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<blockquote data-quote="fireinthedust" data-source="post: 5032320" data-attributes="member: 51930"><p>Clone Wars-era game in progress, and I'm working out some elements for a group who, like myself, have never played Saga. </p><p></p><p>I'm setting this sucker during the end of the Clone Wars... right at the end, around the time of Revenge of the Sith, and hopefully extending beyond that to the Jedi Purge and the Dark Times/Rise of the Empire.</p><p></p><p>The PCs are going to be the Command crew/special unit of a Republic Cruiser, under the command of a Ram Kota-style Jedi Master and General. They'll be the ones who go down to the planet and/or dog fight in space, and whatever else is needed for the ship. Jedi, or non-Jedi, player preference. All of them are part of the Company (like Rogue squadron).</p><p></p><p>I get the feeling SAGA runs differently than D&D, and the starting stats in the attributes section is low. I don't know at what level PCs should start for this, whether level 1 is too low (as per Wizards in 3e), what the game's "sweet spot" is.</p><p> I also want to include the Cybernetics rules from d20 Future (with tweaks) and I'll be adding special rules about using clone troopers to avoid death (ie: they can jump in front of a laser blast or what have you, rather than the PC dying; that sort of thing).</p><p></p><p></p><p>The main phases will be: </p><p></p><p>1) starter/intro mission, to introduce and enjoy the Clone Wars</p><p></p><p>2) Jedi Purge: the clones turn on the crew, and the PCs deal with it. They then get to respond to the crisis: the Empire has outlawed the Jedi!</p><p></p><p>3) Dealing with it: what do they do, with a ship that's on the run, in need of repair, in a galaxy that hates them? Here (or about here) the General is going to get killed (ie: Force Unleashed style?) while the PCs are on a mission, leaving them in charge of a damaged ship.</p><p></p><p>Now, the major historic events will be happening, but I'll leave it up to the party what they do about all this. Should be interesting.</p><p></p><p></p><p>Any ideas for what to do?</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5032320, member: 51930"] Clone Wars-era game in progress, and I'm working out some elements for a group who, like myself, have never played Saga. I'm setting this sucker during the end of the Clone Wars... right at the end, around the time of Revenge of the Sith, and hopefully extending beyond that to the Jedi Purge and the Dark Times/Rise of the Empire. The PCs are going to be the Command crew/special unit of a Republic Cruiser, under the command of a Ram Kota-style Jedi Master and General. They'll be the ones who go down to the planet and/or dog fight in space, and whatever else is needed for the ship. Jedi, or non-Jedi, player preference. All of them are part of the Company (like Rogue squadron). I get the feeling SAGA runs differently than D&D, and the starting stats in the attributes section is low. I don't know at what level PCs should start for this, whether level 1 is too low (as per Wizards in 3e), what the game's "sweet spot" is. I also want to include the Cybernetics rules from d20 Future (with tweaks) and I'll be adding special rules about using clone troopers to avoid death (ie: they can jump in front of a laser blast or what have you, rather than the PC dying; that sort of thing). The main phases will be: 1) starter/intro mission, to introduce and enjoy the Clone Wars 2) Jedi Purge: the clones turn on the crew, and the PCs deal with it. They then get to respond to the crisis: the Empire has outlawed the Jedi! 3) Dealing with it: what do they do, with a ship that's on the run, in need of repair, in a galaxy that hates them? Here (or about here) the General is going to get killed (ie: Force Unleashed style?) while the PCs are on a mission, leaving them in charge of a damaged ship. Now, the major historic events will be happening, but I'll leave it up to the party what they do about all this. Should be interesting. Any ideas for what to do? [/QUOTE]
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