PDA

View Full Version : New Campaign



Thriondel Half-Elven
08-22-2008, 10:15 PM
i am about to begin a new campaign. my first. just go the KOTOR campaign guide.

Any ideas of where to start or what to do?

Help me, P&PG guys, you're my only hope!

Webhead
08-22-2008, 10:25 PM
I think the first major step is to decide which "angle" you're going to play the campaign.

Do you want to focus on running a Jedi campaign? A Sith campaign? Do you want to run Republic loyalists or do you want to run adventures for a group of fringers, smugglers and pirates who live from job to illegitimate job?

Do you want to focus on exploration of new regions, worlds and cultures, or do you want things to be more centered on the well-known and developed core worlds of the Republic?

There's plenty of ideas, so what you need to decide on is what direction to focus your game. Once you've come up with your basic "theme", then we can help you come up with interesting ideas about the kinds of stories you can weave.

Thriondel Half-Elven
08-22-2008, 10:27 PM
I think the first major step is to decide which "angle" you're going to play the campaign.

Do you want to focus on running a Jedi campaign? A Sith campaign? Do you want to run Republic loyalists or do you want to run adventures for a group of fringers, smugglers and pirates who live from job to illegitimate job?

Do you want to focus on exploration of new regions, worlds and cultures, or do you want things to be more centered on the well-known and developed core worlds of the Republic?

There's plenty of ideas, so what you need to decide on is what direction to focus your game. Once you've come up with your basic "theme", then we can help you come up with interesting ideas about the kinds of stories you can weave.

WOW!!! thats alot going into my head. I will have to pour over that for a bit. but i will let you know what i decide tomorrow. thanks

Inquisitor Tremayne
08-23-2008, 08:33 AM
It depends?

What things do YOU like about Star Wars? As a GM it is usually pretty easy to put these things into a game so that you get some pleasure out of it also. Doesn't need to be first on the list though.

Will you have ALL new players to the game? If yes, then I suggest letting them be whatever their minds can dream up. This way you everyone is happy. If no, then I suggest some of those things Webhead suggested, an all Jedi game, and all evil game, an all Sith game, an all fringer game? It can be easier for veterans to let go of character control a bit more than newer players and create characters based around a group concept. Or whatever works!;)

At the same time you need to decide on an era. KotOR is good. But unless all of your players in the group have played all the way through the video games or read the comics I suggest starting with something simple, the Rebellion era.

Rebellion era games are easy, you have good guys and bad guys. Things are black and white simple and easier for the PCs to get into it because they can visualize the movies and easier on the GM because you have a lot of the descriptions spelled out for you. You don't need to describe a Stormtrooper but you might need to describe a Sith Trooper!

After that you can start filling in the details.

Also, the only non-Saga edition book that I recommend to everyone especially GMs is the RCR Galactic Campaign Guide. This book has everything a GM could ever want for in a SW GMs book. I STILL use mine REGULARLY at the game table during our Saga game. It is the best RPG purchase I have made! Well, except for Saga edition of course!

Webhead
08-23-2008, 09:13 AM
Tremayne's advice is good. If your players are all pretty new to Star Wars RPGs, I would probably let them play whatever they wanted to (as long as it won't create obvious party conflict, like having a Jedi and Sith in the same party). This way, as Tremayne says, they can explore their favorite part of Star Wars freely.

The Rebellion era is also a great starting point for those who haven't really played a Star Wars game before. There is a clear and present enemy (the Empire) and the players know what to expect. Plus, players get to blast stormtroopers and that's always fun.

That said, it's ultimately your decision on how to put your game together. Do what you think will be the most fun for you and your players. We'll help however we can, but nothing beats talking to your players. :)

Thriondel Half-Elven
08-23-2008, 08:03 PM
Yes all my players are new to the game.

I think that i am going to use the Old Republic Era. It's just so untouched i guess. i don't want anyone quoting the movies because they know what is going on in other parts of the universe.

Ok now that i have picked an era any ideas of where to start?

Webhead
08-23-2008, 11:57 PM
Yes all my players are new to the game.

I think that i am going to use the Old Republic Era. It's just so untouched i guess. i don't want anyone quoting the movies because they know what is going on in other parts of the universe.

Ok now that i have picked an era any ideas of where to start?

Perhaps first, get your players together and ask them what kinds of characters they would like to play. Tell them that you are going to be running a campaign in the Old Republic era, but otherwise leave it vague and see what kinds of ideas they come up with. If anyone seems to be stuck and not sure what to do, brainstorm with them and toss ideas out there. Perhaps show them the different alien species and give some ideas about the different classes and what they all can do. If you have all your players together in a group, they can all feed ideas to each other and that should make your job easier.

Come up with a solid idea of the kinds of characters that will be in your party and then you can start to work on the campaign itself and figure out where the characters will begin their story and what kinds of things are going to happen to them along the way.

I'm a proponent of building your adventures with your players in mind, that way you can take advantage of your group's strengths and weaknesses and really make the game feel like it is customized especially for them.

Inquisitor Tremayne
08-24-2008, 09:55 AM
Yes all my players are new to the game.

I think that i am going to use the Old Republic Era. It's just so untouched i guess. i don't want anyone quoting the movies because they know what is going on in other parts of the universe.

Ok now that i have picked an era any ideas of where to start?

That is a really good reason not to play in more familiar eras, player knowledge ALWAYS seeps in Star Wars games in those eras.

I would choose anyone of the conflicts that is going on around these times and are detailed in the book, the The Great Sith War, The Restoration Period, The Mandalorian Wars, The Jedi Civil War, and The Dark Wars.

I would just pick, it is fairly easy to tailor a game to your PCs even if you have decided on an era first. You are a player in this game too remember!:biggrin:

Thriondel Half-Elven
08-24-2008, 02:35 PM
Perhaps first, get your players together and ask them what kinds of characters they would like to play. Tell them that you are going to be running a campaign in the Old Republic era, but otherwise leave it vague and see what kinds of ideas they come up with. If anyone seems to be stuck and not sure what to do, brainstorm with them and toss ideas out there. Perhaps show them the different alien species and give some ideas about the different classes and what they all can do. If you have all your players together in a group, they can all feed ideas to each other and that should make your job easier.

Come up with a solid idea of the kinds of characters that will be in your party and then you can start to work on the campaign itself and figure out where the characters will begin their story and what kinds of things are going to happen to them along the way.

I'm a proponent of building your adventures with your players in mind, that way you can take advantage of your group's strengths and weaknesses and really make the game feel like it is customized especially for them.

oh i also like to build around the players.


That is a really good reason not to play in more familiar eras, player knowledge ALWAYS seeps in Star Wars games in those eras.

I would choose anyone of the conflicts that is going on around these times and are detailed in the book, the The Great Sith War, The Restoration Period, The Mandalorian Wars, The Jedi Civil War, and The Dark Wars.

I would just pick, it is fairly easy to tailor a game to your PCs even if you have decided on an era first. You are a player in this game too remember!:biggrin:

oh i know that. one of my players is a HUGE Star Wars fan. he is always quoting the movies.

so just pick a major conflict and go from there? how much "canon" should i include? for example: if i chose the mandalorian wars should i put in snipets if story from other parts of the universe? like Tales bout Revan and his exploits?

Webhead
08-24-2008, 10:30 PM
...how much "canon" should i include? for example: if i chose the mandalorian wars should i put in snipets if story from other parts of the universe? like Tales bout Revan and his exploits?

Don't worry too much about throwing in a lot of background events unless they are important to what the PCs are doing or where they are going, or if you want to plant them in your players minds as plot hooks for them to explore at their own discretion. More than likely, most of the players won't really understand the references anyway and will probably forget them by the next session...unless they are affecting the party in some way. :D

Thriondel Half-Elven
08-25-2008, 02:02 PM
Don't worry too much about throwing in a lot of background events unless they are important to what the PCs are doing or where they are going, or if you want to plant them in your players minds as plot hooks for them to explore at their own discretion. More than likely, most of the players won't really understand the references anyway and will probably forget them by the next session...unless they are affecting the party in some way. :D

true, but my NEW player to table top rpgs has always been a huge Star Wars fan. and has played the KOTOR games.

but i was just wondering if i should make like a "news broadcast" about other event of the universe. i mean if a full scale war is going on i'm pretty sure that the PCs are going to at least hear about it. unless of course they are on a planet like Dagobah:biggrin:

Webhead
08-25-2008, 04:10 PM
true, but my NEW player to table top rpgs has always been a huge Star Wars fan. and has played the KOTOR games.

but i was just wondering if i should make like a "news broadcast" about other event of the universe. i mean if a full scale war is going on i'm pretty sure that the PCs are going to at least hear about it. unless of course they are on a planet like Dagobah:biggrin:

Sure, you could perhaps put together an opening segment at the beginning of each session for the "Galactic News Net", bringing them up to speed on the latest happenings in galactic affairs. It should be pretty light and breezy and not bog them down with too much info, but enough to give them a meaningful view of the state of things...and drop plot hooks! :D

Thriondel Half-Elven
08-25-2008, 04:43 PM
Sure, you could perhaps put together an opening segment at the beginning of each session for the "Galactic News Net", bringing them up to speed on the latest happenings in galactic affairs. It should be pretty light and breezy and not bog them down with too much info, but enough to give them a meaningful view of the state of things...and drop plot hooks! :D

yes yes! ooh that's good very good. lets them know what is going on and gives them new things to do. if they want

Webhead
08-25-2008, 05:04 PM
yes yes! ooh that's good very good. lets them know what is going on and gives them new things to do. if they want

Yep, I used something similar in a supers game I was running, where the PCs were listening to radio news broadcasts.

Thriondel Half-Elven
08-25-2008, 05:07 PM
Yep, I used something similar in a supers game I was running, where the PCs were listening to radio news broadcasts.

i like it. its a really good idea:biggrin:

Thriondel Half-Elven
08-25-2008, 10:58 PM
ok picked a concept. It is set during the very beginning of the Jedi Civil War. the party is sitting in a cantina on a mission. (they are all jedi) and a Holocast news report comes on saying that a Sith armada has invaded Republic space. then i am going to ask the PCs to give a brief description of there character. telling what everyone else sees. then what they feeling about the sith invasion. then on with the mission.

does that sound solid?

canadiansatan
08-31-2008, 12:02 AM
i like it. its a really good idea:biggrin:

*random passeby makes a comment after listening in*

I agree, very good idea. I was plauging myself with the same dilema on how to let characters know key info, without making it an entire adventure.

Thriondel Half-Elven
11-19-2008, 04:31 PM
The party isn't all jedi as i have previously said. I now only have one player who is controlling FOUR PCs:
Female Cathar Jedi
Female Togruta Jedi
Male Gungan Soldier
Male Ewok Scoundrel.
(I know Ewok and gungan in the old republic? its fun)

Played the first adv. a while ago. started the second one the other night. They have to now travel to Muunilinst and destroy a sith shield generator.

Webhead
11-19-2008, 04:36 PM
Sounds like fun. :)

Thriondel Half-Elven
01-11-2009, 02:19 PM
Playing the next session tonight. Life was crazy hectic with the holidays so had little time to play. Will be entering the shield generator tonight!

Inquisitor Tremayne
01-12-2009, 08:48 AM
Will be entering the shield generator tonight!

"Sounds dangerous."

"I wonder who they found to pull that off."

Thriondel Half-Elven
01-12-2009, 06:00 PM
"Sounds dangerous."

"I wonder who they found to pull that off."

Touche!

Once again time was my enemy. We started late but had a very good session. The generator is big. Only got done with 1/4 of the first level! Met up with a lightsaber wielding Sith student.

Had a question though. . . . So you roll a natural 20 on the attack. Is it automatically a crit hit? or do you have to roll to confirm it? and if it is an automatic crit does it deal max damage?

Webhead
01-12-2009, 08:15 PM
...Had a question though. . . . So you roll a natural 20 on the attack. Is it automatically a crit hit? or do you have to roll to confirm it? and if it is an automatic crit does it deal max damage?

In Saga, if you roll a natural 20, the attack is a crit. There is no roll to "confirm" it needed. Also, unless you have the "Triple Crit" Feat, all weapons deal double damage on a critical hit. As of my last reading of the text, it was suggested that "double damage" means that you roll the normal damage dice and total the damage up as you would for a normal attack, then multiply the result by 2.

Example: Han critically hits a Stormtrooper with his heavy blaster pistol. He rolls his damage with the weapon (3d8+6) and gets a total of 18. Since the hit was a critical, the blast deals 36 damage (18 x 2).

Thriondel Half-Elven
01-14-2009, 12:44 PM
In Saga, if you roll a natural 20, the attack is a crit. There is no roll to "confirm" it needed. Also, unless you have the "Triple Crit" Feat, all weapons deal double damage on a critical hit. As of my last reading of the text, it was suggested that "double damage" means that you roll the normal damage dice and total the damage up as you would for a normal attack, then multiply the result by 2.

Example: Han critically hits a Stormtrooper with his heavy blaster pistol. He rolls his damage with the weapon (3d8+6) and gets a total of 18. Since the hit was a critical, the blast deals 36 damage (18 x 2).

Thank you kind sir! that is what i went with while we were playing. But it kept bugging me!

canadiansatan
01-15-2009, 08:38 AM
It occurs to me that I'd be taking much more damage as a player against a couple thugs. Some need a nat 20 to hit high level PC's, but then they not only hit, they critical on their 1 in 20 shot.

Think about this, 20th level jedi vs 5 stormtroopers. Think about max range for blaster rifles, how long it would take the jedi to close the distance, how many shots the 5 would get off in that time, how many would be 20's.....

Does yoda die if a couple stormtroopers see him coming?

Inquisitor Tremayne
01-15-2009, 09:27 AM
It occurs to me that I'd be taking much more damage as a player against a couple thugs. Some need a nat 20 to hit high level PC's, but then they not only hit, they critical on their 1 in 20 shot.

Think about this, 20th level jedi vs 5 stormtroopers. Think about max range for blaster rifles, how long it would take the jedi to close the distance, how many shots the 5 would get off in that time, how many would be 20's.....

Does yoda die if a couple stormtroopers see him coming?

No, not a couple.

Why do you think Order 66 was so successful? Besides catching the Jedi off-guard (possibly flat-footed), a Jedi can only deflect a limited number of shots, the confusion of the Jedi as to why their clone troops were suddenly shooting at them, and I am sure there was lots of autofire going on too, meaning Jedi were still taking half damage.

Yes Jedi are powerful, BUT they can still be taken down, Order 66 proved that.

And besides, you can also deflect critical hits too, don't forget that! Saga is actually pretty good at interpreting the films.

Webhead
01-15-2009, 10:13 AM
It occurs to me that I'd be taking much more damage as a player against a couple thugs. Some need a nat 20 to hit high level PC's, but then they not only hit, they critical on their 1 in 20 shot.

Think about this, 20th level jedi vs 5 stormtroopers. Think about max range for blaster rifles, how long it would take the jedi to close the distance, how many shots the 5 would get off in that time, how many would be 20's.....

Does yoda die if a couple stormtroopers see him coming?

The thing to remember as well is that Jedi often have many other defenses than simply a high Defense Score. They have Talents like Deflect, Damage Reduction and Force Recovery, Force powers like Negate Energy, high Hit Points and a generally good Damage Threshold. They're not invincible and are generally restricted to short-range fighting, so getting the drop on them at range is a very viable tactic. "Splash" damage such as explosives or larger scale weapons are also optimal as they can't be deflected and, in some cases, can't be absorbed by Negate Energy. Per the errata, damage from autofire attacks can be lessened by the Deflect Talent but still, a Jedi can only deflect so many times effectively.

Bearfoot_Adam
01-15-2009, 12:17 PM
Another thing to consider is no matter how many opponents you have 5, 10, 20. The odds of rolling a critical are still 1:20 The odds do not stack. Just like if you flipped 1 coin 100 times or flipped 100 coins 1 time odds are you still get 50% heads 50% tails. Another example is the old gamer adage "that's just more dice to botch with"

Webhead
01-15-2009, 01:54 PM
...Another example is the old gamer adage "that's just more dice to botch with"

And if you were one of the players who sits at my table, that would be a very real threat. If you give him 10 dice and tell him to make a Saving Throw, he will fail on all 10. But give him 1 die and tell him he needs to roll a natural 20 to pull off some hair-brained scheme that he just cooked up, he'll succeed at it...just to spite you.

canadiansatan
01-15-2009, 08:49 PM
No, not a couple.

Why do you think Order 66 was so successful? Besides catching the Jedi off-guard (possibly flat-footed), a Jedi can only deflect a limited number of shots, the confusion of the Jedi as to why their clone troops were suddenly shooting at them, and I am sure there was lots of autofire going on too, meaning Jedi were still taking half damage.

Yes Jedi are powerful, BUT they can still be taken down, Order 66 proved that.

And besides, you can also deflect critical hits too, don't forget that! Saga is actually pretty good at interpreting the films.

Wouldn't the jedi have to roll a nat 20 to deflect a nat 20? Or is it considered a simple 20 plus their bonus?

Inquisitor Tremayne
01-15-2009, 09:06 PM
Wouldn't the jedi have to roll a nat 20 to deflect a nat 20? Or is it considered a simple 20 plus their bonus?

They have to beat the total attack roll number in order to deflect. So natural 20+whatever the bonus to hit is from the attacker.