Living ENWorld for Star Wars?

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. :)


Well, my opinion on this is a bit different. (Big Surprise!:D)

I find "after-Yavin" a bit constraining, as it mostly reduced to a kind of underdog ("small rebellion vs. big empire") feeling and the available sides to choose from are somewhat limited to the main two players alliance and empire. Also considering that we have 3 years till Hoth and the state the rebellion is in (almost no fleet at all left, Dodonna taken) it's got even more of a "run and hide" feeling to hide.

I just think the multitude of available factions after endor offers far more possibilities for a diverse set of adventures/campaign.


Folkert
 

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Daiymo said:
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

Here's a homemade sector map that I made using a map from the old "Lords of the Expanse" campaign setting... http://www.gallivantingkangaroo.net/iconics/TapaniMap.jpg This is the sector that the Star Wars Iconics are currently adventuring in. I could easily make something similar for the Living game.

Daiymo said:
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).

If we're going with a frontier flavor, I forsee most of the PCs as mercenaries, privateers and such, picking up odd jobs and missions with who'll ever pay money. That way, they could work for any "faction" they want by picking and choosing their jobs, much like the 'job notice board' in the Red Dragon Inn.

Of course, character that routinely work for a particular faction may not be trusted by some other factions.
 

Factions should have at least SOME prescence...but not TOO strong. Like, an Imperial Outpost on one or two planets...but not COMPLETELY control. Revese it for the Alliance. Hutts and Black Sun would be everywhere and no where.

It's probably best if PCs start off as mercs, but maybe later offer opportunities to actually join in the war at large.

Again, I'll state that the problem withe Post-Endor is the chaos. Everyone is everywhere and no one really knows what's going on. There IS no chain of command for the Empire, and the Alliance goes crazy trying to figure one out for themselves. Its just a bit too much to handle...for post-Yavin...sure we've got only 3 years until Hoth, but who said its not just a small group of Rebels in this sector? They could patch together a fleet from merc ships...it was very common to do that.
 



The "space station as inn" idea is a good idea. It can be perhaps in the system that straddles the hyperspace route that enters the sector. Its the front door if you will. I like the map btw PB.

As far as setting, I have to disagree with Douane a little. The Rebellion gives us a meta plot- Alliance vs Rebellion. Now within our sector, there can be many other threads to pick at for adventure hooks. Hutt intrigue, Black Sun activity, pirates, exploration etc.. Besides the Imperial presence is necessarily big in our sector, so the Empire v Alliance doesnt have to be the focus.

Not everyone has to involved in the war; in fact the war may be why many have come to this remote region. Now the Battle of Endor may be 5 or 6 years away but in our campaign the timeline may go in another direction, or if and when the war does end ( and this thing lasts that long) we still have the Post rebellion time to explore.
 
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Alright... Here's what I've so far, just off the top of my head...

~~~

MORRUS SECTOR:

Morrus Sector is a rather small stellar cluster that lies on the rimward edge of the Outer Rim territories, slighty upspin of the Corellian Trade Route, and about a week's hyperspace travel above the galactic disk. As such, the cluster sits apart from the bulk of the galactic disk with a vast gulf of deep space between it and the rest of the galaxy. Imperial astronomers believe it is an old stellar cluster created from the remains of a rogue star that went nova several billion years ago. The star systems consist mostly of red giants and white dwarves with little chance of containing habitable planets. A few main sequence stars are scattered throughout the cluster which may harbor planetary systems with a higher desirability for colonization. Prospects for agricultural, mineral and industrial exploitation are good.

THE NOAH SYSTEM:

The Noah star system is the first and currently only heavily populated system in the sector. Its primary purpose is as a way station for immigrants into the sector and prospective explorers and colonists. Aside from several rocky asteroids, and a pair of massive gas giants, the system contains a single habitable planet, Enworld.

Enworld contains one major city, Eric's Landing, and a single orbital shyhook space station, The Freeport Relay, in geosynchronous orbit over Eric's Landing. Shipfall on the planet itself is prohibited without a special permit registered with the planetary government. All other ships are required to dock at the Relay Station and shuttle passengers and cargo via the skyhook's planetary umbilical. Agricultral plantations are scattered across the planet, along with several mining ventures. Industrial complexes and food processing plants are centered about Eric's Landing.

LOCAL GOVERNMENTS:

Each colony and outpost governs itself by whatever means it deems fit. Enworld itself is run by an elected planetary governer, and Freeport is run almost autonomously by a Board of Regents which is headed by a Chairman. A planetary parliament meets as an advisory to the Governor, and consists of elected officials from each local 'county' and the orbital station.

THE EMPIRE:

The Empire has recently turned its eye to colonizing and exploiting the resources of Morrus Sector. However, with the sector being so remote and the hunt for the Rebels intensifying, few resources were allocated to the task. The Imperial Commander's task force consists of a Carrack Light Cruiser, a quartet of hyperspace capable System Patrol Craft, and two squadrons of TIE Fighters (the Carrack Cruiser has been modified with a docking bay large enough to contian the two squadrons). These ships tend to stay close to the Noah System, but on occasion patrol the sector in search of potential colony planets. The Imperials also maintain a small embassy and garrison on board Freeport Station.

THE REBELS:

The Rebels maintain a minor presence in this sector. Thier primary goal is to explore the sector for a planet suitable as a base for the Rebel Headquarters. There is a modest Rebel cell on Enworld, where they run a smuggling and supply ring, and maintain a listen post on Freeport to keep tabs on the Imperial Embassy. A rundown Nebulon-B Frigate is used as a mobile base of operations in the sector. The Frigate sticks to deep space, and changes its location about once a month. The ship is run with a skeleton crew and a shoestring budget. Its primary purpose is to serve as a launch platform for almost a squadron of beat up X-wings, and a handful of Y-wing Longprobes that are scouting out the sector system by sytem. In addition to the frigate and its fighters, the Rebels operate a couple small tramp freighters and maintain safehouses on several colony worlds and outposts.
 
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Well, I think the idea of doing a "Living Sector EN" is a great idea, no matter the time period, so let me give you some advice from what I'v noticed about Living Enworld:

  • Be VERY clear about what is allowed and what is not, and have somebody checking, to make sure everything is kosher. Have a person to review characters from the begining (having a couple of dozen characters waiting to be reviewed can get ugly).
  • Organization is key. Set up a judge email account and board account, and give all of the judges (maybe 3-4 dedicated posters to start with) access to both the email and the posting account.
  • Get some interested people. The more GMs who are ready to run adventures from day one, the better.
  • Don't get too caught up in debates such as when to set the campaign. Have one person make a decision, and everybody else lives with it. Since this is going to be it's own sector, it shouldn't matter too much what the outside world is like.

Thats all that I can think of off the top of my head. Good luck with this. I'm not going to take part, since I don't have any of the Star Wars rulebooks, but if I ever get them, be sure that I'll jump in.

Macbeth
 

Daiymo said:
The "space station as inn" idea is a good idea. It can be perhaps in the system that straddles the hyperspace route that enters the sector. Its the front door if you will.

I had pretty much envisioned the same thing, you might notice above. I think there'd be three major exits from the sector... One toward Hutt Space, one toward Bothan Space, and one toward the Corellian Run.

Daiymo said:
As far as setting, I have to disagree with Douane a little. The Rebellion gives us a meta plot- Alliance vs Rebellion. Now within our sector, there can be many other threads to pick at for adventure hooks. Hutt intrigue, Black Sun activity, pirates, exploration etc.. Besides the Imperial presence is necessarily big in our sector, so the Empire v Alliance doesnt have to be the focus.

I've purposfully made the prescence of both the Empire and the Rebellion significant, but fairly minor and fairly non-confrontational roles in both instances... At least to begin with. The action of player characters may change that later.

Daiymo said:
Not everyone has to involved in the war; in fact the war may be why many have come to this remote region.

Much like the old West during the American Civil War, the war is a long ways off. Both the Rebel and Imperial factions are largely autonomous from their military high commands. And they both by and large have more important missions than fighting each other... Although nothing would necessarily stop them from fighting on occasion, given the chance.
 

Macbeth said:
Well, I think the idea of doing a "Living Sector EN" is a great idea, no matter the time period, so let me give you some advice from what I'v noticed about Living Enworld:

  • Be VERY clear about what is allowed and what is not, and have somebody checking, to make sure everything is kosher. Have a person to review characters from the begining (having a couple of dozen characters waiting to be reviewed can get ugly).
  • Organization is key. Set up a judge email account and board account, and give all of the judges (maybe 3-4 dedicated posters to start with) access to both the email and the posting account.
  • Get some interested people. The more GMs who are ready to run adventures from day one, the better.
  • Don't get too caught up in debates such as when to set the campaign. Have one person make a decision, and everybody else lives with it. Since this is going to be it's own sector, it shouldn't matter too much what the outside world is like.


Thats all that I can think of off the top of my head. Good luck with this. I'm not going to take part, since I don't have any of the Star Wars rulebooks, but if I ever get them, be sure that I'll jump in.

Macbeth

Thanks for the input Macbeth. I think we sort of verring toward organization. However since ENWorld is blazing the trail, its good to hear what works for you guys and what doesnt.

Pb that sector info is spot on. I like it.
 

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