fireinthedust
Explorer
This is to gauge interest in a Clone Wars SAGA edition Star Wars game. I've got the books, may as well use them! And I've had a campaign idea for some time, and no group to play in RL with.
The plot: you would be one member of an elite squad of special ops working for the Republic. You could be Jedi, Clone troopers, Bounty hunters (misc), or Nobles. Regardless, your group gets tough assignments most clone units can't handle alone, and you've got a wide range of expertise. If you were in the 1980s you'd be the A-team meets GIJoe, but with Jedi and Star Wars tropes.
You work under a General, a Jedi Master; and you have access to vehicles, ships and squads of clone troopers when needed, and can even lead them into battle. You also have access to the available resources of the cruiser you're on.
I think I'd like to start at level 3 or so, and move forward from there. Between adventures, time and XP could happen; but the action might flow really fast between them, with one leading immediately into another with no break. I don't know. I'd like to focus on particular missions during the group's career, throw some wrenches into the group's expectations, and see what we can come up with.
I don't want to lead the group through every encounter. I don't want players to feel like this is the GM show, but that they have things to do here as well.
What do you think?
The plot: you would be one member of an elite squad of special ops working for the Republic. You could be Jedi, Clone troopers, Bounty hunters (misc), or Nobles. Regardless, your group gets tough assignments most clone units can't handle alone, and you've got a wide range of expertise. If you were in the 1980s you'd be the A-team meets GIJoe, but with Jedi and Star Wars tropes.
You work under a General, a Jedi Master; and you have access to vehicles, ships and squads of clone troopers when needed, and can even lead them into battle. You also have access to the available resources of the cruiser you're on.
I think I'd like to start at level 3 or so, and move forward from there. Between adventures, time and XP could happen; but the action might flow really fast between them, with one leading immediately into another with no break. I don't know. I'd like to focus on particular missions during the group's career, throw some wrenches into the group's expectations, and see what we can come up with.
I don't want to lead the group through every encounter. I don't want players to feel like this is the GM show, but that they have things to do here as well.
What do you think?