Dawn of Defiance Campaign Experiences?

MadMaxim

First Post
I was just wondering if anyone has tried running the campaign and what their experiences are/were with it? I've never tried running a Star Wars campaign before and wondered whether this would be a good way to start to get a hang of the system? I usually play Dungeons & Dragons 3.5 and Mutants & Masterminds.
 

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I was just wondering if anyone has tried running the campaign and what their experiences are/were with it? I've never tried running a Star Wars campaign before and wondered whether this would be a good way to start to get a hang of the system? I usually play Dungeons & Dragons 3.5 and Mutants & Masterminds.

Not much Star Wars love :)

I am running Dawn of Defiance. We are just about to finish episode 5. I have personally cut each adventure down by about 1/3 purely as I like my Star Wars to move at a very fast pace. However, the advantures could likewise be exapnded for a campaign stretching over a year.

It is a good campaign if you are new to both Star Wars and SWSE. The quality varies and never reaches "amazing" but it is consistently above average to good. IMO they are better than both the old WEG adventures and most D&D modules. The length of the campaign and the sheer variety of adventures is where it really shines.
 

I think it ends up looking pretty lame. Spoiler warning:

[sblock]The Empire is building up a super weapon, and you eventually, throughout twenty levels of play, learn about it and how to destroy it. It's a super star destroyer. Big whoop. If this thing is the focus of the campaign, it should be cooler than the Death Star. Evidently you're playing as the Star Wars C-Team, who isn't allowed to do anything really cool. [/sblock]
 

Imagine a fully working Super Star Destroyer--even if it is a prototype--around about 2 years after the Empire is founded. Yeah, that's how important the mission is.
 

Imagine a fully working Super Star Destroyer--even if it is a prototype--around about 2 years after the Empire is founded. Yeah, that's how important the mission is.

It puts the Empire into a "squeeze so tightly star systems slip through fingers" mode even earlier and has them concentrate even further on a few super units that are useless at fighting a dispersed insurgency.

2 years after the Empire is founded it, most of its Clone Wars troops and equipment will still be in top of the line and in decent fighting shape. These clone units will take orders directly to Emperor if needed. The Empire already has pretty much all the stick it needs.

The Empire moving from Clone Wars style weapons of war to Imperial era weapons of intimidation is probably a good thing for the growing rebellion.
 

Been playing in a Dawn of Defiance campaign set during the Legacy Era (surprisingly very little in the way of changes required to make it work), and the last official module we got through was Echoes of the Jedi, which was (to me at least) the worst of the bunch.

As for the goal of the campaign, not only is it to destroy the Big MacGuffin, but also to begin laying the groundwork for resistance against the Empire and what will eventually come together (after several years) into the Rebel Alliance, and short-term establishes House Organa as a viable resistance network.

In short, the campaign's climax shows that the Empire isn't all-powerful, and that you can not only fight the Empire, but that you can win. The players aren't going to be the ones to directly save the galaxy. They're the ones that are going to show everybody that the galaxy can be save.
 

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