small starships and making custom modifications to those as well.

Eventually since getting his own ship, my friend started to get more into the idea of being a smuggler type than a bounty hunter, so as we accumulated more money we started building a hideout in an asteroid in the middle of an asteroid field. (We figured nobody would be able to find it). At some point I noticed that we didn't have Jedi or force users in the story at all so I introduced a new NPC. On a visit to the Hutt who had been giving my friend smuggling jobs, my friend noticed a friendly kid who was one of the hutt's slaves (the hutt nicknamed him "Grubworm"). The smuggler friend bought him from the hutt, and brought him back to the hideout, I guess as an adopted child or something, but since I didn't bring him up after that he forgot about the kid. The kid of course was the force sensitive, but he had no training so nobody had any idea that he was force sensitive. He'd just do interesting things every once in a while, and played a minor roll as an interesting but not very significant personality that came up every once in a while.

At some point, a really big bounty came up. A wealthy noble from an innocent world that had been basically irradiated by the Empire hired a team of 10 elite bounty hunters to find and kill the Imperial Admiral who destroyed his world. The reward was 1 million credits to be divided among the bounty hunters who lived through the mission, and the Admiral would soon be leaving for a long campaign at the edges of the outer rim, so there was little time to get the job done. My friend and I joined the team, and eventually we were able to kill the Admiral and escape, but 7 out of the 10 in the team had also been killed. So the reward was divided 3 ways between us.

After that, the Empire posted a large reward on us to take revenge on the assassins. There was another bounty hunter character known only as "X" who had been building up his skill at the same time, and he only took imperial bounties. Eventually this character's player was able to track us down to our hideout and my character was killed. My friend wasn't there at the time and so escaped. Eventually he met up with Jodo Kast, and when Jodo learned that his older brother was dead, and there was a huge bounty on the partner, he killed the partner and took his ship. That was pretty much the end of the bounty hunting stories.

After that my friend made a new character, this time a custom template wookiee warrior. He set his strength at 6D (the wookiee racial maximum), so he was so strong he could usually ko enemies in a single punch, and shrug off most attacks. Wookiee rage made him even more deadly if he ever happened to berserk on anyone.

The wookiee's adventures started when he was rescued from an Imperial prison and he happened to meet an unusual kid who was rescued at the same time. The kid of course was Grubworm who had been handed over to the imperials when the bouny hunter's hideout was attacked by X. The wookiee and grubworm became friends and had a lot of adventures which were more oriented toward aiding the rebellion and freeing other wookiee slaves.

At some point my friend wanted to try playing as a Jedi, since we hadn't had any Jedi yet, so he put the wookiee on hold for a while and made a new Jedi character (GB). GB was from alderaan (it still hadn't been destroyed yet) , and he had learned recently that his father had been a jedi, but had only learned the most elementry aspects of the force. We explained his starting lightsaber as being an item he found in a secret workshop of his father's house, and he was able to learn his starting 1D in control and sense from a few documents his father had in the workshop talking about force concepts.

GB spent his time looking for any signs of where his father might have gone to, but didn't have much luck in finding anyone who could teach him about the force. Eventually he was able to raise his skills a bit and found a few small time force users who could teach him a few things, but his force skills were still pretty low, 3-4D range. He gets involved in a few other adventures and eventually meets up with Grubworm at some point. After a few adventures with him, GB's player (who had never been told that Grubworm was force sensitive) suddenly had a hunch and decided to try to sense Grubworm for force sensitivity. After realizing the kid could learn the force, he took him as an apprentice and taught him what he could. It wasn't much since he was still pretty low in skill though. At about this point I decided that with 2 aspiring Jedi characters now in game, I would need to introduce a good arch-villain.

The arch-villain (AV) was from a race of long-lived natural force users (their control and sense difficulties were 1 level lower). His race was very rare though, and almost completely extinct. AV was basically one of the Emperor's inquisitors, and had a whole hidden sector under his authority with a high capacity shipyard, so he had a strong fleet helping him in addition to being a full fledged dark jedi knight, and having a several smaller time dark side apprentices.

Other players sometimes made Jedi characters to join the club, but somehow they didn't last long, either by acting too big too fast and getting killed or turning to the dark side and joining the AV. GB and Grubworm were occassionally able to find a jedi who had survived the purge to learn from and gradually improved their abilities, but there was a tendancy for the teacher to be discovered by the AV shortly after that and killed. My friend wanted to go back to his wookiee, so he put GB away and resumed play as the wookiee.

By this time we were in later junior high, and we had made a new friend that was kind of geeky like us and he joined the game. He wanted to make a character that was from yoda's race, and he could do the voice and yoda-speak pretty well, so I allowed it, we'll call him TO. I wanted to have some good lightsaber fights between the players and the dark jedi bad guys, but the few player jedi were all still at the very beginning level. So I gave TO a break and through some adventuring introduced him to another low level force apprentice who would lead him to an ancient stardragon that was a true jedi master. Now with an actual teacher, TO's skills steadily increased as he adventured and returned to the temple for more training. As a test of TO's devotion to the lightside, the master even taught him some dark side powers, to see if he could resist the temptation. TO was hard-core though, and stayed lightside. TO had reached the level where he could survive fights with the lower level dark side servants and beat some of them. He also introduced Grubworm to the ancient master and brought him into the adventures to increase his abilities as well.

Eventually as we got into highschool people's schedules changed, and the wookiee and TO weren't able to play as often as before, they still played sometimes, but the main gamers shifted to my little brother and another friend who had done an odd experimental university program instead of high school. My brother made a jedi who we'll call DI. Being my brother it was really easy to schedule time to game, so he was able to play frequently and get close to catching up to TO in skill. My other friend made a character who was from family that had a long line female force users, we'll call her EA. Since it was during the height of the Empire, EA hadn't learned anything about the force because her mother had been killed when she was still young. When she joined the game, DI took her as an apprentice. It was kind of funny because she was really enthusiastic about learning the force and would ask "what do I do now?" DI would usually answer, "Start today's lesson by sweeping out the temple... well? what are you waiting for? Hop to it stinky!"

Eventually DI found a sith artifact that taught him more about the force and allowed him to advance his power, but it eventually lured him into the dark side.

EA was left without a teacher and still very new at using the force. She was sturbborn and devoted to the lightside and learning the ways of the jedi however, and continued looking for ways to learn the force. EA was the kind of person who couldn't keep a low profile to save life however, and often attracted the attention of all sorts of bad guys from pirates to bounty hunters to the arch-villains dark side apprentices. She gradually improved her abilities learning from her defeats and she was basically always on the run from the dark jedi.

At some point I was starting to feel like there were too many jedi, both lightside and dark side in the game between all the players and NPCs, so I created an adventure to be a kind of jedi armageddon.

The players and the villains both learned of a planet that had an ancient "jedi prison" hidden on it. The story was that in ancient times, the Jedi had a period of time of being very soft-hearted, and couldn't bring themselves to actually kill dark jedi. Instead, they would capture the dark jedi and put them in suspended animation. This way the dark jedi wouldn't be able to do evil, but the jedi wouldn't have to kill them either. The dark jedi would just sit in suspended animation forever.

The arch-villain of course wanted to find the jedi prison so that he could release all the dark jedi and have an army of them helping him against the jedi players' characters. The jedi of course wanted to stop him from doing this, so there was a race to get to the planet first and then to get into the facility and find the chamber where the dark jedi were frozen.

It was tough to run this adventure though, because I had a lot of players I was trying to work with and we were geographically seperated by this time and playing over chat.

In the end the players were successful and with a lot of close calls, teamwork and long time allies dead, they managed to defeat all the dark jedi and prevent the ones in suspended animation from being woken up. (There was an orbital bombardment of the facility by another star destroyer trying to kill the players, so the whole place was destroyed, but the players managed to escape with the help of the arch-villain who they had managed to bring back to the light side.)

This was probably a lot more detail than you were looking for about campaigns, but let me know what you think. Did you find it interesting or helpful for designing your own adventures? If you have any questions about part of the campaign or want to know about how I ran certain parts of the game just ask. :)

Kelbin
08-10-2007, 02:33 PM
I have just started on working on the Concept and I haven't gotten it as far as I would like yet.

Anodyzed
08-14-2007, 09:54 PM
I don't know if this even qualifies as as 'campaign' or not. I have played RPGs since Gygax was king, but I haven't GM'd in a couple decades. So now I have a Star Wars d20 game that I am running on my own website (www.whidbeygamers.net) which came about because we just can't find enough people for face to face games here in my locale. I have another GM for two ongoing ADnD games, but I'm the GM for Star Wars. Even there though, we're having trouble finding enough players. I have about 5, of which one deployed to Iraq, one is semi-missing regularly because of military duties, and only three that are consistent. Anyway, the game has started on the backworld of Tatooine. It is set at soem point in time between Episode III and Episode IV. Vader is hunting Jedi, but hasn't found them all yet. There is no interaction (nor do I plan any) between the game characters and the movie characters. I don't have too much 'plan' for the future, but am currently nearing the end of their first Adventure. NPCs played a small roll (due to the missing players) but I'd like to minimize that in the future. A challenge for me, as GM, is to figure out how to get the party 'mobile' without just giving them a huge windfall (free ship). I suppose an NPC could 'hire them' and supply the ship, but isn't that really the same thing? Dunno if any of them are up to stealing a ship, even from a bad guy, but that remains to be seen if its a credible avenue or not. I seem to think there is a lack of good MID-level adventures out there in this selected time period. I see lots for levels 4-7 or 6-10 but very few in the levels 2-5 range. I accept any and all suggestions. Can't say I'll implement them but its sure nice to have options! With all the talk about Saga Edition, I'm kinda worried that SWd20 will fade before its time. MTFBW, or whatever!

Holocron
08-16-2007, 01:31 AM
For player mobility I have a few options that you may find useful without just giving away free ships.

Part of the question is, why do they need to get off planet? It is important to continuing the campaign and moving on to the next adventure? Are they players or the GM tired of adventures on that planet? Is there a job they want to take that requires them to go to a particular world? Depending on the situation, you may be able to come up with a logical method of getting them to the destination without giving away something as valuable as a ship. Without knowing what exactly your campaign goals are, here's some generic ideas:

1. The players can find and hire someone to fly them to the destination. This may be costly for them, but if they spend some time scouting around the freelance freighter pilots, they may be able to find someone willing to reduce their price to just within the player's budget, or close enough that the players only need to do labor work for a few days to pay off the rest :) Another variant to this, maybe they found someone who was already intending to go where the players are trying to get to, so there's a discount rate... or you can combine the those ideas.

2. Perhaps they happen to make a friend who has a ship that can take them there. Maybe they start out with a situation described in number 1, and they befriend the pilot, which leads them to this option in the future. This NPC friend may be able to provide the players with a cheap rate flight on occasion in the future. (You may decide their friend hasn't yet paid off the ship yet, so the players may feel obligated to pay their due and help him out instead of asking for free rides all the time.)

3. They could find a ship going where they're trying to get to and "stow away"... this might not always be plausable, or the players might not be able to pull it off...

4. Maybe the players get captured by their enemies or bounty hunters (if the players have bounties on them), and coincidentally get taken to where you want them to end up.

5. The players might find a good deal on a ship, only 23k for a ship normally valued at 25k or something.... and happen to find a lone shark willing to give them a loan so they can get the ship. Interest on the loan and docking fees can keep the players from getting too rich from it.

6. Sort of a modified 5, maybe the players find a REALLY good deal on a ship, but the ship is either a totally unreliable peice of junk that ends up costing more to repair over and over than they would have spent on a brand new ship... or maybe the ship was stolen, or was previously owned by someone with a big bounty on them, which might add trouble for the players...

You said you want to cut back on NPCs, but remember, they don't have to always show up. I've found that players really love high quality NPCs, and they can be a great tool to help guide the players toward the right direction if they start getting off track or don't know how to proceed next... If it was me, I'd probably use the option 1 and transition it to 2. It gives you what you need, but you don't have to always have it available when you don't want it to be there for them.

Somehow I like to keep the players poor. If they're too rich then things start to feel too easy for them and there's less of a feeling of accomplishment when they're able to get ahead a bit.

Anodyzed
08-17-2007, 10:40 AM
Thanks. Don't have their next adventure selected yet, but as you describe in #1 or #2 will likely be their avenue offworld. I too want to keep them poor, and in relative anonymity. That part they agree with, or at least the Jedi does. Thanks for the suggestions.

Holocron
08-19-2007, 06:51 PM
Awesome, glad it was helpful :)

Moritz
08-20-2007, 08:30 AM
Holocron,

Your story was a nice read. Sounds like a really good game you've got going.

Holocron
08-24-2007, 12:44 AM
Ahh, glad you liked it Moritz. Its been pretty fun so far, but we haven't had any good chances to game for a long time. The only people who ever still play are my little brother, every once in a blue moon, and the friend who made the character EA, and he works basically non-stop now, so we can never game now. Its been like 3 months since the last time we played, and before that stretch of sessions it had been like 6-8 months...

GBVenkman
11-29-2007, 12:00 AM
I don't know if this even qualifies as as 'campaign' or not. I have played RPGs since Gygax was king, but I haven't GM'd in a couple decades. So now I have a Star Wars d20 game that I am running on my own website (www.whidbeygamers.net (http://www.whidbeygamers.net)) which came about because we just can't find enough people for face to face games here in my locale. I have another GM for two ongoing ADnD games, but I'm the GM for Star Wars. Even there though, we're having trouble finding enough players. I have about 5, of which one deployed to Iraq, one is semi-missing regularly because of military duties, and only three that are consistent. Anyway, the game has started on the backworld of Tatooine. It is set at soem point in time between Episode III and Episode IV. Vader is hunting Jedi, but hasn't found them all yet. There is no interaction (nor do I plan any) between the game characters and the movie characters. I don't have too much 'plan' for the future, but am currently nearing the end of their first Adventure. NPCs played a small roll (due to the missing players) but I'd like to minimize that in the future. A challenge for me, as GM, is to figure out how to get the party 'mobile' without just giving them a huge windfall (free ship). I suppose an NPC could 'hire them' and supply the ship, but isn't that really the same thing? Dunno if any of them are up to stealing a ship, even from a bad guy, but that remains to be seen if its a credible avenue or not. I seem to think there is a lack of good MID-level adventures out there in this selected time period. I see lots for levels 4-7 or 6-10 but very few in the levels 2-5 range. I accept any and all suggestions. Can't say I'll implement them but its sure nice to have options! With all the talk about Saga Edition, I'm kinda worried that SWd20 will fade before its time. MTFBW, or whatever!


I'm 2 missions into my first Saga Campaign (first time dming actually, haven't played much either). It's really fun, i like the new rules more that the old rules where jedi couldn't kill anything with the force. I love the jedi in Saga. My girlfriend plays one and she really knows how to clear a room; the 'epic hero' feel is much more in saga.

Anyhow, I had the same problem with trying to get my players a ship. I found a good mission on a sheme where some Hutts fix a card game the players are in to win some junk ship. When the players enter the ship, the doors shut and assasin driods attack in the darkness... So them getting the ship is actually a gift of death. The gambling was fun to run, as well as all the non combat stuff. Got a good 6 hour session just off filling in all the locations with checks and the uber assasin droid battle at the end.

They live naturally, and capture the contact that set this up and force him to help sneak them to the hutts ultra exclusive casino and the story goes on...

So I thought that was a good way to get the players a ship. They're lvl 3 now, so I made the ship start out with only a few Hit points left and down on the condition track so they'll have to spend time and money fixing it, not to mention they'll need to add weapons/armor/shields before it's combat worthy..

Which makes for more material for missions.

Writing ideas is fun. Thanks for people that post interesting snippets!

russdm
01-22-2008, 07:54 PM
I plan to run Dawn of Defiance. It will help me to understand the rules better. After DoD, I plan on running things set either during clone wars/ buildup to clone wars or during the galactic civil war. Once the books for KOTOR games the ones allowing you to play during those time come out, I will add that time period in. I might run a few post ROTJ games, but they would stop after the New Republic-Imperial peace treaty. I won't ever run anything having to do with the Vong. I absolutely refuse!
I think it would be real fun to run Saga, but I don't know where I could fit another game in; I am already running Heart of the Dragon.

GBVenkman
01-24-2008, 03:09 PM
I won't ever run anything having to do with the Vong. I absolutely refuse!


I totally agree. I think the Vong are the lamest of the lame when it comes to lame things. Who ever came up with them should be sent to a dark closet, never to be seen again.

Ohh, and they look lame too. And the ship ideas.. Lame. I hear they're immune to the force.. Lame.

I think the latest I'd run a SW campaign is before the battle of Yavin. If it were going to be any later, I'd make Luke and his crew less of a huge part of the story, since there's only room for so many heros in the universe :)

I don't know if people usually include characters from the movies in their campaigns. I might have side characters, and I'm thinking of using Obi-Wan as a mentor for my PC's during the rise of the empire.

vadersson
01-24-2008, 03:30 PM
Well while we are blasting the Vong, I will gladly join in. :)

The Vong are interesting and not very Star Wars-ish. That is what I like least about them. Their weapons can parry lightsabers, they are outside the Force, etc. Just dumb all around. And they kill/destroy so much of the star wars universe. Ithor, Chewie, etc. I have been reading some of the NJO books and I am interested how it ends but overall it all pretty much sucks.

The worst part is what I just read in Outbound flight.

Spoiler alert









Palpatine knew the Vong were coming and was trying to build up the Galaxies defense with the Empire. WTF!?! That means he did not take over just because he is evil and a Sith? An the Might Jedi never sensed something that Palpy could? Again WTF?!?

That ruined Outbound Flight (Which was a good book otherwise) for me.

Sigh,
Duncan

Holocron
01-25-2008, 01:44 AM
Hmm, interesting back story about outbound flight, that seems like something that would have made more sense for Thrawn to have discovered and been making preparations for independent of Palpatine.

I sort of agree too, the Vong are kind of lame and jacked up the whole genre. Like, how could they have taken over Coruscant? Weapons and armor being lightsaber resistant I can handle, because there's stuff like frik alloy that Greivous' guard droids' staffs are made of, and other similar things out there already. The fact that they exist outside the force is kind of lame too but I think they sort of explain it eventually...

I just think their bio technology is way too overwhelming. Their bio-scientists can basically conjure up a new organism to do whatever they want in a few weeks time of "research" and then mass produce it. They were able to build bio-fleets faster than an entire industrialized galaxy with millions of colonized worlds could keep up with...

I read "The Final Prophesy", which eventually turned out ok, and some of the explanations about how the vong work aren't too bad. But they're still the most un-starwars thing ever to be released in star wars, and pretty much ruin the galaxy as we knew it.

Inquisitor Tremayne
01-25-2008, 01:08 PM
I don't really mind the Vong so much. I just mind the fact that they were so indestructible.

There have been a few in the Legacy comics that have been ok. Now that they are not set on galaxy domination and aren't crazy with hate they are more of just another unique species in the Star Wars galaxy.

GBVenkman
01-26-2008, 12:44 PM
Yeah, I wouldn't mind the Vong so much if they were just another minor race, but to make them the supream bad-asses of the galaxy is just too much.

If you're going to make a race of super-powerful badass beings, they should be cool looking and charismatic at least to the audience. They should have cool uniforms and have ships that are insanely large and powerful, and have billions of troops, and they should be totally evil/racist/slave owning/etc.....


Ohh wait, I just described the Empire.


Which is my point. You can't expect to replace a villian like the Empire with something as lousy as the Vong.

I acually think they should've let peace stay after RoTJ for some generations. From a literary prospective, I think that if you want to show that Skywalker and his crew had a huge impact, why not make them responsible for 100 years of peace.

The Vong were a cheap way to get more miliage out of existing classic start wars characters. It puts them in situations similiar to the films which are a secure way of going about things. In writing, sometimes going for the easiest way out results in a very mediocre story.

(and if I were going to make another galactic war setting in that time period, I'd make the opposition a force using race since lightsabre battles never get old.)

Holocron
01-26-2008, 01:08 PM
In some ways a force using race wouldn't be plausible either, because Palpatine would have been sure to wipe them out.

I actually think the vong weren't too bad as the supervillan race because as we've seen in this thread, they have all the qualities that make you love to hate them. Nasty looking and nasty personalities, they destroy a lot of what we cared about, and they're immune to the force.

Even still, I find it hard to accept that they can do so well against jedi and lightsabers... Ok, they've got lightsaber resistant armor, unless its a fully sealed single flexible peice ensamble or something, it'll have at least small gaps that a lightsaber could get through. If the jedi was skilled enough to deflect blaster bolts, they should have enough skill to hit any gaps in the armor without too much trouble.

The final prophesy was the only book about the vong that I read, which made them seem really huge in number with rediculous technology, but not completely invulnerable. It just seemed like the emphasis was in the wrong areas.

If the vong exist outside the force, why would they consider the jedi such a big threat? Even if a single jedi could kill a 100 vong in a straight fight, there're so many vong and so few jedi, it seems insignificant.

As a concept, I don't like the vong at all, but I think they fit the criteria for superbeings that almost take over the galaxy.

GBVenkman
01-26-2008, 01:54 PM
If the said race was out of the region of known space as the vong were, then, yes, a force using race would be viable.



And, yeah, they meet the criteria, but that's about it, is the whole point of the criticism as a lousy fill in.

Inquisitor Tremayne
01-26-2008, 03:44 PM
There are very few Force using species that exsist in large numbers to begin with so the likely hood of one being around is slim.

However, the galaxy is a huge place and not EVERY planet has been explored yet.

The closest thing that would exsist would be the Jenisarri (sp?).

So it is very possible that there is a Force using species out there and they have a mad hatred of everything else for some reason.

I think that would make an excellent story for a campaign set in the New Republic era.

GBVenkman
01-27-2008, 02:18 AM
There are very few Force using species that exsist in large numbers to begin with so the likely hood of one being around is slim.

However, the galaxy is a huge place and not EVERY planet has been explored yet.

The closest thing that would exsist would be the Jenisarri (sp?).

So it is very possible that there is a Force using species out there and they have a mad hatred of everything else for some reason.

I think that would make an excellent story for a campaign set in the New Republic era.


Yeah, that's my reasoning on it. More tasteful than the Vong :D

Holocron
01-27-2008, 03:52 AM
Tremayne's got a point, the likelyhood of a whole force using race is slim... I don't like the vong much, but as a race that almost took over and destroyed the galaxy as we know it, I actually think they're the best fit.

Personally, I have to agree with one of the earlier posts. 100 years or so of peace would have made more sense, or at least smaller level stories. I hate that the fate of the whole galaxy is at stake every 2 weeks... C'mon, its been done, over and over again. Thats just me though, I like things to make sense. You can have a really interesting story about the main characters that doesn't have to involve matters of galactic importance. Maybe just importance to a few particular characters or even a few systems.

As far as force using races, I think the most interesting thing with the best "make sense" factor would be a return of actual "genetic sith". Yeah we've seen the sith a lot recently and the prequel trilogy was all about sith, but at one time there was an actual race of Sith, with a high degree of force sensitivity. Maybe there was a hidden colony that wasn't destroyed by the ancient jedi, and over the last 4000 years managed to rebuild their empire beyond the known galaxy.

The one last thing I just thought of would be the Rakatans (ref KOTOR I), but they were supposed to have lost their force sensitivity before Jedi even came around...

jayphailey
01-27-2008, 01:18 PM
A challenge for me, as GM, is to figure out how to get the party 'mobile' without just giving them a huge windfall (free ship). I suppose an NPC could 'hire them' and supply the ship, but isn't that really the same thing?

Not if the ship is run by NPCs wth their own agendas a priorities.

Jay ~Meow!~

jayphailey
01-27-2008, 01:36 PM
The discussion here brings up something I generally do as a GM -

The framing mechanism. A frame is a common reason for adventuring.

In my current game - the PCs are the owner and crew of a YT-1300 that has, through a hyper drive malfunction has wound up in an alternate universe.

In this case the ship and the semi-common origin of the crew forms the frame. They want to keep their ship together and find a safe way home.

In another game, the PCs were all employees of a salvage yard, flying rattle trap ships on missions that involved salvage, looting and occasional violence.

In the Macton Patrol game the PCs were all fighter pilots for a local planetary defense force (Whch doubled as the local police force as well)

I make up the frame first, and tell the players what it is, and they make up characters who would be drawn to that frame.

Three examples -

The PCs will be civilian crew hired to man a starship that is exploring the unknown.

The PCs are pilots for a mercenary company.

The PCs are members of a travelling circus, theater group or band which is a cover for a rebellion intelligence gathering unit.

Okay, four

The PCs find that they are replicants, created and placed by an unknown agency for unknown reasons. The capaign will probably revolve around finding out who made them and WHY the people they THOUGHT they were got replaced.

See - making up a frame gives all the PCs a reason to be there and allows the GM a certain amount of control over how the game develops.

Although, to be sure, the plaers will randomize things - That's what makes it fun!

Jay ~Meow!~

Inquisitor Tremayne
01-27-2008, 01:53 PM
In my current game - the PCs are the owner and crew of a YT-1300 that has, through a hyper drive malfunction has wound up in an alternate universe.

Does this happen to be the other universe where the Charon (I think thats their name) exists?

I am hoping to throw something like that at my players also.

jayphailey
01-27-2008, 02:13 PM
No. If yu're thinking of a module, I believe I have played that one.

My current game takes place in a home brew varant of the Star Wars universe where I have changed things to amuse myself, and I cn exclude "Extended Universe" material that I think is droolingly stupid.

I cn descibe it in better detail later.

Jay ~Meow!~

russdm
01-27-2008, 04:46 PM
I have thought about running an alternate future post-rotj. Instead of Luke turning vader back to the lightside, luke killed him and became Palp's new apprentice. I haven't worked out exactly how much of the rebel alliance survived endor, but han and leia would have survived. Some of the rebel fleet would have been lost, while other parts destroyed later. It would start about 6 or 7 years after battle of endor. Luke would be known as Darth Krayt. It sounds cool to me.

GBVenkman
01-27-2008, 05:34 PM
Tremayne's got a point, the likelyhood of a whole force using race is slim... I don't like the vong much, but as a race that almost took over and destroyed the galaxy as we know it, I actually think they're the best fit.

Personally, I have to agree with one of the earlier posts. 100 years or so of peace would have made more sense, or at least smaller level stories. I hate that the fate of the whole galaxy is at stake every 2 weeks... C'mon, its been done, over and over again. Thats just me though, I like things to make sense. You can have a really interesting story about the main characters that doesn't have to involve matters of galactic importance. Maybe just importance to a few particular characters or even a few systems.

As far as force using races, I think the most interesting thing with the best "make sense" factor would be a return of actual "genetic sith". Yeah we've seen the sith a lot recently and the prequel trilogy was all about sith, but at one time there was an actual race of Sith, with a high degree of force sensitivity. Maybe there was a hidden colony that wasn't destroyed by the ancient jedi, and over the last 4000 years managed to rebuild their empire beyond the known galaxy.

The one last thing I just thought of would be the Rakatans (ref KOTOR I), but they were supposed to have lost their force sensitivity before Jedi even came around...


Yes, I think a set of societies and worlds on the outer rim that are developing into their own who have their own force tradition (SINCE THE FORCE IS UNIVERSAL, RIGHT?), I'm not really saying everybody and their grandma is a force user, but that they have their own version of Vanguard Force using traditions.. These would start competing with the Jedi tradition.

(in real life, there are tons of religions in this one planet called earth. Why wouldn't there be more force traditions in unknown space?)

I was thinking of making more traditions in My own campaign, as well as new races that come into the scene. I'd much rather do that than use the vong. But that's just me. But to me, the Vong are an Imitation of the Borg, just at the polar extreme, which is a cheap sit in. I think the real challenge to the Alliance should be dealing with the many new and developing low tech worlds that are becoming more independent and armed. I think people would relate to this more since it mirrors reality, and good story telling always has relevence. (Last time I checked, SW was a story.)

But yeah, having the galaxy almost explode every 30 years (and the republic is ancient right?) doesn't quite make sense.

Cheers!

Holocron
01-28-2008, 03:07 AM
Jay - That framing technique makes a lot of sense, I can see how that would build a logical reason for the players to be a team, and actually work together ^_^

RussDM - agreed, Darth Krayt is a cool name! and actually there's a comic series (legacy) set about 100 years after ROTJ where the new Sith Lord is called Darth Krayt. Luke's a few greats grand son (Cade) does some adventuring and the whole Jedi order practically wiped out.

Tremayne - I've used the Charon in a few adventures, and I have them sitting in reserve as a sort of protracted war enemy... The few adventures I've used them in so far turned out sort of like the movie Alien(s). Their psychology is just too far out there to reason with, so the Charon are sort of an infestation of super-beings. We don't play so much anymore so I haven't used up the stockpile of ideas I had built up before anything to do with the Charon, and haven't really developed the Charon as a campaign enemy yet... if you have any ideas let me know.

jayphailey
01-28-2008, 07:04 AM
Jay - That framing technique makes a lot of sense, I can see how that would build a logical reason for the players to be a team, and actually work together ^_^

It can save a huge amount of problems down the road.

Jay ~Meow!~

Inquisitor Tremayne
01-28-2008, 01:52 PM
Tremayne - I've used the Charon in a few adventures, and I have them sitting in reserve as a sort of protracted war enemy... The few adventures I've used them in so far turned out sort of like the movie Alien(s). Their psychology is just too far out there to reason with, so the Charon are sort of an infestation of super-beings. We don't play so much anymore so I haven't used up the stockpile of ideas I had built up before anything to do with the Charon, and haven't really developed the Charon as a campaign enemy yet... if you have any ideas let me know.


Sorry you said Aliens so I have to get off topic. There is rumor that there are Aliens in the senate scene when Padmes addresses the senate in Episode I. Going on that rumor I have included Aliens into my game. In fact the group had to clear out some ruins infested with them in order to establish a new base for the rebellion. I posted the stats I created for them. I'll see if I can find it again.

I have an idea for you Charon campaign. I'll post later when I have more time.

jayphailey
01-28-2008, 07:19 PM
I have included Aliens into my game. In fact the group had to clear out some ruins infested with them in order to establish a new base for the rebellion. I posted the stats I created for them. I'll see if I can find it again.

I used Aliens in a game.

The PCs took ne look an just walked away."Can't spend treasure when I'm dead!"

jay ~meow!~

GBVenkman
01-29-2008, 12:39 AM
Aliens fit right into star wars I think. I'm still trying to write out a good scenario for it though, need to spend some time thinking about how to fit it in.

jayphailey
01-29-2008, 02:12 AM
Drop the PCs in the middle of the Aliens and post the exit sign on far wall through the Aliens.

Elsewise the PCs will just walk away

Jay ~Meow!~

Holocron
01-29-2008, 03:04 AM
Didn't know about the aliens rumor, or maybe I just forgot... I saw the ETs in the senate chamber though.

Hehe, I never thought about using actual "aliens" in starwars because I'm not so into mixing genres, but to me the Charon seemed like the starwars version of the aliens and somehow the adventure turned out that way.

My main players are pretty powerful jedi, so they're not really scared of anything until after they get clobbered. To make the Charon a realistic threat I'm going to have to give them force pts and a lot of character pts to spend during the fights, and min/max'd attributes and skills optimized for combat.

Any Charon adventures are a long way off though, I still have a lot of other adventure ideas I need to develop more.

Inquisitor Tremayne
01-29-2008, 12:10 PM
Drop the PCs in the middle of the Aliens and post the exit sign on far wall through the Aliens.

Elsewise the PCs will just walk away

Jay ~Meow!~


Yes they will. Fortunately I had an NPC that was helping to direct them. And they used their starship cannons.


There is also info somewhere I think, or maybe I just made it up, but there is a more intelligent version of the Aliens that isn't completely hostile. Its my assumption that it was that race that was present in the Senate while the other more hostile and parasitic version is scattered throughout the galaxy.

This is how I use them in my game. The hostile ones just destroy everything and it is expected to eradicate them whenever they are encountered. The more intelligent species, no one knows anything about. They show up once every couple hundred years. No one knows their home world and no one knows their language.

SirDrasco
02-03-2008, 05:27 PM
Well our Sunday game is set int the old republic around the start of Kotor. The group is a mix, we know have a scout, scoundral, droid noble, Jedi, and Human Scout.
The intial adventure found the group leaving to help the Bothans throw off the yoke of the Sith. There they helped break out some political prisoners, ran arms inot the rebels, fought a sith apprentice, and help destroy the Bothan 4th moon, a 15 mile long asteroid to denigh the Sith a base of operation and factorys (Yes I know there are 3, but then it was 4, LOL) amd releiving pressure of the republic flank. They then had to get the schematics and tech specs from a downed ship in the bothan lowlands. Battleing droids, sith marines, and the 3 sisters.
Then traveling to coutasant with the prisoners they helped stop part of the distruction of the Jedi temple from Sith infiltrators and helped capture the Jedi Trator.
In the process they've gained a reputation as a tough bunch and the game goes on.

Bluv
05-01-2008, 04:02 PM
Shortly BBY, my scout was hired by a mining company from the Corporate Sector. He knew the mission would be tough, so he purchased a 4th degree droid to help. After running into some trouble with a Hutt over territory disputes, he learned that the droid was in fact a Shard and force sensitive. The two have mostly done scouting and started an agriculture operation on a discovered planet beyond the Degan Gas Clouds (Elrood Sector). Most of their adventures are building up capital. But, they met some resistance fighters on NarShadda that specialize in information and sabatage versus Hutt enterprises. Eventually, the group will be absorbed into the Rebellion. And my characters, being the freelance type, will privateer. Then, they will spend a few years scouting the unknown regions (from ~Hoth to after Endor). They will be a defacto part of the New Republic in its defense from the Remnant under Thrawn. All the while, they are building a droid army. One of the first assaults is to free Orax (Shard homeworld) of Imperial oppression.
Years pass. My scout is retired to his business. The Shard/droid commands a capship with several squadrons of droid fighters. He continues scouting and discovers the Vong. He warns anyone he can, but the New Republic is already caught off guard. He helps battle the Vong with a mechanical apptitude for bloodshed. He opposes the truce and leaves for the Unknown regions.
I'm not sure, but I might make him reappear in the late Legacy Era with a small army of his own force adepts from various unknown worlds.
I prefer the Civil War Era, but I have a character with a very, very long lifespan (especially since he left his planet during the Clone Wars and didn't become a story-worthy hero until 1 BBY). It only seems appropriate to span several eras as seperate campaigns focused on the same character.

Webhead
05-02-2008, 07:41 PM
Well, I haven't started it yet, but I've been putting together my thoughts on a Star Wars campaign in they high-action, over-the-top style of the Clone Wars animated series set just after the events Revenge of the Sith, the beginning of the Jedi Purge. The game will focus on the Jedi that survived Order 66 and who are now being hunted down by Darth Vader and his troops. More info will be forthcoming as things develop. :)

GBVenkman
05-03-2008, 12:16 AM
Well, I haven't started it yet, but I've been putting together my thoughts on a Star Wars campaign in they high-action, over-the-top style of the Clone Wars animated series set just after the events Revenge of the Sith, the beginning of the Jedi Purge. The game will focus on the Jedi that survived Order 66 and who are now being hunted down by Darth Vader and his troops. More info will be forthcoming as things develop. :)


My campaign is running like that. Action over kill basically. Great fun with Saga.

Webhead
05-03-2008, 11:15 PM
My campaign is running like that. Action over kill basically. Great fun with Saga.

I've read Saga Edition, but never run it. IMHO, it is the best version of d20 Star Wars they've released yet, but still not really my cup of tea. I intend to run my Clone Wars-stylized game using a slightly tweaked Wushu.

russdm
05-05-2008, 03:32 PM
Here is a report from my first DoD session. Its kinda long...

So Last saturday I started Dawn of Defiance. The players finished the first half of Traitor's Gambit and it was a blast (literally!).

Players:
Lawrence-Tira Duskmoon, A near-human (Elf) Scoundrel
Clark-Corran, Human Scout
Del-"Carpet", Wookie Soldier
Mike-Tessek, Quarren Soldier

Background for start:

So the PCs were recruited to help some rebels try to sabotage an Imperial base. The effort failed and the PCs were taken alive while the other rebels were killed. The reason for this was that Lord Vader wanted them for questioning since he had been informed by his agents that they knew where to find Obi-wan Kenobi. Corran got to see that it was the person who had recruited them was the one that betrayed them to the Empire.

So the PCs were later moved to Sel Zonn Station, where they were put into cells in the prison facility. A pirate leader, General Kargin of the Hawkbat pirate gang, was captured and rode the same shuttle to the station. The shuttle was piloted by a Lt. Jorin Draco (brother of Inquis. Draco).

Start of Play:
The PCs spent some time languishing in the cells being taken good care of. A technician hired by Maya told them that he would shut down the cell's bars. Pirate forces attacked the station to rescue their boss. During that time, the cells' bars shut down and they were able to escape.

The pcs picked up some weapons then moved to a computer station so they could get their stuff. They grabbed their gear from the armory, then picked up two droids: an astromech, being represented by an ewok mini; and a medical droid being represented by my Lord Soth mini. The pcs then moved on.

The pcs got involved in a fight between the pirates and some stormtroopers. The pcs tried to help the pirates out but recieved fire in exchange. After missing with his blaster rifle, Carpet used it as club to smack the pirate leader. He actually hit! Then Carpet picked up the last pirate other than the leader to throw at him. That didn't work out though.

After some healing, the pcs got into a turbolift to head as they heard people coming from the direction the pirates had come. As the turbolift doors closed, the doors across opened and Lord Vader walked in flanked by stormtroopers. Vader ran forward, but the doors shut and the turbolift descended. On the next level down, the pcs got to the turbolift where they went to the promanade to meet Maya. A bit before this point, Lawrence had to leave.

Exiting the turbolift, the pcs picked up Tessek, who had escaped and stowed away on the shuttle. With Carpet carrying the droids, the pcs headed out into the promanade proper. Maya ran up to them, causing them to have to fight the Informants and Recruits. Tessek downed a recruit and Corran zapped an informant. Carpet ran up and picked up the last informant. He then proceeded to throw the informant at the recruit, killing the recruit and dropping the informant's hitpoints to 1, stunning him in the process.

With the sound of more troopers coming, the pcs found a place to hide and talked with Maya. They then went to visit Switch.

Talking with Switch, they bought the carbonite slab from him. After a question or two, Ganga Lor burst in and combat started. One of Ganga's thugs dropped to a blaster shot, while a grenade took out Ganga and two of his thugs. With one thug by the door, and Switch's thugs having betrayed Switch, Corran threw a grenade to take them out.

Corran rolled a natural 1.

So the grenade goes flying...right into the exhaust shaft! It falls down the shaft and then explodes with a large Boom. Several smaller sounding Booms follow this, at which point a computer voice announces over the public comm system, "Reactor Core Failure. Reactor Core Overload Imminent. Please evacuate station immediately. Reactor Core Overload in 30 minutes."
At that point, everybody in the room except for the pcs go running out.

The pcs rush off to get the carbonite slab. They arrive at the hanger and blow up two recruits and wound the trooper on the sled. They take out the trooper on the sled, then the other recruits. The officer, however, runs and jumps onto the sled and fires the blaster cannon at the pcs. Tessek hops on the sled and shoots the officer. After defeating these enemies, the pcs call Maya for pickup.

As the Banshee arrives, the pcs fight off the six recruits who show up. With 8 minutes till reactor core overload, the pcs fly off in the Banshee. Behind them, Sel Zonn Station's reactor core overloads and the station explodes with a bang.

Flying to the jump point, the pcs have tangle with Vader, now aboard his Star Destroyer, who sends TIE fighters to disable the ship. Blowing up two TIE fighters and narrowly avoiding being shot by a TIE intercepter, the Banshee flies past Vader's ship which fires an Ion blast. Hit by the blast, the Banshee loses power and coasts to a stop. Quickly, the pcs set about getting the engines going, the hyperdrive functioning and the navicomputer up. After uploading backup nav charts, the pcs input the coordinates for Alderaan with the astro droid locking them in. Tessek leaps at the hyperdrive lever and pulls it down right as Vader's ship locks on with a tractor beam. The ship jumps with Vader, who had been transmitting to them, screaming, "NO!". The engines explode, however, throwing Corran into the rest of ship.

Exiting hyperspace, the pcs arrive in Alderaan space.

End of Part 1 of the Traitor's Gambit.

Some things I had to do: The medical droid ended up doing a lot of first aid and frequently. I gave it 'medpacs' that functioned like the ones in KOTOR, they are more like bacta injections I think. Or atleast that was how I was doing them. The PCs' opponent kept hitting them while the pcs kept missing. All of my pcs except maybe Tira was knocked unconscience at one point. Actually to count:

Carpet-Knocked uncons three times (Knocked uncons while holding pirate to throw at leader)
Corran-Knocked uncons three times (While using blaster cannon; trying to keep engines running)
Tessek-Knocked uncons once
Tira-Maybe knocked uncons

As a result of this happening, I had to get them healing from the medical droid to keep things going. In the final battle while boarding the station, both Corran and Carpet were knocked uncons with Corran on the sled using the blaster cannon and Tessek had only 1 hitpoint left I think.

So I hope you enjoyed this and I will continue to keep reporting on my Dawn of Defiance Campaign.

Thriondel Half-Elven
06-26-2008, 12:43 PM
I have just recently started working on my SW campaign. I am trying something that i have never done before. . . . Playing with only one player. and this is my first SW campaign. So hopefully all will work out well.

I love the old republic setting of the KOTOR games so that's deffinately where it is set. Not quite sure where to start yet.

Holocron
06-27-2008, 02:49 AM
I've been playing with only one player for a while now, I had others but only one really stuck around, and even he doesn't show up very much.

Old republic is always interesting. I've recently introduced a small side story into the campaign that has roots back in the old republic, so the players are able to learn some hidden history from back then.

If you're stuck on what to do, sometimes its easiest to let the players have some freedom to try to do what they want. Usually players will have some ambitions of their own, and can sometimes get themselves into all kinds of trouble without any real help from the GM. Or maybe they can stay out of trouble, but their goals may spark some ideas or at least allow you to respond to their actions until you find some options you want to give them on where to go.

One thing that I do if the players are the heroic types, which should be often in star wars, is I'll create an arch villain that I like, and give him some goals that conflict somehow with the players, which also shouldn't be hard. Then I'll create some interesting minions to execute the arch villains' plans, with different ones at different power levels.

The minions should be strong enough that the players can't defeat them the first time they run into one of them, but maybe after they build up their power they might be a match for them on round 2 or 3... After the first minion is beaten, you can introduce the next one, who again is just strong enough that they can't beat him the first time they run into him/her.

I also like to give the minions a lot of cannon fodder to help out, so that theres a feeling that the minion is pretty competent and there's some weaker enemies that the players CAN win against so there's at least some sense of doing well on the first encounter.

Finally, if you can, try to give the minions and the arch villain distinctive personalities and motivations. Maybe some of the minions are competing against each other to defeat the players, so they may end up against two at a time at some point... or maybe somehow one of the minions develops an interest in the players other than killing them. For example, maybe one of the minions is quite charming and opposite gender from the player(s) and decides to try to convert the player(s) to their cause...

I like to throw in some curve balls like that to give the players some tough decisions that make the story interesting and more ongoing than episodic.

Hopefully you find that helpful.

Tamerath
07-09-2008, 07:24 AM
*Sighs* After reading everyone's great Star Wars tales you have me nostalgic about my own. Star Wars was the first rpg I ever Game Mastered for. You all have also inspired me to start work on a new Star Wars Campaign :)

Webhead
07-09-2008, 08:55 AM
*Sighs* After reading everyone's great Star Wars tales you have me nostalgic about my own. Star Wars was the first rpg I ever Game Mastered for. You all have also inspired me to start work on a new Star Wars Campaign :)

Star Wars is my favorite RPG, no doubt about it.

My recent (and first) Saga Edition campaign is going nicely.

It began just during the events at the end of Revenge of the Sith (the execution of Order 66 and the battle between Obi-Wan and Anakin) and has now progressed to 11 days after those events. The party consists of 4 Jedi padawans and 1 pilot they rescued from thugs of the crime boss who he owes money.

In the opening scene of the game, they were aboard a Jedi Service Corps vessel making a diplomatic tour of several Outer Rim systems (trying to keep more worlds from siding with the Seperatists) and they had stopped over Rodia to refuel and resupply on their way back to Coruscant when their ship was shot down (unknowningly to them at the time) by Republic ships. They crash landed in the Rodian jungle, were ambushed by clone troopers and a Sith apprentice and barely escaped the Republic blockade with the help of their new pilot friend.

They made their way to Byblos to get repairs for the ship, learned of the "Jedi attack" on Palpatine and that the Jedi Purge has begun, and were tracked down and attacked again by the Sith who ambushed them on Rodia. This time, they defeated her and made a hasty retreat to Hutt Space to try to buy the smuggler a little more time by paying off his past-due loan payments.

That is where we last left off. One of the padawans is threatening to fall to the Dark Side already (threatening?...hell, he's practically inviting the Dark Side in for tea and crumpets) and the Jedi Knight accompanying them is none too happy about it.

Saga has been pretty much a breeze to run and everybody is enjoying themselves. Despite having 4 human Jedi in the party, thanks to the leeway of the system, each of them is very unique in their choice of Feats, Talents and Force Powers.

Engar
07-09-2008, 05:15 PM
The party consists of 4 Jedi padawans and 1 pilot they rescued from thugs of the crime boss who he owes money.

Hey, I have heard about those tramp freighter pilots. They seem like an incredibly resourceful, personable and inteligent bunch. I am sure "rescue" is a little bit exaggerated. Surely the padawans only thought they rescued him to avoid hurting their feelings after they tried to help with a situation he clearly had under control. Just seems more likely. You know; with what people say about them. That's all I am saying...


They crash landed in the Rodian jungle, were ambushed by clone troopers and a Sith apprentice and barely escaped the Republic blockade with the help of their new pilot friend.

"Barely"? Again, you know, not to butt in on your story or anything, but from what I hear those tramp freighter pilots are good. I mean they are just real good. I am sure it was under control. I bet he was calm and collected the whole time. I hear they are real calm too. That's all I am saying...


This time, they defeated her and made a hasty retreat to Hutt Space to try to buy the smuggler a little more time by paying off his past-due loan payments.

Surely he is not "past-due" per se. Maybe a delivery went missing or the bank misrouted funds. Not that I know any of those freighter pilots personally, but I hear they are real responsible. He is probably doing everything he can to correct this terrible misunderstanding too. Not that I know him or anything, I just hear they are like that. That's all I am saying...

Webhead
07-09-2008, 08:30 PM
Hey, I have heard about those tramp freighter pilots. They seem like an incredibly resourceful, personable and inteligent bunch. I am sure "rescue" is a little bit exaggerated. Surely the padawans only thought they rescued him to avoid hurting their feelings after they tried to help with a situation he clearly had under control. Just seems more likely. You know; with what people say about them. That's all I am saying...

"Barely"? Again, you know, not to butt in on your story or anything, but from what I hear those tramp freighter pilots are good. I mean they are just real good. I am sure it was under control. I bet he was calm and collected the whole time. I hear they are real calm too. That's all I am saying...

Surely he is not "past-due" per se. Maybe a delivery went missing or the bank misrouted funds. Not that I know any of those freighter pilots personally, but I hear they are real responsible. He is probably doing everything he can to correct this terrible misunderstanding too. Not that I know him or anything, I just hear they are like that. That's all I am saying...

You know, you're probably right about that...;)

Holocron
07-10-2008, 02:40 AM
Hahaha!! Engar, thats awsome!

Interesting start to the campaign webhead! I imagined a post order 66 campaign would be tough to run and still keep things making sense with the continuity, but I think you're pulling it off pretty well. Props!

Tonight I just had another player rejoin my campaign. First RPG session with him in about 10 or 11 years... I was mainly updating him over chat on everything that had happened since last time he played. It was good to retell various events, some of which he actually played through and forgot, and to answer questions about the storyline.

This player was actually the recognized temple leader of the jedi in our campaign, so its awesome to have him back!!

Cortosis
08-04-2008, 02:12 PM
I'm GMing a campaign on a Dutch Forum. It is set one year after the battle of Geonosis. Only there are some changes to the story:
- Obi Wan and Anakin have been killed by general Grievous
- Palpatine is just an ordinary senator and not a Sith Lord
- The separatists are on the winning side

They've just finished rescueing Queen Apailana from the leader of the Jensaarai, who is a corrupted dark side force-user and an Anzat. :cool: He also serves as the right hand of Count Dooku. They entered the royal palace and destroyed dozen of battle droids to get to the queen. But the Jensaarai leader managed to escape and now has been killed by Assajj Ventress for failing count Dooku.

The players are on their way to Coruscant now, where they are going to be troubled by some bounty hunters. My campaign is doing very well and i'm starting a new campaign next to that one, it's going to take place in the time of Knights of the Old Republic.

It's really nice to read about all those different starwars campaigns. But what I like most is making slight changes to the movie's story to make things more interesting and new. :D

Webhead
08-04-2008, 08:01 PM
...Only there are some changes to the story:
- Obi Wan and Anakin have been killed by general Grievous
- Palpatine is just an ordinary senator and not a Sith Lord
- The separatists are on the winning side...

Well, I guess if you're going to change up the plot, you might as well go all out! ;)

You're game does sound very cool, though. Hope it all goes well.

My campaign has currently progressed to 27 days after the execution of Order 66. I'm having a lot of fun cooking up ideas for it.

Thriondel Half-Elven
08-05-2008, 08:21 PM
I'm GMing a campaign on a Dutch Forum. It is set one year after the battle of Geonosis. Only there are some changes to the story:
- Obi Wan and Anakin have been killed by general Grievous
- Palpatine is just an ordinary senator and not a Sith Lord
- The separatists are on the winning side:D


I only see one minor problem with the changes. If it wasn't for palpatine being a Sith Lord then Grievous wouldn't be there, neither would the separatists, etc. Palpatine instigated it all.

But no offense it does sound like a lot of fun.

Webhead
08-06-2008, 09:07 AM
I only see one minor problem with the changes. If it wasn't for palpatine being a Sith Lord then Grievous wouldn't be there, neither would the separatists, etc. Palpatine instigated it all.

But no offense it does sound like a lot of fun.

If I had to wager a guess, I'd say he probably ended up substituting Palpatine with Dooku as the leader of the scheme. Instead of Sidious using the Seperatist movement as an excuse to seize power, it seems more likely that perhaps Dooku is legitimately seeking to part ways with the Republic (perhaps disenfranchised by the current state of the Jedi Order or still believing himself to the the "Chosen One" as he did). Or, it could be Dooku's attempt to rebuild the Sith Empire with the Seperatist worlds under Sith rule.

That's all speculative. Ideas that drift into my head when I thought about this a little more. He may have entirely different ideas in mind.

boulet
08-06-2008, 12:10 PM
I find Cortosis idea refreshing : it's a message to the players, something like "we don't have to follow the old plot, we only need to respect the basic world coherency". It's very empowering IMO.

Webhead
08-06-2008, 12:44 PM
I find Cortosis idea refreshing : it's a message to the players, something like "we don't have to follow the old plot, we only need to respect the basic world coherency". It's very empowering IMO.

One of the things I always liked about the Star Wars universe for role playing is that it is so vast that you might never encounter any characters, locations or events from the movies. That and there are large spans of "undeveloped" time. Sure, maybe its fun to have that stereotypical "layover on Tatooine" for familiarity, but it is a galaxy of a billion worlds with just as many stories to be told.

I do think it's neat that Cortosis has decide to chuck "canon" and make it his own. You can keep the "canon" and decide how you want it to affect your game, or you can just keep what you like and trash the rest. That's the great thing about table-top RPGs.

Cortosis
08-06-2008, 06:52 PM
<I find Cortosis idea refreshing : it's a message to the players, something like "we don't have to follow the old plot, we only need to respect the basic world coherency". It's very empowering IMO.>

:D thanks for the compliment

And you give me a lot of ideas for using Dooku instead of Palpatine.

Thriondel Half-Elven
08-07-2008, 03:07 PM
i was just saying that palpatine was part everything, even the smallest happening. so if you ax him then all goes to chaos. . .

unless of coarse you add a new person in the role. as Web said. but the part that the main "bad guy" is the chancellor makes a big difference.

But, Cortosis, i would like to know whats going on in the campaign? How did it all come together, meaning how did obi and ani die, etc, etc. and how does it work with the separatists on the good side?

Cortosis
08-07-2008, 07:13 PM
Well, :confused: Obi-wan and Anakin died on the battle of Hypori by general grievous. The players are sort of replacing them.

The separatists are not really the good side, they are the winning side. But the final outcome of the war is going to depend on the players.

Webhead
08-08-2008, 08:52 AM
Well, :confused: Obi-wan and Anakin died on the battle of Hypori by general grievous. The players are sort of replacing them.

The separatists are not really the good side, they are the winning side. But the final outcome of the war is going to depend on the players.

Coolness.

Holocron
08-14-2008, 03:07 AM
Hmm, thats an interesting spin on the old republic prequel trilogy timeline. Its good to not feel bound by the books or movies.

I usually leave the main storyline alone, so in my campaign events from the movies and books occur as normal, but like webhead said, the galaxy is so big that I have a pretty complete campaign without having any real conflict.

The main difference for my setup is that Luke doesn't recreate the first New Jedi temple. There's a temple created by the players that is secretly funded by Mon Mothma. Publicly there's no Jedi Temple, but the players go on missions secretly for Mon Mothma.

Luke is vaguely aware that there is a group of skilled Jedi, but he only communicates with the temple leader, and it isn't very frequent because he's busy with his own stuff.

Webhead
08-18-2008, 10:07 PM
Well, it's finally happened (not that any of the players were particularly surprised). The campaign is only 30 days post-Order 66 and one of the Jedi padawans of the party has fallen to the Dark Side. Party debate rages about what's going to happen with him, but only time will tell. :)

Inquisitor Tremayne
08-19-2008, 04:34 PM
Well, it's finally happened (not that any of the players were particularly surprised). The campaign is only 30 days post-Order 66 and one of the Jedi padawans of the party has fallen to the Dark Side. Party debate rages about what's going to happen with him, but only time will tell. :)

Fell to the dark side!!?? Completely, DSP = Wisdom score!? That's crazy!

It sounds like you are letting the player continue to play the character, I wonder how that is going to work out?

Sounds fun though!

I wish ONE of my players would go evil or at least play with it for awhile, but alas!

Webhead
08-19-2008, 05:11 PM
Fell to the dark side!!?? Completely, DSP = Wisdom score!? That's crazy!

It sounds like you are letting the player continue to play the character, I wonder how that is going to work out?

Sounds fun though!

I wish ONE of my players would go evil or at least play with it for awhile, but alas!

Yep. He has fallen. Not that anyone was surprised. He's been pretty blatantly resorting to calling upon the Dark Side just about every session. He's beginning to realize now how the Dark Side is merely the "quick and easy" path. ;)

As far as whether he will be continuing his character, I've not entirely made up my mind yet. I'm leaning the direction of allowing it for the time being until he threatens to antagonize someone else (PC or NPC) at which point the other Jedi in the party will be obligated to destroy him.

But it has made for a great plot hook thus far!

canadiansatan
08-19-2008, 07:03 PM
Trying to get a new SWSE game going (need a couple more players)

The champaign is set between Episode 3 and 4 (like many aparantly)

I assume that the newly formed Empire was not just sitting by with it's original territory. It likely dominated many more systems. Not to mention used military force to keep systems that did not want to be ruled by any Empire.

Within 5 years the Empire won over every system it wanted. (Many systems are working to build resources for a more organized rebellion in the future, ie the rebel alliance)

10 years after order 66, a couple war buddies from the initial resistance bought a used Ghtroc 720 freighter. They take on a few extra crew members to round out the crew and start doing any job they can get. Think about the movie Serenity and you've got the general idea.

Eventually the crew would likely find themselves in a position to seriously hurt the Empire, and possibly join the Rebellion.


Players are free to be force sensitive, but are warned that Darth Vader is hunting down all jedi and force users. In game mechanics, Vader actually feels the location of someone using the force.
I think of it like a gunshot when you're in the forest. One shot and you'll get a general direction. Two you have a pretty good idea what direction to head. More, well you get the idea.

kujester
08-20-2008, 01:05 PM
Trying to get a new SWSE game going (need a couple more players)

The champaign is set between Episode 3 and 4 (like many aparantly)

I assume that the newly formed Empire was not just sitting by with it's original territory. It likely dominated many more systems. Not to mention used military force to keep systems that did not want to be ruled by any Empire.

Within 5 years the Empire won over every system it wanted. (Many systems are working to build resources for a more organized rebellion in the future, ie the rebel alliance)

10 years after order 66, a couple war buddies from the initial resistance bought a used Ghtroc 720 freighter. They take on a few extra crew members to round out the crew and start doing any job they can get. Think about the movie Serenity and you've got the general idea.

Eventually the crew would likely find themselves in a position to seriously hurt the Empire, and possibly join the Rebellion.


Players are free to be force sensitive, but are warned that Darth Vader is hunting down all jedi and force users. In game mechanics, Vader actually feels the location of someone using the force.
I think of it like a gunshot when you're in the forest. One shot and you'll get a general direction. Two you have a pretty good idea what direction to head. More, well you get the idea.

How are you doing that game? Is that something that is a PbP? If so - I'd be interested in running.

My most recent Saga Ed I ran just came to an end. We started in RCR and then converted over to Saga when it released. Regardless, the concept was an alternate timeline based on the ending of the Ep3 Video Game (where Anakin succeeds at killing Obi-Wan and then the Emperor).

From there I just built on where I thought things would head - ended up with 3 fallen Jedi in the party, 1 of which was killed outright, 1 was turned into a villain, and the third ended up living through the end, redeeming himself shortly before the end of the campaign. I found it wasn't that hard to get people to fall, especially if you keep the Dark Side score hidden and use it as more of a GM tool (I started influencing their senses and altering how I described things based on how much DS they were generating).

canadiansatan
08-20-2008, 11:28 PM
How are you doing that game? Is that something that is a PbP? If so - I'd be interested in running.

My most recent Saga Ed I ran just came to an end. We started in RCR and then converted over to Saga when it released. Regardless, the concept was an alternate timeline based on the ending of the Ep3 Video Game (where Anakin succeeds at killing Obi-Wan and then the Emperor).

From there I just built on where I thought things would head - ended up with 3 fallen Jedi in the party, 1 of which was killed outright, 1 was turned into a villain, and the third ended up living through the end, redeeming himself shortly before the end of the campaign. I found it wasn't that hard to get people to fall, especially if you keep the Dark Side score hidden and use it as more of a GM tool (I started influencing their senses and altering how I described things based on how much DS they were generating).

Sorry I'm a table top in person kind of guy.

Thanks though, I like the idea of keeping the DS points secret.

kujester
08-21-2008, 08:32 AM
That's fair enough - I am too generally... Just been trying out the play by post thing because time this year is an issue for me (go figure).

Thriondel Half-Elven
08-22-2008, 09:27 PM
just got the KOTOR book. starting soon. let you all know how it goes. all of us are new to star wars rpg

Thriondel Half-Elven
09-10-2008, 07:08 PM
ok started the kotor game a while ago. only played on session. the game consists of me as GM and my fiance as 4 characters!!!!:biggrin:

Cathar Jedi
Togruta Jedi
Ewok Scoundrel
Gungan Soldier

they are on taris in a cantina when they see a new cast annoucing the invasion of the sith. a man runs into the cantina screaming about sith landing troops. the 4 chars run over. thus meeting (the 2 jedi knew each other and the 2 males knew each other. but the 2 groups did not)

they leave the cantina to help repel the sith. Jedi do it for good. the guys are hoping for money. after a few battles. the jedi get a holo from their master. he tells them to meet him on dantooine.

thats where we left off!

Cortosis
09-11-2008, 09:51 AM
Sounds like a fun campaign only (you knew someone was going to ask) what is the Ewok doing in a KotOR setting, while they were only discovered in the time of episode 6? ;) Same thing for Gungans, why is a gungan on Taris while gungans are supposed to be on the Naboo living in isolated underwater cities? And don't forget that in the upper city of Taris aliens are illegal. :lol:

Ofcourse, in your campaign Ewoks might have allready been discovered and otherwise you can call him something else like a "Furby" or a "Mini-Wookiee" :D And Gungans can easily be a spacetravelling race allready. It's your campaign.

That's also a mistake SW GM's often make. If you're running a Star Wars campaign, don't let the existing story limit your creativity, because these kinds of complains ("what is an ewok doing in KotOR... But Vader was not the emperor!") can really get in the way of a nice game, that's why sometimes it's only better for your campaign to make it slightly different from the videogames and movies. ;)

(nothing irritates me more than a Star Wars player correcting me on the timeline of my own campaign :mad:)

Thriondel Half-Elven
09-11-2008, 07:48 PM
Sounds like a fun campaign only (you knew someone was going to ask) what is the Ewok doing in a KotOR setting, while they were only discovered in the time of episode 6? ;) Same thing for Gungans, why is a gungan on Taris while gungans are supposed to be on the Naboo living in isolated underwater cities? And don't forget that in the upper city of Taris aliens are illegal. :lol:

Ofcourse, in your campaign Ewoks might have allready been discovered and otherwise you can call him something else like a "Furby" or a "Mini-Wookiee" :D And Gungans can easily be a spacetravelling race allready. It's your campaign.

That's also a mistake SW GM's often make. If you're running a Star Wars campaign, don't let the existing story limit your creativity, because these kinds of complains ("what is an ewok doing in KotOR... But Vader was not the emperor!") can really get in the way of a nice game, that's why sometimes it's only better for your campaign to make it slightly different from the videogames and movies. ;)

(nothing irritates me more than a Star Wars player correcting me on the timeline of my own campaign :mad:)

ya me too on the player correcting me.

but if figured "why not?" who said ewoks weren't "discovered"? and why can't gungans travel. maybe he is an outcast like jar jar. and decided to leave naboo.

But you're right. . . it's my campaign. and it is fun so far:biggrin:

Webhead
09-11-2008, 11:42 PM
ya me too on the player correcting me.

but if figured "why not?" who said ewoks weren't "discovered"? and why can't gungans travel. maybe he is an outcast like jar jar. and decided to leave naboo.

But you're right. . . it's my campaign. and it is fun so far:biggrin:

Yeah, the key is to have fun and don't sweat the "small stuff". :)

Holocron
09-13-2008, 12:25 AM
Yeah, its not so important to follow the continuity as long as everyone has fun. Some people may find it irritating that things they know from the movies aren't the way they are in game. I think my players are like that, so I usually stick to the continuity pretty well.

I've never had a problem with players correcting me about stuff that's happened in the movies or anything... Sometimes they bring up something that I've overlooked, and we'll have a little discussion about it, but I've never found that to be a problem. I guess it helps that I'm more of a star wars nerd than any of my players...

Inquisitor Tremayne
09-13-2008, 02:44 PM
I have a player who seems to find it very difficult to separate his player knowledge from character knowledge.

His SW knowledge rivals my own and my game is set during an infinities Dark Times. And it has been very difficult to keep his character in line, kind of.

His character is making decisions and assumptions based on wrong player knowledge. Normally I wouldn't have a problem with this because a theme in Star Wars is that the truths we cling to depend greatly on a certain point of view. But he managed to get another character killed, and I find I am always telling him that no his character doesn't know that bit of information or that x actual is like y, etc...

I even had MON MOTHMA sit down with his character and bring him up to speed and answer all his questions about what is going on in this infinities campaign and he still does it.

I think another part of the problem is that he has never really been a player, always a GM/DM. SO it is difficult for him to get out of that mode. On the flip side, he does play his characters personalities very well, so thats cool, and fun!

Its fun being a GM!

Holocron
09-14-2008, 04:10 AM
Interesting problem there Tremayne, I don't know if I've run into that yet... I'm not sure what the setting of infinities dark times is... maybe a published adventure set for saga edition??

What I would do in your case, is stop trying to bring him in line with what his character would know, and run your campaign as you would normally intend. If there's some differences in what he's expecting compared to the way things really are, let him stumble through it on his own and realize the consequences for himself.

For players like this that have been a GM before and think they know everthing, I like to ramp up the difficulty. I'll find ways to lure them into traps that make them feel stupid... they won't die from it, but maybe an NPC that was important to them will suffer somehow, and they'll feel bad...

I guess its hard for me to think about any advise without knowing specific issues that have come up, but I would try to find a way to penalize him in game somehow whenever he uses knowledge that his character shouldn't know. Either by revealing that the plot was different from his expectations, so his strategy doesn't go the way he was planning, or if there's no feasible way to do that, and the abuse of knowledge of blatent, give him character point / experiance point (whatever growth reward that system uses) penalty next time awards are given out. So where he would normally be expecting maybe 8-10 pts, you could give him say only 2 or 3, and explain, "Well, you used the knowledge that your character shouldn't have known, so although you roleplayed your character's personality well, you still weren't playing in character well at all..." or "you used information your character shouldn't have known seven times, so I reduced your award by 1 point for every violation..." If he's playing a jedi who's trying to stay lightside, I might even go so far as to say "Are you sure you want to act on that information that your character doesn't know?? Tapping into forbidden knowledge may earn you a darkside point..."

I'll usually do things this way so that the players are motivated to police themselves on these types of issues, and it'll go away.

I think actually I may have had an issue similar to this recently, and I had the NPCs questioning the player a lot, with statements like "What makes you think that?" or "What evidence do you have to lead you to that conclusion?? I've never heard of anything like that..."

It hasn't been a big problem though, and if the information he's going with is wrong, I'd just let him keeping thinking what he's thinking and act on bad information, and let him suffer the consequences.

Hope that's helpful somehow...

Cortosis
09-14-2008, 06:35 AM
Or talk to the player directly and ask him to concentrate on what his character knows instead of what he knows. Because it can get in the way of a good game, and you are all here to have fun.

Make clear your campaign's storyline is different. For example: A campaign set in episode II, Palpatine asks the players to go and find a rare crystal (connected to the dark side?) for the republic to experiment with or to destroy before it falls in the wrong hands.
One of the players knows it might be an important part of his masterplan to take over the republic and refuses to cooperate or refuses to give the crystal to palpatine.

You can make clear your storyline is different by having palpatine bring the players to a laboratory where he destroys the crystal himself, in front of the players. Or by having the crystal fall in the hands of count Dooku, who then uses the crystal for a new superweapon to bring the republic in danger.

I like the solutions Holocron gave, with the dark side points :D. But the best solution in my opinion would be to surprise the player.

Inquisitor Tremayne
09-14-2008, 07:38 AM
Yeah, that's pretty much the way I handle it. I just let him make whatever assumptions his character wants to make and then suffer the consequences. He is also the self-imposed "Captain" of the group due to his good roleplaying, and like I mentioned earlier his assumptions and decisions based on those assumptions got another party member killed, the whole party captured, and imprisoned.

I'm not really looking for advice per say but just venting I guess.;)

My campaign is set 4 years after Episode III and Emperor Vader rules the galaxy. But he is an absentee ruler and the Imperial <fancy name I can't think of right now> rules in his stead. Because Vader came to power several Moffs and Admirals from the Clone Wars broke from the Empire and continue to rule their sections of space and continue to war with the Empire. The largest threat is Lord Tarkin who rules a significant amount of planets, including Kashyyyk.

Well, early on in the campaign they were looking for work and decided to become shippers. So they picked up a cargo of fuel to take to Kashyyyk and when they arrived in system and detected a Venator-class SD in orbit and were hailed to state their cargo and destination, their Captain, kind a freaked out and lied, being the 1st or 2nd level heroes that they were, they didn't believe their lie and they were escorted to the surface of the planet. There they were met with a contingent of clone troopers (casue Tarkin still uses them, and keep in mind they had also fought stormtroopers also at this point, so confusion was high as to what was going on) and they were held in the docking bay as the ship was searched. Fearing that their completely LEGAL cargo of fuel was illegal, their Captain decided to make a run for it and ran back toward the ship. Well being surrounded by clone troopers they gunned down the rest of the party, killing one of them, severly injuring another, and eventually caught all of them and put them in a prison on Kashyyyk.

I thought about it long and hard and ended up giving him a DSP. His actions were based on false information and got a party member killed. he was trying to save himslef and while those are the actions of maybe a pirate captain, not very heroic for a PC captain.

If he was simply honest from the begining they NEVER would have been boarded and would have been allowed to land and deliver their non-illegal cargo. And the other PC would still be alive.

Holocron
09-16-2008, 02:58 AM
WOWIE!! That guy had been a GM before?? That story screams "new guy"!! What would've made him think fuel was illegal cargo?? And then why would he run off back to the ship in that situation??

Meh... sometimes people don't think very well under pressure... which is why I usually integrate friendly NPCs as pretty significant characters in the game. That way, if the player(s) start getting dumb, the NPCs can introduce the common sense factor back to the situation and avoid places you don't really want the adventure to go.

Sometimes though, you may just want to punish the offending player, so the NPC may at least be able to advise enough to reduce the collateral damage to the other players... but... then again, some lessons can only be learned the hard way... :)

Inquisitor Tremayne
09-16-2008, 10:26 AM
WOWIE!! That guy had been a GM before?? That story screams "new guy"!! What would've made him think fuel was illegal cargo?? And then why would he run off back to the ship in that situation?

He is actually a long time GM and comes from the old timye days of D&D 1st edition. 3.5 is STILL kind of new to him! Even though I have been playing with him and others 3.5 for the better part of 5 years.

He is just no used to sitting on the other side of the screen, knows a crap ton about Star Wars (and has assumptions about how the SW galaxy SHOULD operate), and is a very good roleplayer.

He is just as frustrating as a GM/DM as he is a player!:biggrin: But he is our friend and we like him anyway!

Holocron
09-17-2008, 05:17 AM
Thats like, the reverse of the situation I posted in the questions for GMs section. I had a GM that was a long time player, like your guy very good at roleplaying and pretty active and smart as a player. He GMs occassionally, but still fairly new at it so there's sometimes over emphasis on insignificant details that nobody would care about.

The adventures were usually pretty good, but the last 2 big ones (especially the second) seemed like murphy's law was striking back with a vengence every step of the way. (I took to calling it Jolee's law...) For now though, I think he's content to be the player for a while.