New Star Wars Campaign: Seeking Suggestions

exile

First Post
About an hour ago, I sat down and started brainstorming ideas for a new campaign. A lot of the ideas that came to mind (and were subsequently put to paper) were ones that I have mulled over and not acted on before. Then I hit on the present idea. I want to run a Star Wars game with a focus on slavery (be it imposed by Imperials, Hutts or Twilek crimelords). The heores of course would spend teh campaign participating in anti-slavery activities: freeing slaves, striking at slavers, promoting abolitionist activities, etc. Then I took my idea a step further...

At this point, I should interject that I don't really run long-term games. At least, I haven't yet.

So what I propose is a mini-campaign/D20 Star Wars adaptation of the classic 1E AD&D Slaver modules. Has anyone previously adapted old AD&D modules to the Star Wars universe? What about these modules specifically? What setting would work best for this? Who would make the best antagonists? Imperials? Hutts? Twileks? Some other crime syndicate? In addition to answering these questions, all input about how to best pull off this campaign would be appreciated.

Chad
 

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I can't speak about the D&D stuff, but I have ran a couple different Star Wars games that revolved around slavery and my favorite has always been the Hutts.

The Hutts give you both the criminal and law elements - gives you as the GM a wider range of bad guys to feature - everything from Hutt-employed thugs to Imperial-licensed Bounty Hunters. Plus, the Hutts are just fun BBEGs in my opinion, all high and mighty, yet with extremely disgusting habits and lifestyles.

The one game that I ran that was the best received was the one where my players all started out as Imperial Indentured Servants (polite term for slaves) that managed to escape, finding the Star Wars equivalent of the Underground Railroad, which led them to a Hutt-controlled gladiator arena. Yep. After almost two years (in game time; real time was about 3 months) on the run, ducking bounty hunters and slave-hunters, the Players ended up at the end of the "Solar Rail" - and promptly found themselves slaves to a much worse master.

After a few dozen fights - and one character's death - they escaped again with the help of some JAN Operatives, leading them to fight the Imperials in some very violent - and sometimes morally opposed - ways. They ended up being caught by a special branch of Imperial Storm Commandos, and became....indentured servants. This time on Kessel - where they escaped yet again - though at a much higher cost (3 character deaths, and about 50 npcs loyal to them). Somehow - and I honestly can't remember how - they ended up joining the Rebellion as "extraction specialists".

It was a good campaign.

Peterson
 

Thanks for the input Peterson. That is very much what I have in mind for my game. I Like the term "Solar Rail" as a substitution for Underground Railroad. I'd been racking myself for something as clever, but hadn't yet come up with it.

Chad
 

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