Author Topic: Ideas for a campaign just post-RotS (Saga Edition)
Kaziel 
Registered: Jul '07
41912_Obi-Wan
Date Posted: 9/7/07 4:22pm Subject: Ideas for a campaign just post-RotS (Saga Edition)
So I picked up the Saga Edition a few months back, right around when I started reading the LotF books, and had it just sitting around my apartment. I glanced at it occasionally, as I filled my days with normal stuff, reading LotF, reading other books, playing video games, but nothing serious. Then I stuffed it in my bag as I went down to Dragon*Con, and read my way through it on the flights down and back up. While I still haven't gotten deep into the heart of the various game mechanics side of things, I've read enough to be really impressed.

While I wanted to start a campaign, the same problem I had since I first looked at a Star Wars RPG book popped up: You aren't really able to change anything. While yes I could have the game be an AU game from where my player's characters are introduced (or entirely AU), that's not much fun, because it's being a part of the Star Wars universe which is what makes it great.

While someone could run a game in the middle of the Clone Wars, the Rebellion, or the NJO series, the outcome of all those events has already been written in stone. No matter what you do, Anakin will still fall to the Dark Side, Palpatine will still become the Emperor, Order 66 will still be issued, Luke will still be the one who blows up the first Death Star, Han and Leia will still be the ones who turn off the shielding for the second Death Star, Luke will be the one who fights the Emperor and turns Darth Vader back to the Light Side, Lando will still be the one who blows up the second Death Star, etc. etc (don't want to give any spoilers for NJO for anyone who hasn't read it but plans on). Players having the Metagame knowledge that certain events are inevitable would ruin some of the fun (at least for me).

One of the feelings I've always had about the Star Wars movies is that the heroes really do save and/or change the galaxy, or at the very least a sector. Their actions make a major impact. But with playing in the timeframes I've mentioned above, there's that hopeless feeling that no matter what you do, your not going to make an impact upon the Star Wars universe, which just feels wrong. Even depressing settings like fighting the tiny Rebel Alliance fighting the huge Empire, and fighting the Vong in the NJO timeframe had this feeling of hope. But if nothing you do will make make a huge impact, it kinda clashes with the mood of the entire setting.

The other problem is characters who either don't belong together or don't belong in a given timeframe. I'm not a big fan of saying "Oh you can't play that type of character. Sorry." because that is also not much fun. Let's say you have the purely trained Jedi, and someone else wants to play a law-breaking scoundrel type character. While you could figure out some far-fetched way they would work together, but unless the Jedi forced the scoundrel to work with him, it would just be a hard game. In the same vein, playing a Jedi during the Rebellion era would not only be hard, but almost impossible. Yes it could be done, I know that, but it would feel really out of place (barring playing something like an inquisitor... no thanks.)

But then when I was looking through the Saga Edition book, reading up on the various timeframes again, I read the last paragraph of the Rise of the Empire Era. The final paragraph really grabbed me. If not being able to change the fate of the galaxy is something that is ingrained in the timeframe, having the players also being unable to do the same would fit perfectly. Also, with the Jedi on the lamb, they could easily mix with any player characters from any walks of life. The PCs would just be a handful of folks, and so the metagame knowledge that they can't change anything would match the mood of the unshakable strength of the newly formed Empire.

This still wouldn't lead to the players doing nothing. As Edmund Burke said, "All that is necessary for the triumph of evil is that good men do nothing." There are still deeds that need doing, or in the case of not so good PCs, there's profit to be made! So adventures would still abound, but any attempts at massive galactic changes, such as toppling the Empire would seem out of reach, and rightly so for the timeframe.

So I was thinking of creating a setting no more than 1 year after Order 66 was given. This would give a setting where almost anyone could play what they wanted, and it not be a huge stretch to get them together. As I said above, if someone wanted to play a Jedi, they Jedi are wanted and this one (or ones...) could be one of the lucky few survivors of Order 66. And since they are wanted, that could lead them to mix in with a less savory crowd if needed. It feels a lot more open ended to me in terms of what type of characters can be created.

First off, sorry for the long post. That really was a lot longer than I expected. Anyway, any suggestions for of the game books which could help me out in this era (yes I realize that the only game book that has been released for the Saga Edition is the core book). I looked around and couldn't find any Rise of the Empire Era Sourcebook. Of course this is probably because the RotE timeframe just was "completed" (as far as the movies go). Also any suggestions on EU books or comics to pick up which cover early into the time just after Order 66 was given? Finally just for general ideas for stories that I could go with for then?

Thanks for any assistance.

 

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FlareStorm 
Registered: Nov '00
14749_Jawa 'Toon
Date Posted: 9/7/07 4:51pm Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
There isn't much on the time frame between ROTS and ANH, because the impending TV series is going to cover it and be the cannon.

So basically do whatever you want, and prepare to be contradicted eventually.

The whole "everything in the SW universe is already mapped out, nothing a player can do really matters" sucks, and is true. I personally don't bother with SW cannon in the game. Screw Luke, I'd rather my players blew up the Death Star.

 

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Jedi_Loophole 
Registered: Jul '07
Date Posted: 9/8/07 10:32am Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
I don't understand this type of mentality. Of course the players can save/doom the galaxy! Full speed ahead, damn whatever canonically happens after your starting point (and before, if canon is being silly). Your starting point in time is a branch, whatever _you_ want to happen will happen there. Shoo the film characters off-stage by violence if they threaten to take the limelight all the time.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/8/07 7:32pm Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
for me, this is one of those, if I had a nickel for everytime my players messed up the timeline in some fashion or another or if a group i was with when not a gm did the aforementioned activity I WOULD BE BLOOMING RICH!!!!

 

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Kaziel 
Registered: Jul '07
41912_Obi-Wan
Date Posted: 9/8/07 8:51pm Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
Jedi_Loophole posted:
I don't understand this type of mentality. Of course the players can save/doom the galaxy! Full speed ahead, damn whatever canonically happens after your starting point (and before, if canon is being silly). Your starting point in time is a branch, whatever _you_ want to happen will happen there. Shoo the film characters off-stage by violence if they threaten to take the limelight all the time.
Maybe I'm alone in this feeling, but what really makes Star Wars into Star Wars is the story and the characters. All the basic things have appeared in some form or another in other games. Clones, andriods, laser guns, energy swords, spaceships, etc. Heck even Jedi are nothing more than glorified psionics. Again, maybe it's just me, but losing important characters like Anakin, Padme, Obi-Wan, Luke, Leia, Han, and more just so that your character or the PCs you are GMing for can actually make an impact somewhat defeats the purpose of playing in the Star Wars setting.

Now, if you're intending on making a AU game from the get go, that's one thing. Especially in AU games like Merkurian's New Repulic AU game, in which the major events of the movies have already taken place and the major players are still there, but more in a guiding role than an active one, I could totally go for it. But I'm wanting to play during a time that's closer to the movies. Or at least I do right now.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 9/8/07 8:59pm Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
dude no matter what you do you will alter the EU somehow jsut because of your PCs characters existance. The point is there are plenty of areas to fill in a campaign, i mean thwe books and movies do NOT dominate any era
there are plenty of locations to runa campaign there are billions of systems in the star wars galaxy and most took part in the various wars and events but only a handful are noted. And there is nothing wrong with having you PCs visit worlds that were in the movies
I myself am a rather experienced star wars d20 gm though not as experienced as many on this forum. I have practically memorized most of the revised core book and many of the sourcebooks. The point is its YOUR game not Luke skywalker's not George Lucas's YOUR'S. I am pretty sure most of the others here would agree with me despite the fact that most of this post is fairly jumbled up.

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 9/9/07 4:04am Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
What I've done in my campaign, which started between ESB and RotJ and is now just shy of the NJO series, is give the heroes "shaddow missions". Missions that very well COULD have happened without the characters being in the movies...
Like in Dark Forces when we learned that it was Kyle Katarn that had stolen the Death Star Plans.
During the Battle of Endor I had the playes evacuate a badly damaged Capital Ship during the battle, while others tried to hold off the TIEs. That could have happened, but the whole battle didn't rely on their success.
When Thrawn was around I had the players on a mission to locate one of Thrawn's minor officers and liberate a planet I designed. This way the campaign can unfold any way without altering the overall timeline.
Ofcourse now, with a Jedi Master and a General in my campaign it comes increasingly difficult to give them "small" and in a way insignificant missions happy . Ofcourse by insignificant I mean to the overall univese.
I do however feel that a few minor inconsistencies with the canon novels is allowed. I look at a campaign as seen from the player's point of view which could differ from the canon-view. Ofcourse it helps that almost none of my players read Star Wars novels.

 

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Jedi_Loophole 
Registered: Jul '07
Date Posted: 9/9/07 5:21am Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
Kaziel posted:
Maybe I'm alone in this feeling, but what really makes Star Wars into Star Wars is the story and the characters. All the basic things have appeared in some form or another in other games. Clones, andriods, laser guns, energy swords, spaceships, etc. Heck even Jedi are nothing more than glorified psionics. Again, maybe it's just me, but losing important characters like Anakin, Padme, Obi-Wan, Luke, Leia, Han, and more just so that your character or the PCs you are GMing for can actually make an impact somewhat defeats the purpose of playing in the Star Wars setting.


Hey, I'm not saying you should necessarily kill off the Iconic Setting Characters - I'm saying "oh, look, Luke/Leia/Han are off saving the galaxy in the Outer Rim at the moment, so it's up to the characters to deal with the Evil Core Worlds Plot That Could Doom The Galaxy today." ... so the player characters make a difference. I also agree with a previous poster - the characters will mess up the Official Universe Timeline (TM)(R)(etc) just by their existence. At some point, there will be some major piece of continuity you'll have to toss out, if the campaign runs long enough.

Perhaps your characters at times are stand-ins for the Important Setting Characters ... being a decoy so Leia can get away from a dastardly Imperial ambush, for example. Doesn't alter the timeline, but certainly lets the characters feel important.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 9/9/07 9:08am Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
Try the "Lords of the Expanse" box set by West End Games. This covers all the information you would need for the noble houses and aristocrasy. If you don't feel like shelling out for a box set from another game system, get "Players Guide to Tapani" and see if that interests you enough to get the box set.

"Pirates and Privateers" and "The Far-Orbit Project" are also useful. "If Admiral Ackbar is so concerned about using pirates against the empire, he is free to load all of the medical supplies, equipment, and weaponry obtained onto the ships we've captured and pilot them into the nearest star."
You'd need to do some converting, or find someone who already has, but the core ideas are sound.

If you need adventure ideas, we have an entire thread of them. Many can be easily adapted to any era.
As for not having an effect...
Who stole the Shuttle Tyderium?
Who obtained the clearance codes?
Who first told Bail Organa that there was some secret project called "Death Star"?
There are lots of openings to work in minor points that can make the PCs truly connected to the SW main story but not necessarily alter the universe if they fail.

 

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Sith_UK 
Registered: May '02
22195_Darth Vader
Date Posted: 9/12/07 1:54am Subject: RE: Ideas for a campaign just post-RotS (Saga Edition)
I thought the same about the canon information, yes the little farm boy will blow up the death star and yes he will become a Jedi etc. However like what was previously said I decided that if I were to play I'd put the campaign right at the end of the clone wars. This gives you all the advantages of Jedi and all the other types of characters you want. Getting them together is easy, I decided on a evacuation very similar to the battle of Jaabim (Clone wars comics/graphic novels) but involving vessels from all over the republic (For everyone who is British or knows their world war II history- a bit like the Dunkirk operation where thousands of ships sailed to rescue stranded troops in mainland Europe). Again this allows all types of players to interact. Now comes the kicker, right in the middle of evacuating people from the battle order 66 is executed. Everyone is now under attack... and anyone associated with a jedi is also associated as a traitor. Players are now on the run from the Empire, have to find the rebellion, hell why not even help set up the fledgling rebellion.... some one had to get communications to all parts of the galaxy and persuade ex-republic generals and soldiers to be in a civil war. You can then build from there. How did the rebellion get all those fighters, bombers and capital ships? how did they keep them hidden from the imperial navy? how did they get all their intelligence for the death star etc? you now have the ability to also throw in the inquisitors, Vader's new apprentice, any dark acolyte looking to become sith.

the possibilities to play a campaign within the framework that is already set out are there you just have to not get bogged down by the huge amount of info there is already and get it to work for you.

 

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