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New Star Wars Campaign: Seeking Suggestions
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<blockquote data-quote="Peterson" data-source="post: 1879921" data-attributes="member: 21431"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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". </p><p></p><p>It was a good campaign.</p><p></p><p>Peterson</p></blockquote><p></p>
[QUOTE="Peterson, post: 1879921, member: 21431"] 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 [/QUOTE]
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