Living ENWorld for Star Wars?

Funny, I didn't even look to see that was right perfectly next to the Corellian Run. And I'd definatly volunteer to help with a sector.

So...we get 1-2(probably 1, but 2 would be best) people on each sector...work together planets and such...then players can simply pick a sector to start at. Only thing...we'd need a rally point type of trading station in EACH sector.
 

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Ankh-Morpork Guard said:
Funny, I didn't even look to see that was right perfectly next to the Corellian Run. And I'd definatly volunteer to help with a sector.

So...we get 1-2(probably 1, but 2 would be best) people on each sector...work together planets and such...then players can simply pick a sector to start at. Only thing...we'd need a rally point type of trading station in EACH sector.

EACH sector? I was thinking one would be plenty. Especially, if it'll be close enough to travel to the rest of the galaxy. Just to make certain we're on the same wavelength... Sector == a large cluster of star systems.

So... does anyone object to this plan?
 
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I have to admit that I would like an "After-Endor" setting/concept a bit more.


There's also the question to consider what supplements will be available for the players to choose from.


Folkert
 

Ack..I meant each SYSTEM, not SECTOR. But 1-2 handling it would be fine.

As for doing this after Endor...I strongly suggest against it, again. The Empire would be a tattered and ruined mess after Endor...and not everyone has read the EU stuff. I'd prefer if we run this to TRY to keep with EU material. The Empire SHOULD be at its height. Out of all the Star Wars games I've played, the best are ALWAYS in pre-Endor. Its just something about the feel and being able to fight for the Alliance or the REAL Empire. It does something for players...and its also easier to RUN than the chaos after Endor. :)
 

Douane said:
There's also the question to consider what supplements will be available for the players to choose from.

As I said above, I would suggest using the Core Rulebook only for characters... Mostly so that everyone is using the same resource, and no one has a distinct advantage or disadvantage (due to owning or not owning a particular suppliment) during character creation.

That would not necessarily preclude GMs from using suppliments during an adventure, however.
 

Ankh-Morpork Guard said:
Ack..I meant each SYSTEM, not SECTOR. But 1-2 handling it would be fine.

No problem. :)

Ankh-Morpork Guard said:
As for doing this after Endor...I strongly suggest against it, again. The Empire would be a tattered and ruined mess after Endor...and not everyone has read the EU stuff. I'd prefer if we run this to TRY to keep with EU material. The Empire SHOULD be at its height. Out of all the Star Wars games I've played, the best are ALWAYS in pre-Endor. Its just something about the feel and being able to fight for the Alliance or the REAL Empire. It does something for players...and its also easier to RUN than the chaos after Endor. :)

I agree. The advantage to timing it just after Yavin, but before Endor is that the vast majority of EU stuff hasn't happened, so you don't have to worry about it as much.
 

Pbartender said:
As I said above, I would suggest using the Core Rulebook only for characters... Mostly so that everyone is using the same resource, and no one has a distinct advantage or disadvantage (due to owning or not owning a particular suppliment) during character creation.

That would not necessarily preclude GMs from using suppliments during an adventure, however.


Sorry!

I misinterpreted your "Revised Core Rulebook only" stance above as directed at the "CRB or RCR" matter. (Sloppy reading, I know, but its 2 AM here and I'm almost asleep.)


Folkert
 

Pbartender said:
EACH sector? I was thinking one would be plenty. Especially, if it'll be close enough to travel to the rest of the galaxy. Just to make certain we're on the same wavelength... Sector == a large cluster of star systems.

So... does anyone object to this plan?

Wow this thread took off..good thoughts here

I second staying in the Rebellion era post Yavin without messing with the timeline. The beauty of the setting is that everyone knows it.

My original thought too was to put the game in a sector. Start small a few systems and expand out. Whether its wildspace, Outer Rim as long as its a frontier. Also, the sector should have some reason to be important enough for fun and adventure to take place in a backwater area. Pbartenders idea run close to mine, a wild west sort of vibe and hopefully not stealing too much from Deep Space 9.

As an example heres a sector map from a website named nav computer, of the farlax sector from the Core (I think):

http://www.nav-computer.com/images/farlax.jpg

Apart from the worldbuilding (or system building) I foresee the whole issue of factions as being problematic. But if all PCs begin at level 1 that can hopefully grow "organically" through the adventures. As I said before, I wouldnt want adventures simply be to oppose the Empire (as fun as that is).

Also, I would vote for Revised rules. There are conversion docs on the web. SWRPG doesnt have as many supplements, and no equilvent to Dragon, so that is easy to "control". I would simply allow the core rules to start sice its one book, maybe the Galactic Campaign guide for DMs (which isnt really a requirement but an aid).

Any more thoughts?
 

Sounds like a plan to me. Since this sector wont really be imp controlled, im assuming the weapons laws are kind of "lax?". Its kinda annoying when you try to play a solider and you cant get through costums on half the planets legaly.
 

Wow this thread took off..good thoughts here

I second staying in the Rebellion era post Yavin without messing with the timeline. The beauty of the setting is that everyone knows it.

My original thought too was to put the game in a sector. Start small a few systems and expand out. Whether its wildspace, Outer Rim as long as its a frontier. Also, the sector should have some reason to be important enough for fun and adventure to take place in a backwater area. Pbartenders idea run close to mine, a wild west sort of vibe and hopefully not stealing too much from Deep Space 9.

As an example heres a sector map from a website named nav computer, of the farlax sector from the Core (I think):

http://www.nav-computer.com/images/farlax.jpg

Apart from the worldbuilding (or system building) I foresee the whole issue of factions as being problematic. But if all PCs begin at level 1 that can hopefully grow "organically" through the adventures. As I said before, I wouldnt want adventures simply be to oppose the Empire (as fun as that is). One possible mechanic to use may be the sympathy/faction rules put forth in the Heros Guide.

Also, I would vote for Revised rules. There are conversion docs on the web. SWRPG doesnt have as many supplements, and no equilvent to Dragon, so that is easy to "control". I would simply allow the core rules to start sice its one book, maybe the Galactic Campaign guide for DMs (which isnt really a requirement but an aid).

Any more thoughts?

EDIT: Sympanthy/Faction
 
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