| Author |
Topic:
Different ways to start the game
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Rogue_Thunder
Registered:
Jan '03
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Date Posted:
3/27/07 5:07am
Subject:
RE: Different ways to start the game
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I forgot my online game started differently, though instead of a cantina they just met on the street. The party sees a woman in trouble, being chased down the street by a group of thugs. What they don't know is that the woman is a Jedi Master (NPC Master for the Jedi in the party). After the combat she ends up requesting an escort back to Coruscant from the party.
I think a cool way to start a game would be to have the party all know each other very well, which works really well when the people know each other and are comfortable with one another. Something like a smuggling crew, or a mercenary squad, or military unit.
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I'll fly a starship across the universe divide And when I reach the other side I'll find a place to rest my spirit if I can Perhaps I may become a highwayman again Or I may simply be a single drop of rain, but I will remain, and I'll be back again...
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KudosDas
Title: Games: RPG d20 GM
Registered:
Jan '05
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Date Posted:
3/28/07 10:57am
Subject:
RE: Different ways to start the game
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In the game I'm currently running the players were all sharing a trubolift inside a spaceport, minding their own business, when the noble but somewhat clumsy Jedi dropped into their car, stopped the lift and ran out into a fire fight between pirates and the bounty hunter trying to bring them in. The Jedi charged into the fray leaving the heroes standing somewhat bewildered inside the turbolift. From that point on they were guilty by association, the pirates turning their attention to the heroes as well as the Jedi and bounty hunter.
The heroes then had a choice; work with the noble Jedi for law and justice, join up with the bounty hunter in order to bring in the pirates (the leader escaped, of course) and earn some credits while getting their revenge for being shot at or to go on their own way (only after being mishandled by the authorities in order to forge the group through common experience even more).
From here the options were pretty much endless as to what I could do with a group in addition to already giving the players a sense of control over their character's fate. That, and it set a pretty intense, fast-paced atmosphere right from the first scene of the campaign.
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Luke: Wow...he must have been consumed by the evil over a long period of time then... Obi-Wan: Well no, not really. Seriously, one minute he was all like "Oh Hello Obi-Wan old chum! What new adventures shall we have today?" Next he was killing babies...
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Amon_Amarth
Registered:
Jan '05
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Date Posted:
4/5/07 1:56pm
Subject:
RE: Different ways to start the game
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I think that the simplest start of the game would be in a cantina, a smaller ship, or a simple place where the characters know each other.
The game I'm currently GMing a campaign where the heroes came to Tatooine from different directions with different purposes. It took them ages to start working together. This may seem boring or time-consuming, but it is quite good for aquiring firts XP, developing a deep subplot and especially getting new players familiar with the game rules.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
5/12/07 9:16pm
Subject:
RE: Different ways to start the game
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Anyone ever started by tossing the characters in an Areana of Death? That way they have to fight together to survive, then come up with a way to get out.
???
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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Rogue_Thunder
Registered:
Jan '03
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Date Posted:
5/12/07 10:15pm
Subject:
RE: Different ways to start the game
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Koohii posted: Anyone ever started by tossing the characters in an Areana of Death? That way they have to fight together to survive, then come up with a way to get out.
???
I haven't started a campaign that way, but I've heard a few ideas like that: Characters all start out in an Imperial prison, and for some reason they're all to be executed (whim of the local Imperial governor/suspected of being rebels, or need to make a show of clearing out the rebels) or onboard a ship crashing into the atmosphere/a black hole/asteroid and the team needs to come together to find a way to avoid certain doom.
I think I'd like to try starting off a game that way. It might be an interesting new dynamic.
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I'll fly a starship across the universe divide And when I reach the other side I'll find a place to rest my spirit if I can Perhaps I may become a highwayman again Or I may simply be a single drop of rain, but I will remain, and I'll be back again...
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dizfactor
Registered:
Aug '02
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Date Posted:
5/15/07 2:21pm
Subject:
RE: Different ways to start the game
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I did something similar, with a game that was set right before ROTJ. I decided that the Empire had discovered some ore deposits on Hoth when they were cleaning up after the battle, and had turned the ruins of Echo Base into a labor camp. The Battle of Endor happened while they were in camp, and the Imperial garrison started pulling out, intending to leave the prisoners to die while they went to serve some warlord or other, and the race was on to hijack a hyperspace capable ship before they all left the system.
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JoinTheSchwarz
Registered:
Nov '02
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Date Posted:
5/16/07 9:48am
Subject:
RE: Different ways to start the game
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I've recently started my games using the "you've known each other since you were toddlers but lost contact some years ago" model, and let my players develop their shared backgrounds and maybe roleplay some childhood scenes. It works like magic.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
5/16/07 10:37am
Subject:
RE: Different ways to start the game
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JoinTheSchwarz posted: I've recently started my games using the "you've known each other since you were toddlers but lost contact some years ago" model, and let my players develop their shared backgrounds and maybe roleplay some childhood scenes. It works like magic.
Heh, reminds me of a game where another player and I conspired "against" the GM and made our characters brothers separated as children. After about 5 adventures, we started dropping hints. After the 6th, we let the cat out of the bag as our characters discovered each other.
GM: "WHAT?!?"
Us: didn't you notice how similar the written histories were?
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Create happy mediums: Free prozac to all psychics & Jedi I'm met 6yo adults and 36yo children Still working toward Ni-Kyu Go Ju Ryu
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JoinTheSchwarz
Registered:
Nov '02
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Date Posted:
5/19/07 1:55pm
Subject:
RE: Different ways to start the game
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Hahaha, that's very good.
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love can't blossom on a message board lol
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
5/19/07 4:49pm
Subject:
RE: Different ways to start the game
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LOL that is good koohii!
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Darth_Kuthuus
Registered:
Sep '06
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Date Posted:
6/8/07 7:53pm
Subject:
RE: Different ways to start the game
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I too am guilty of the "you all meet in a cantina, now start working together like the family you are" ploy. Thankfully my group is kinda new at this, so they don't mind. Might just have to spring some of these on them as adventure hooks once the Clone Wars get started.
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It's not a lockin until someone has a discussion about Communism How do you stop an exploding man?----Hiro Nakamura "Don't make him angry. He's exactly the same as when he's happy, except he hits you. -Me ======Official Cookie-Dunking Guru of Theforce.net
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TaintedJedi
Title: SVRF Officer
Registered:
Mar '04
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Date Posted:
6/9/07 1:05am
Subject:
RE: Different ways to start the game
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I'm kind of liking the idea of giving characters all a mission, and then have them all go off 90 degrees when they wind up captives in the same spice mine, pirate ship, etc. Nothing breeds teamwork like necessity.
-TJ
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"Don't make me bring the hammer down." Rogue 8, The Hawaiian Shirt Warlord Sergeant-at-Arms Sacramento Valley Rogue Force Terrorizing the Galaxy Since 1984
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Pawnnolonger
Registered:
Jun '05
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Date Posted:
6/9/07 9:03am
Subject:
RE: Different ways to start the game
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Well I started a new Saga edition game in an interesting way. I had two players and I wanted a party of 4, they didn't want to play two characters so I decided to play two PC's myself (PC's who were decidedly useless in making decisions for the party of course) The two players back stories where a Noble and his Soldier Body guard so I didn't have to worry about that part. Getting my PC's into the group was the fun part.
The Noble took the talent wealth at first level so he had an extra 5000 credits on him. My two characters are a scoundrel who owns a rundown YT-1300 and his educated Ewok scout buddy Roopa. I had Roopa steal the 5000 credits (On a cred chip) from the noble and run back to the ship. The soldier and noble predictably gave chase.
When they got to the ship and confronted the Ewok, Jet, the Scoundrel explained that he needed the credits to make repairs to the ship and offered that if he could have them he would offer to pilot them around and help them, to which they agreed.
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