Before we get back into the main RPG campaign after Sean and Steph return, I will be running another campaign designed to introduce the group (that is, all GMs and players alike) to Force Powers. So far, none of us have used them in any of our campaigns, and the wording and rules behind them in the Saga system leave a lot of room open for "pushing the envelope" when it comes to usage. The purpose of this group is threefold. First - To introduce and, as a group, create some Force Power house rules for the whole group to use. The intent behind this is so that the GMs that decide to allow Jedi or other Force Users will be familiar with the powers and able to construct balanced encounters, and also so the players can design balanced force using characters. Second - To introduce the newer players to the subtle but powerful playing style of singular character growth. This will encourage stronger role-playing within the group, and more development of the characters being played. More on this further down in the post. Trust me, it will be fun! Third - To introduce a new era of Star Wars: Post Eros. I have not finished designing all of this era yet, but here is the information I have so far: - The time is almost 10,000 years after the events of ROTJ. Measurement of time is now calculated as PE, or Post Eros. The current game year is 214 PE. - Emperor Eros Suun brought the entire galaxy under peaceful rule, but was mysteriously assassinated around 200 years ago. - The current state of the galaxy is still relitively peaceful, and the Grand Imperial Republic is still maintaining that peace through diplomacy. - The Jedi are still around, acting as galactic law enforcement, though they are strictly not allowed to interfere with any actions of the GIR or it's protected planets, or involve the Republic's citizens in any form of Jedi military action. - The remnants of the Hutt Syndicate and the Bothan Information Brokerage are currently waging war against the Jedi on the barren and charred surface of the once mighty planet of Ryloth, in retaliation for the near genocide of the Hutts over 5,000 years before. - A new galaxy has been discovered in the recently explored Unknown Space, and the only anti-GIR faction is moving into it, attempting to establish thier own way of life. As for characters for the players, you will not be choosing anything. Based upon your playing style and the purpose of this campaign, you will be assigned characters of my own creation. You will ALL be playing Jedi of 6th level. The following GM set rules apply to this campaign: - Force Points will just allow you to succeed at a failed action you have attempted. - Destinies are chosen for each character, and the Destiny points can be spent ONLY to further your characters destiny, as approved by the GM. For example, when Luke is being tased by the Emperor in ROTJ, he is trying to persuade Vader to help him. Luke used a Destiny Point to change his fate, and allow Vader to save him. I will let you know when it will be appropriate to spend them. - You will all be given gear, and have a team budget for expendatures. Looting the bodies of deceased enemies is against Jedi code, except when attempting to gather information or mission specific items. That being said, there will be no supplimental income for this game. You have what you are given, and if you run out of assets, you may attempt to request more from your Superiors. - There will be several ships in this game. One for non-pilot characters, and one for each pilot character. I will inform each of you who is assigned as a pilot about your ship and its capabilities as the game begins. The play style in this game is refered to as "Individual Character Growth". It is a playing style that is very subtle, yet very powerful. Here's how it works. Your main job as a player is to come up with a background/personality for your character (I will choose this for you), and then play it within the group, even if it goes against the group'