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<blockquote data-quote="Yora" data-source="post: 8670130" data-attributes="member: 6670763"><p>So it's heavy armor for all or no one. Interesting choice, given that heavy armor is just another standard item like normal armor in Blades in the Dark. Unfortunate that there's no indication for the reason for that change.</p><p></p><p>I got an idea for a campaign start, which is obviously <strong>doing it totally wrong</strong>. I still think it's a nice idea:</p><p></p><p>First the players have to make a choice if they want to pursue a career as smugglers, mercenaries, or bounty hunters, so that they don't create characters with personalities that are incompatible with each other. Next the players are being told that they are sitting in small cells in the hold of a bounty hunter ship, heading to the Spice Mines of Kessel or something like that.</p><p>They then each make a PC and come up with an idea how they ended up in their current situation. After that, play begins with the first job: Escape.</p><p>During this initial job the players can grab any of their characters' items from crates and lockers around the ship. Eventually the ship comes out of hyperspace and arrives at a space station where the players have the option to keep the bounty hunter ship and all the equipment on it (Cerberus) or trade it in for a different ship (Stardancer or Firedrake). Then they do Ship and Crew creation followed by Downtime.</p><p>Since they can't go back to whatever people send them to be slaves in some remote corner of the galaxy, they then have to start making a living in this new sector they find themselves in.</p><p></p><p>What I like about this start is that it goes quicker from character creation to start playing, and the players are given one, two, or three hours to try out the system and finding their feet before having to make choices about customizing their ship.</p><p>It also makes the characters new to a setting that the players don't know anything about yet. This is quite a departure from how the writers intended the game to be played, but I still find it useful. The one friend on their character sheet could quite well be the only person each character knows in the sector. The one rival would be someone they knew in the past who also has relocated to the sector in the meantime, and they'll run into again at some point (hopefully soon). I think this should work, but are there any special things to watch out for that I should make special preparations for?</p></blockquote><p></p>
[QUOTE="Yora, post: 8670130, member: 6670763"] So it's heavy armor for all or no one. Interesting choice, given that heavy armor is just another standard item like normal armor in Blades in the Dark. Unfortunate that there's no indication for the reason for that change. I got an idea for a campaign start, which is obviously [B]doing it totally wrong[/B]. I still think it's a nice idea: First the players have to make a choice if they want to pursue a career as smugglers, mercenaries, or bounty hunters, so that they don't create characters with personalities that are incompatible with each other. Next the players are being told that they are sitting in small cells in the hold of a bounty hunter ship, heading to the Spice Mines of Kessel or something like that. They then each make a PC and come up with an idea how they ended up in their current situation. After that, play begins with the first job: Escape. During this initial job the players can grab any of their characters' items from crates and lockers around the ship. Eventually the ship comes out of hyperspace and arrives at a space station where the players have the option to keep the bounty hunter ship and all the equipment on it (Cerberus) or trade it in for a different ship (Stardancer or Firedrake). Then they do Ship and Crew creation followed by Downtime. Since they can't go back to whatever people send them to be slaves in some remote corner of the galaxy, they then have to start making a living in this new sector they find themselves in. What I like about this start is that it goes quicker from character creation to start playing, and the players are given one, two, or three hours to try out the system and finding their feet before having to make choices about customizing their ship. It also makes the characters new to a setting that the players don't know anything about yet. This is quite a departure from how the writers intended the game to be played, but I still find it useful. The one friend on their character sheet could quite well be the only person each character knows in the sector. The one rival would be someone they knew in the past who also has relocated to the sector in the meantime, and they'll run into again at some point (hopefully soon). I think this should work, but are there any special things to watch out for that I should make special preparations for? [/QUOTE]
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