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<blockquote data-quote="gribble" data-source="post: 3651562" data-attributes="member: 12430"><p>There were some very good articles in Star Wars Gamer magazine about this (before it went belly up - in fact from memory they were the last 3 issues). They were written by Robin Laws from memory.</p><p>Essentially the three articles can be summed up as:</p><ul> <li data-xf-list-type="ul"><strong>Make sure the PCs have goals and that you understand them and work them into your story:</strong> All the main protaganists in the movies had very clear cut goals - Leia to recruit Obi Wan into the rebellion (and in general, to see the rebellion succeed); Luke to escape Tattoine and bcome a hot-shot pilot; Han to pay off Jabba; Qui Gon to resolve the trade federation blockade; Anakin to save Padme; etc.</li> <li data-xf-list-type="ul"><strong>It's all about the McGuffin:</strong> Episode IV was all about the death star - escaping with the plans to it, discovering it, ultimately destroying it; Episode I was all about Anakin - discovering him, realising his potential, ultimately agreeing to train him; Episodes V was all about Vader's search for Luke.</li> <li data-xf-list-type="ul"><strong>Planning encounters:</strong> This article was the realisation that encounters are basically a set of tasks that the PCs can either succeed with or fail. If they succeed then they move onto the next encounter(duh!), but if they don't, then they also move onto the next encounter - it's just different and potentially more difficult.</li> </ul><p></p><p>Anyway, that might sound like fairly generic adventure building advice, but it was all written very well, and put into a Star Wars context, and explained why each of the above was particularly important when emulating that Star Wars feel.</p></blockquote><p></p>
[QUOTE="gribble, post: 3651562, member: 12430"] There were some very good articles in Star Wars Gamer magazine about this (before it went belly up - in fact from memory they were the last 3 issues). They were written by Robin Laws from memory. Essentially the three articles can be summed up as: [LIST] [*][B]Make sure the PCs have goals and that you understand them and work them into your story:[/B] All the main protaganists in the movies had very clear cut goals - Leia to recruit Obi Wan into the rebellion (and in general, to see the rebellion succeed); Luke to escape Tattoine and bcome a hot-shot pilot; Han to pay off Jabba; Qui Gon to resolve the trade federation blockade; Anakin to save Padme; etc. [*][B]It's all about the McGuffin:[/B] Episode IV was all about the death star - escaping with the plans to it, discovering it, ultimately destroying it; Episode I was all about Anakin - discovering him, realising his potential, ultimately agreeing to train him; Episodes V was all about Vader's search for Luke. [*][B]Planning encounters:[/B] This article was the realisation that encounters are basically a set of tasks that the PCs can either succeed with or fail. If they succeed then they move onto the next encounter(duh!), but if they don't, then they also move onto the next encounter - it's just different and potentially more difficult. [/LIST] Anyway, that might sound like fairly generic adventure building advice, but it was all written very well, and put into a Star Wars context, and explained why each of the above was particularly important when emulating that Star Wars feel. [/QUOTE]
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