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Inquisitor Tremayne
01-24-2009, 11:49 AM
As the title suggests!

Our game is going pretty well. I feel I have sowed confusion pretty well amongst the PCs and have created some great roleplaying elements.

I did have to pull a significant retcon to get things back on track kind of.

Here is why:

The PCs have been working as agents for a group of rebels assembled under a plan conceived by Mon Mothma. She eventually was labeled a traitor and captured. The PCs were sent on a mission to rescue Mon Mothma. In doing so they managed to destroy a significant section of a Chandrillian starport. Because of that the Empire ran a holonet story about rebel terrorists attacking peaceful planets.

So to tone down their profile, Mon Mothma and a General that the PCs report to sent them all on separate missions.

In doing that I kind of wrote myself into a corner and had a difficult time getting the whole group back together again. Plus we introduced a new player so I had to pull a retcon to just assume they all got back together and were now on their way to help the new PC fight off some Imperials that have been chasing him.

They have also been given new orders by Mon Mothma. They are to travel the galaxy and help any rebel groups they find in anyways that they can and/or establish rebel cells, thus creating a network of cells that Mon Mothma can pool from, should they ever be in the position to unite them all. The PCs are now sort of like the A-Team!

Thriondel Half-Elven
01-24-2009, 03:06 PM
Our game is going good. We don't get to play as much as we would like due to conflicting schedules. But the game so far:

(its KOTOR era btw) Two female jedi (togruta and cathar) and a gungan soldier and ewok scoudrel are all on Taris when Revan and Malak invade the Republic with their sith armada. They fight their way free of the cantina they are in and make their way to the landing pad where their ship is located.

The Jedi's master sends a message telling them to meet him on Dantooine. The two male PC's decide to join the jedi and they all make their way to the jedi enclave.

Once their the Jedi Master and a republic officer inform the group of trouble on Muunilinst. The sith have set up a shield generator and it needs to be destroyed in order for republic troops to land.

The PC's go aboard the republic ship and travel to Muunilinst. Upon the ship they meet a wookie soldier who is traveling with the republic troops. After a few hands of pazaak the wookie, Groznik, decides he wants to join the PC's in their quest. They allow him and take a small transport to the planets surface.

Once upon the surface they make their way along a path meeting up with two groups of sith troopers in check point buildings. at the end of the trail is the building that the generator is housed in. they enter and a battle ensues.

So far we have made it through roughly 1/4 of the first level.

Inquisitor Tremayne
02-02-2009, 09:56 AM
Sounds cool so far!

Anyone else?

We also have a Dawn of Defiance game going and I am discovering that modules are too railroading, at least these are. So far we have done almost nothing the way we were intended to in the modules.

Warning, spoilers ahead!!













For example, we are currently on Echos of the Jedi and we have a new ship that we played a side quest for. At the start of EotJ you encounter pirates who, according to the module, either board your ship then flee as you fight them off or they shoot you down. We let them board us, then we boarded them! Knowing that if they got away their ship could easily destroy us, so we took the fight to them. We deviated for 2 game sessions! We as the players felt bad because it put our GM in a sticky situation, how should he handle these deviations and get us back on course? He handled it beautifully and now we are planet-side.

Good times.

GC13
02-02-2009, 10:52 AM
Ugh, mass of spoilers for a section of DoD my group hasn't reached yet...

I'm doing a PbP SAGA post, and we've just reached Queen of Air and Darkness. Our Scoundrel got caught trying to smuggle a holdout blaster and so is confined to the ship. Normally I'd have my noble immediately seek out a way to get her back into the game (and get everybody carrying their weapons), but the fact that I know it's a module (and the DM's assurances that there is a special side quest for her in the module to get her back in the game) makes me not want to bother...

Webhead
02-02-2009, 11:02 AM
Well, my Saga campaign has now officially ended! The whole thing was mostly an experiment anyway and thus I'm not terribly surprised or disappointed and the game was fun while it lasted. Here's where it ended:

From the time the game began (during the events concluding Revenge of the Sith), the PCs had progressed 1 year of game time. 6 months prior to the campaign's end, the Jedi PCs had followed a trail of clues leading them to the planet Wayland where they discovered the dark clone Jedi master, Joruus C'baoth, and the secret imperial stores in Mount Tantiss. Unfortunately, in his insanity Joruus turned on the young Jedi either to turn them to the Dark Side or kill them if they refused. The Jedi were turned and it was revealed that this clone of Joruus was only a puppet of Palpatine and the Emperor took the Jedi back to Coruscant where he tortured and warped them into becoming his future inquisitors.

With their initial Dark Side training complete, Palpatine sent them out on their first mission: to hunt down and kill or capture Asajj Ventress who had recently turned her back upon the Emperor and was trying to go into hiding. They tracked Asajj to Ryloth where they cornered and defeated her and (in concordance with the plans of one of the PCs) had her frozen in carbonite. This is effectively where the campaign ended as the plans of several forces became imminent and apparent.

1) Two of the PCs were quietly preparing a path for redemption from the Dark Side and had warned Asajj that the group was coming for her hoping to escape with her in the process. After the others had defeated and captured Asajj, their rejoining with the group would likely have seen them suddenly and violently attacking the others to free her.

2) Another of the PCs had revealed to me his long-term plan to become a malevolent Dark Side spirit, eschewing the physical body in favor of a more "direct" mastery of the Dark Side of the Force.

3) Asajj had arranged to rendezvous with 3 Jedi Knights on Ryloth who were quietly forming a resistance cell in the Outer Rim. At the time of her capture, the Jedi had felt the presence of the other inquisitors and had closed in on their position. Seeing that Asajj had been taken, they were readied to spring ambush on the Dark Jedi to eliminate them and take Asajj back.

And thus, the campaign was deemed "final" what with the imminent party destruction/dissolution and the divergant agendas. But as I said, the campaign was mostly a curiousity piece, first for the game system (Saga Edition) and later for the "evil" campaign concept. I don't usually like to run "evil" games and this recent campaign solidified in my mind exactly why. Not that the game wasn't fun for what it was...it certain was enjoyable each and every session, but it just wasn't conducive to a stable and unified party, so it had to go away.

Next up...Sundered Skies!!! :whoo:

Inquisitor Tremayne
02-02-2009, 11:34 AM
Well, my Saga campaign has now officially ended! The whole thing was mostly an experiment anyway and thus I'm not terribly surprised or disappointed and the game was fun while it lasted. Here's where it ended:

From the time the game began (during the events concluding Revenge of the Sith), the PCs had progressed 1 year of game time. 6 months prior to the campaign's end, the Jedi PCs had followed a trail of clues leading them to the planet Wayland where they discovered the dark clone Jedi master, Joruus C'baoth, and the secret imperial stores in Mount Tantiss. Unfortunately, in his insanity Joruus turned on the young Jedi either to turn them to the Dark Side or kill them if they refused. The Jedi were turned and it was revealed that this clone of Joruus was only a puppet of Palpatine and the Emperor took the Jedi back to Coruscant where he tortured and warped them into becoming his future inquisitors.

With their initial Dark Side training complete, Palpatine sent them out on their first mission: to hunt down and kill or capture Asajj Ventress who had recently turned her back upon the Emperor and was trying to go into hiding. They tracked Asajj to Ryloth where they cornered and defeated her and (in concordance with the plans of one of the PCs) had her frozen in carbonite. This is effectively where the campaign ended as the plans of several forces became imminent and apparent.

1) Two of the PCs were quietly preparing a path for redemption from the Dark Side and had warned Asajj that the group was coming for her hoping to escape with her in the process. After the others had defeated and captured Asajj, their rejoining with the group would likely have seen them suddenly and violently attacking the others to free her.

2) Another of the PCs had revealed to me his long-term plan to become a malevolent Dark Side spirit, eschewing the physical body in favor of a more "direct" mastery of the Dark Side of the Force.

3) Asajj had arranged to rendezvous with 3 Jedi Knights on Ryloth who were quietly forming a resistance cell in the Outer Rim. At the time of her capture, the Jedi had felt the presence of the other inquisitors and had closed in on their position. Seeing that Asajj had been taken, they were readied to spring ambush on the Dark Jedi to eliminate them and take Asajj back.

And thus, the campaign was deemed "final" what with the imminent party destruction/dissolution and the divergant agendas. But as I said, the campaign was mostly a curiousity piece, first for the game system (Saga Edition) and later for the "evil" campaign concept. I don't usually like to run "evil" games and this recent campaign solidified in my mind exactly why. Not that the game wasn't fun for what it was...it certain was enjoyable each and every session, but it just wasn't conducive to a stable and unified party, so it had to go away.

Next up...Sundered Skies!!! :whoo:

That actually sounds very interesting for an evil/dark side game, good job!

Webhead
02-02-2009, 01:52 PM
That actually sounds very interesting for an evil/dark side game, good job!

Thanks. Yeah. As I said, it was a lot of fun for what it was. It just wasn't my cup of tea and my players were saying mostly the same, which actually kind of surprised me as the impetus for taking the game Dark Side (which I never do) was because I felt like the players wanted to "cut loose" and indulge those tendencies a bit. But, as I feared, it ended up becoming a game of conflicting agendas and everyone pretty much agreed that I was about time it was over.

Inquisitor Tremayne
02-02-2009, 01:57 PM
Thanks. Yeah. As I said, it was a lot of fun for what it was. It just wasn't my cup of tea and my players were saying mostly the same, which actually kind of surprised me as the impetus for taking the game Dark Side (which I never do) was because I felt like the players wanted to "cut loose" and indulge those tendencies a bit. But, as I feared, it ended up becoming a game of conflicting agendas and everyone pretty much agreed that I was about time it was over.

Yeah I think dark side games are really only good for one shot adventures.

Back in the RCR days we ran that short dark side adventure that was in SW Gamer magazine, if you can remember that! Where you have to get a holocron from a Hutt, etc...

We were all different variations of Sith and we all turned on each other at the end to get the holocron, it was distressing and the look of shock on my face as my mentor turned on me!! Priceless, or so they tell me!:mad:

But it was all in good fun and we realized there was no way you could ever do a whole campaign.

Webhead
02-02-2009, 02:02 PM
...Back in the RCR days we ran that short dark side adventure that was in SW Gamer magazine, if you can remember that! Where you have to get a holocron from a Hutt, etc...

Yes, I remember that adventure. It was called "Hutt Gambit" or something like that. I still have that magazine. I was always interested to run that adventure as a "test scenario" to see how a Dark Side game would run. But yes, I just don't see that (with myself and my group at least) a long-term "evil" campaign is possible. There is simply too much self-service going on in that environment to stave off eventual party dissolution. I prefer heroism anyway.

blackcatf
02-25-2009, 09:17 PM
I wish I had a Saga Campaign to report on. I move around too often to find a stable gaming group, so I've had to settle for reading the rule books and sort of making up a story based on the rules and game mechanics.

I like the premise of the story. It starts with to seperate groups (a pair of young rebel operatives and a smuggling trio) getting their ships impounded on Centares and end up working together to find a way back of the planet. In the process, the rebels convince the smugglers to help them rescue a human captured by a crime lord working off the planet. The prisoner is the sixth "PC" and just found out she is the daughter of a Jedi who was killed by her clone troops when Oder 66 was issued. They escape the planet on a stolen YT freighter and start trying to find a way to make contact with the rebellion (as their contact was on Alderaan – guess what happened while they were stuck on Centares).

Sorry it's not a "real" SWSE campaign, but it's probably the closest I will get for some time.

Inquisitor Tremayne
04-01-2010, 04:46 PM
Here is my campaign update. I just recently made a player timeline so I think I will post that instead! Enjoy!

Time line of events (ABC = After the Battle of Coruscant or the events presented in Episode III)

6 months ABC

Month 1
PCs meet in a cantina on Corellia and meet Tan Endac
Travel to Tattooine to drop off cargo, discover Tan's treatchery
Learn about Piknab and travel to Ryloth to resupply
Trave to Nar Shaddaa to meet Piknab and return ship
Piknab hires the PCs
Hyperspace mishap and the PCs end up in the Telfiroth system
On Ryloth the PCs meet Sesh, drop off cargo
Pick up new cargo on Ryloth that is headed for Kashyyyk
Return to Telfiroth to investigate wrecked ship, pirates arrive and the PCs jump to Kashyyyk
Arrive Kashyyk and due to the actions of one of the PCs they are all taken prisoner and one PC is killed

1 year ABC

Everyone is freed by a wookie Jedi Master Chal and they arrange to free Or's family from trandoshan slavers
In the process they free another Jedi Knight, Kavilo, and Chal sacrifices herself so the others may escape
PCs flee to Garqi
On Garqi the PCs meet Lara Gast (aka Leida Mothma)
Or's family stays on Garqi
PCs decide to work for/team up with Lara
PCs return to Nar Shaddaa to supply and meet with Piknab
Piknab offers an impossible job for the PCs to clear their debt
PCs arrive on Tatooine to pick up cargo and rent another captains freighter
PCs arrive at Arkania and attacked upon landing, they leave for Tattooine
PCs leave for Ondselendsav and spend an entire day scanning the planet
Land at Tavel, the small town, and scout out the town, PCs decide to stay for one month
Lara and Todrin become close

1 year, 1 month ABC

Stee's scouting missions bear fruit and he discovers the Imperial Listening post
PCs assault the listening post and destroy it

1 year, 2 months ABC

PCs arrive at Tanel and Inquisitor Pasiq is there waiting for them, PCs flee to Nar Shaddaa
Ambushed by bounty hunters at Nar Shaddaa and jump Ithor, and then back to Garqi
New mission orders arrive to scout the planet Gantro
Arrive at Gantro, scan the planet, and upon further investigation discover Aliens.
Big fight on top of dark side temple
Set up new base on Gantro

2 years, 3 months ABC

Leida and Todrin married, Leida 6 months pregnant
Mon Mothma capture, PCs embark on a rescue mission
PCs start with Chandrila to begin investigation
Or tortures Tinna Holth and discovers the location of Mon Mothma
After an encounter with Stormtroopers and launching a concussion missile into Chandrila's starport the PCs flee and jump to Corellia
Jump to Bestine, try to find info on Inquisitor Pasiq with no luck, meet Jek Porkins
Discover Pasiq's stronghold on Bestine and infiltrate it, they rescue Mon Mothma and Shoa Culu
Kavilo distracts Pasiq with a final confrontation that allows the PCs to flee
However, Stee falls behind and is held in Pasiq's grasp, she tells him now is not his time to die and throws his unconscious body to the rest of the PCs and they flee
Due to their actions on Chandrilla the PCs are given separate missions
Or goes off to Ossus
Todrin escorts Mon Mothma on a diplomatic mission to Dantooine
Elismate is tasked with investigating the Coalition for Progress on Coruscant
Stee is sent to discover information on Tarkin
Everyone returns to Gantro, except Stee, who arrives in orbit with an ominous message, he still has work to do and the Empire may know where the base is
As soon as Stee jumps away the Empire arrives in orbit, everyone defends the base as preparations are made to scatter
Standing orders are to lay low
Stee is fails in his mission, is betrayed, and is subsequently rescued by the man he was sent to kill

2 years, 5 months ABC (Leida 7 months pregnant)

Everyone is laying low on Nar Shaddaa, Stee eventually arrives
PCs help save Anton who was being hunted by Imperial Security Bureau (ISB) agents and a dark side force user
Decide to settle things with Piknab, Piknab agrees to cut them a deal if they capture Tan Endac, PCs agree
PCs find Tan working for The Exchange (a galaxy wide criminal organization)
Telos is under heavy Imperial control with Stormtroopers everywhere
PCs meet a small group of dissenters and their leader Cal, PCs agree to free Cal's wife and others that were sent to Kessel
In the process of trying to find out where Cal's family was taken the PCs decide to become bounty hunters and locate a Snivian who was hiding out on Tattooine with his family. After striking terror in then the PCs decide to help the Snivian and his family and relocate them to Ryloth
Todrin meets with a holoprojection of Tan Endac
PCs assault Tan's ship in orbit and kill him in the process
PCs return to Nar Shaddaa and meet with Piknab, Piknab is angry over only having Tan's dead body, offers one last ultimatum, pay him or else
Todrin gets 20,000 credits from the family to pay off Piknab
New mission orders come down, rendezvous with The Second Wind in the Sullust system
New orders when they arrive are travel to the Imperial blockaded planet of Eriadu,
PCs beak through the blockade and discover the secret Beacon Base where they meet Vor'en, Dodonna, and Rieekan
Orders are to attack Tarkin and eliminate him while the Empire engages his forces in space
Stee kills Tarkin
PCs evacuate the other 2 teams then discover the Empire is furiously searching for them, the PCs decide to flee the planet
in a narrow escape the PCs return to Sullust with a rescued Ackbar, who wants to return to his home world
The PCs are asked by Mon Mothma to be Ackbars escort and assist him as needed until he deems them no longer needed.

Currently the PCs are on Mon Calamari with Ackbar and helping his friend Ambassador Nuukol with forming a treaty with the Quarren.

russdm
04-02-2010, 04:45 PM
My two saga games are going good.

Struggle agaisnt the Empire: The players have had two encounters so far, have made contact with the person they need to and are going to talk some more. The players are still in the first adventure.

Knights of the Old Republic Dark Vendetta: THe players are basically started in the first adventure. They have not done really anything yet, but thats fine.