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Working on a Star Wars Jedi campaign, need some advice.
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<blockquote data-quote="Eltab" data-source="post: 6882648" data-attributes="member: 6803337"><p>I would set my game sometime between the Sith Wars and the first Prequel movie. </p><p>- This allows the PCs to meet Yoda when he is just another (really short) Jedi Knight, not yet full of years and wisdom. </p><p>- They have only two Sith in the galaxy to deal with - they can kill off an Apprentice by ganging up on him, once or twice. </p><p>- They will never meet the Sith Master unless both they and he seek each other out on purpose. (He really should send some competent technician - think Boba Fett - to deal with THAT problem.)</p><p>- There may be Sith artifacts and libraries scattered about. Somebody could find one, or deliver rumors thereof to the Jedi.</p><p>- There may be lost Jedi installations that were not actually destroyed during the old wars. </p><p>- Other Force users are to be recruited into the Jedi Order, or somehow neutralized.</p><p>- The Galactic Republic's fatal flaw is corruption at the local level, so there can be lots of chances to deal with pirates, crooked cops, oppressed people, crime bosses, and a selection of individuals who want to connect the existing mafias into a multi-planet umbrella organization. </p><p>- Some of the pre-Republic "pocket empires" (ex: Hutt Space) are more than just a regional cultural affectation; they are distinct provinces.</p><p>- The Republic has some frontier areas that adjoin "Unexplored" areas, if the PCs want to try that out for a while. Map out a hyperspace route.</p><p>- An opponent (not an enemy) like Grand Admiral Thrawn is quietly manipulating events from behind the scenes, according to a generation-long master plan.</p><p>- The Corporate Sector Authority (or similar such organization) is skirting the letter and spirit of the law, causing other people distress in the process</p></blockquote><p></p>
[QUOTE="Eltab, post: 6882648, member: 6803337"] I would set my game sometime between the Sith Wars and the first Prequel movie. - This allows the PCs to meet Yoda when he is just another (really short) Jedi Knight, not yet full of years and wisdom. - They have only two Sith in the galaxy to deal with - they can kill off an Apprentice by ganging up on him, once or twice. - They will never meet the Sith Master unless both they and he seek each other out on purpose. (He really should send some competent technician - think Boba Fett - to deal with THAT problem.) - There may be Sith artifacts and libraries scattered about. Somebody could find one, or deliver rumors thereof to the Jedi. - There may be lost Jedi installations that were not actually destroyed during the old wars. - Other Force users are to be recruited into the Jedi Order, or somehow neutralized. - The Galactic Republic's fatal flaw is corruption at the local level, so there can be lots of chances to deal with pirates, crooked cops, oppressed people, crime bosses, and a selection of individuals who want to connect the existing mafias into a multi-planet umbrella organization. - Some of the pre-Republic "pocket empires" (ex: Hutt Space) are more than just a regional cultural affectation; they are distinct provinces. - The Republic has some frontier areas that adjoin "Unexplored" areas, if the PCs want to try that out for a while. Map out a hyperspace route. - An opponent (not an enemy) like Grand Admiral Thrawn is quietly manipulating events from behind the scenes, according to a generation-long master plan. - The Corporate Sector Authority (or similar such organization) is skirting the letter and spirit of the law, causing other people distress in the process [/QUOTE]
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Working on a Star Wars Jedi campaign, need some advice.
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