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Peregrine's Nest: Using the Canon
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<blockquote data-quote="Umbran" data-source="post: 9205781" data-attributes="member: 177"><p>The point is, though, that we already know Luke didn't fail. So, when we come into Rogue One, we know that they get the plans out - if we adhere to canon, failure is not an option. And, that leads to a different focus of the story, again, as seen in Rogue One, where we could focus on what a tragedy that success really was, for the people involved.</p><p></p><p>Another approach is to be a little creative with your use of the gaps. For example...</p><p></p><p>I played in an awesome Star Wars campaign, set about 5000 years before A New Hope, in a slightly alternate history for the galaxy - the Jedi Civil War happened, but it left the Jedi, Sith, and Mandalorians all devastated. The people of the Republic came to feel the Jedi, with all their powers, should have been able to prevent it all, and blamed the Jedi for the widespread destruction so much that the organization was outlawed. The Temple on Coruscant was closed, the few remaining Jedi scattered, and generally in hiding from the public.</p><p></p><p>A generation or so passed, and there's new force-sensitive people coming of age - including our PCs.</p><p></p><p>The campaign conceit was that, one way or another, over the next 5000 years, the Jedi would rise again to what we saw in the movies. This was understood. The question we got to explore was whether our PCs would lay the groundwork for it, or not. Our failure wouldn't have impacted the canon - there's millennia to work that out if we failed. But, if we succeeded, that success would be all ours.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9205781, member: 177"] The point is, though, that we already know Luke didn't fail. So, when we come into Rogue One, we know that they get the plans out - if we adhere to canon, failure is not an option. And, that leads to a different focus of the story, again, as seen in Rogue One, where we could focus on what a tragedy that success really was, for the people involved. Another approach is to be a little creative with your use of the gaps. For example... I played in an awesome Star Wars campaign, set about 5000 years before A New Hope, in a slightly alternate history for the galaxy - the Jedi Civil War happened, but it left the Jedi, Sith, and Mandalorians all devastated. The people of the Republic came to feel the Jedi, with all their powers, should have been able to prevent it all, and blamed the Jedi for the widespread destruction so much that the organization was outlawed. The Temple on Coruscant was closed, the few remaining Jedi scattered, and generally in hiding from the public. A generation or so passed, and there's new force-sensitive people coming of age - including our PCs. The campaign conceit was that, one way or another, over the next 5000 years, the Jedi would rise again to what we saw in the movies. This was understood. The question we got to explore was whether our PCs would lay the groundwork for it, or not. Our failure wouldn't have impacted the canon - there's millennia to work that out if we failed. But, if we succeeded, that success would be all ours. [/QUOTE]
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