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<blockquote data-quote="delericho" data-source="post: 5032676" data-attributes="member: 22424"><p>I've recently finished running a very similar campaign myself - the very first thing that happened was that Order 66 was given, and suddenly the PCs had to shoot their way out of the Star Destroyer that had been their home until then (in the backstory).</p><p></p><p></p><p></p><p>That works well. I would strongly recommend asking them to tell you up-front whether they will include Jedi or not. The game can work really well either way, but it will likely be a very different campaign depending on this decision, so getting an answer up-front will save you about 50% of your prep. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Somewhat. Hit points start higher, but don't seem to advance as quickly. But damage from blasters and the like is <em>much</em> higher.</p><p></p><p>I've found it's a game that rewards fast and loose play, which suits me just fine.</p><p></p><p></p><p></p><p>We started at level 2, which seemed to work okay. Still, the characters really started to 'feel' Star Wars around level 4 or 5. The campaign ended about level 8, but the game didn't really show any signs of having problems at that level.</p><p></p><p>(The Jedi seemed a bit over-powered, to be honest. But that might just be Roger' uncanny knack of instinctively finding all the weak spots in any game system. Still, use the errata - the Force powers are somewhat too good as written.)</p><p></p><p></p><p></p><p>In hindsight, I think I would have benefitted from running a couple of adventures here, and perhaps more than a single intro mission. In my campaign, there was a lot of play with the commander of the Star Destroyer that had housed the PCs previously, and also the Clone Commander of their old squad, and running through those 'backstory' adventures would have helped to solidify those characters.</p><p></p><p></p><p></p><p>That all sounds good.</p><p></p><p></p><p></p><p>Steal liberally from Battlestar Galactica, Babylon 5 and Firefly?</p><p></p><p>If they're going to be in command of a damaged ship, then I would start with a session or two dealing with them evading the immediate pursuit - Imperials at every turn, the locals are radically pro-Empire, and things are a real problem. Then, as the horrors of Imperial rule dawn on people, and the Empire becomes that bit more complacent, ease up on that. Then, have them deal with sabotage, traitors on board, and that sort of thing. And then, the repair situation of the ship becomes critical (maybe the hyperdrive burns out in the middle of nowhere, and they have to take a shuttle to go get desperately needed parts?).</p><p></p><p>That would be the 'first phase' of the campaign.</p><p></p><p>For the 'second phase', I would pick out some of the most interesting/hateful NPCs from the "Clone Wars" bit of the campaign, and have that start to impact directly on the PCs. Perhaps an old rival has made it his mission to bring them in, and is hunting down their friends and loved ones to draw them out? Perhaps a planet they helped before has now fallen under martial law, and must be liberated? Perhaps an old clone commander has refused an order and been sentenced to death, and it is their job to rescue him.</p><p></p><p>And then, for the 'third phase', I would build towards a big military climax in the Star Wars style - the PCs must draw on every ally, every resource, and the full force of their rag-tag armada of ships to destroy the Empire's new superweapon/research facility/whatever. However, I wouldn't do more than pencil in a few thoughts here for the time being - I usually let things take shape as the campaign progresses and it becomes clear just what ideas the players are biting on.</p></blockquote><p></p>
[QUOTE="delericho, post: 5032676, member: 22424"] I've recently finished running a very similar campaign myself - the very first thing that happened was that Order 66 was given, and suddenly the PCs had to shoot their way out of the Star Destroyer that had been their home until then (in the backstory). That works well. I would strongly recommend asking them to tell you up-front whether they will include Jedi or not. The game can work really well either way, but it will likely be a very different campaign depending on this decision, so getting an answer up-front will save you about 50% of your prep. :) Somewhat. Hit points start higher, but don't seem to advance as quickly. But damage from blasters and the like is [i]much[/i] higher. I've found it's a game that rewards fast and loose play, which suits me just fine. We started at level 2, which seemed to work okay. Still, the characters really started to 'feel' Star Wars around level 4 or 5. The campaign ended about level 8, but the game didn't really show any signs of having problems at that level. (The Jedi seemed a bit over-powered, to be honest. But that might just be Roger' uncanny knack of instinctively finding all the weak spots in any game system. Still, use the errata - the Force powers are somewhat too good as written.) In hindsight, I think I would have benefitted from running a couple of adventures here, and perhaps more than a single intro mission. In my campaign, there was a lot of play with the commander of the Star Destroyer that had housed the PCs previously, and also the Clone Commander of their old squad, and running through those 'backstory' adventures would have helped to solidify those characters. That all sounds good. Steal liberally from Battlestar Galactica, Babylon 5 and Firefly? If they're going to be in command of a damaged ship, then I would start with a session or two dealing with them evading the immediate pursuit - Imperials at every turn, the locals are radically pro-Empire, and things are a real problem. Then, as the horrors of Imperial rule dawn on people, and the Empire becomes that bit more complacent, ease up on that. Then, have them deal with sabotage, traitors on board, and that sort of thing. And then, the repair situation of the ship becomes critical (maybe the hyperdrive burns out in the middle of nowhere, and they have to take a shuttle to go get desperately needed parts?). That would be the 'first phase' of the campaign. For the 'second phase', I would pick out some of the most interesting/hateful NPCs from the "Clone Wars" bit of the campaign, and have that start to impact directly on the PCs. Perhaps an old rival has made it his mission to bring them in, and is hunting down their friends and loved ones to draw them out? Perhaps a planet they helped before has now fallen under martial law, and must be liberated? Perhaps an old clone commander has refused an order and been sentenced to death, and it is their job to rescue him. And then, for the 'third phase', I would build towards a big military climax in the Star Wars style - the PCs must draw on every ally, every resource, and the full force of their rag-tag armada of ships to destroy the Empire's new superweapon/research facility/whatever. However, I wouldn't do more than pencil in a few thoughts here for the time being - I usually let things take shape as the campaign progresses and it becomes clear just what ideas the players are biting on. [/QUOTE]
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