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Licensed Role-Playing Games: Threat Or Menace?
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<blockquote data-quote="Michael Silverbane" data-source="post: 7720656" data-attributes="member: 38016"><p>In a couple of the most memorable Star Wars games that I've run or played in, the characters interacted directly with the canon's main characters and storyline all the time. One of the most important principles for these games was that <em>canon diverges where the player characters touch it.</em> Another was, <em>what if X happened at Y?</em></p><p></p><p>For an example of the former, I ran a campaign set during the clone wars, where the player characters kept running into Obi-Wan, Anakin, Padme, and Ashoka. Often, the player characters were sent in after or arrived from a tangential direction with these characters, and one group would end up rescuing (or sometimes interfering) with the other group.</p><p></p><p>I had the two jedi in the group often reporting in to the Jedi council (where they would often get yelled at by Mace Windu, or encouraged by Plo-Koon, or advised by Yoda). I let them see the descent of Anakin into the dark side... And then I let them do something about it. The culmination of this campaign led into a second campaign, that was an example of the latter principle.</p><p></p><p>The next campaign that I ran took place starting with the divergence that when Mace Windu and Anakin Skywalker confronted Chancellor Palpatine, they killed him (instead of Palpatine finally turning Anakin to the dark side and then chucking Mace Windu out the window). This set off a different chain of events than the one we are all familiar with, but that opened up all sorts of possibilities for the player characters to engage with the stuff that they wanted to, in a way that felt new and cool.</p><p></p><p>Both of these campaigns were super fun to run, and it seemed like my players enjoyed them immensely.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 7720656, member: 38016"] In a couple of the most memorable Star Wars games that I've run or played in, the characters interacted directly with the canon's main characters and storyline all the time. One of the most important principles for these games was that [i]canon diverges where the player characters touch it.[/i] Another was, [i]what if X happened at Y?[/i] For an example of the former, I ran a campaign set during the clone wars, where the player characters kept running into Obi-Wan, Anakin, Padme, and Ashoka. Often, the player characters were sent in after or arrived from a tangential direction with these characters, and one group would end up rescuing (or sometimes interfering) with the other group. I had the two jedi in the group often reporting in to the Jedi council (where they would often get yelled at by Mace Windu, or encouraged by Plo-Koon, or advised by Yoda). I let them see the descent of Anakin into the dark side... And then I let them do something about it. The culmination of this campaign led into a second campaign, that was an example of the latter principle. The next campaign that I ran took place starting with the divergence that when Mace Windu and Anakin Skywalker confronted Chancellor Palpatine, they killed him (instead of Palpatine finally turning Anakin to the dark side and then chucking Mace Windu out the window). This set off a different chain of events than the one we are all familiar with, but that opened up all sorts of possibilities for the player characters to engage with the stuff that they wanted to, in a way that felt new and cool. Both of these campaigns were super fun to run, and it seemed like my players enjoyed them immensely. [/QUOTE]
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