Star Wars Campaign Idea

Now, if you know me IRL and are considering playing in this game, you can turn back now (I know at least one person who reads ENWorld has shown interest, if not more). . .








I'm getting together players for a SWRPG campaign, and I've been working on the general outline and concept, and I was wondering if I could get a second opinion on it from other GM's.

The campaign begins two years before the end of the Clone Wars, the PC's begin at 2nd character level (since first level PC's are a little fragile for open warfare, and presuming PC's have seen a little action in the Clone Wars to date). Each adventure in the campaign is several months apart (game time), eventually stretching to closer to a year apart late in the campaign. The first few adventures are participating in key events in the Clone Wars (including events that players who know the EU will recognize, like the poisoning of Honoghr), with the mayhem of being on the battlefield when Order 66 comes down (and an NPC Jedi General they are under is killed), and being caught up in the chaos of the time.

Shortly after the Declaration of a New Order by Palpatine, the PC's are approached by Mon Mothma to work for her as spies and informants, and to help spread seditious anti-Imperial ideas, and "fight the system". Many of the adventures involve being present at key events in Imperial history, like the Ghorman massacre, or trying to salvage some records from Obroa-Skai as the Empire arrives to start purging all records of the Jedi and most of the info about the Clone Wars. If there are any Jedi PC's (and Rebellion-era Jedi rules are in play after Order 66), they get to enjoy the Jedi Purges in full swing.

Since the Inside the Worlds book specified that Captain Panaka became an Imperial Moff early in the Empire, I'm having Moff Panaka be a recurring villain, and driving home the concept that a lot of people see their loyalty to the Empire as just a natural extension of their loyalty to the Republic, and they are blind (or apathetic) to a lot of the atrocities going on around them. The PCs watch the galaxy go over time from a war torn Republic desperate for order at any cost and peace to an oppressed people who are slowly realizing the price of order was too high.

Eventually, as the game becomes more about one or two adventures per year, the PC's begin to work with Mon Mothma, and occasionally her growing ally Bail Antilles to build supplies to resist the Empire. Helping General Jan Dodonna escape assassination, helping the Incom design team defect with the X-Wing prototypes. Eventually when an assassination attempt on the Emperor is foiled accidentally by interference by yet another anti-Imperial Faction (Bel-Iblis's faction), the need for a unified resistance grows, and the climax of the campaign is ensuring the Corellian Treaty is signed, and the campaign ends with the founding of the Rebel Alliance two years BBY.

Any ideas or suggestions?
 

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Sounds like a pretty good idea to me. Really gets the point across about the Empire. You may want to be careful with your time breakups, though. They can occasionally make the game seem staganant at parts. Try to have your players write little stories about what they've been up to in between scenarios.
 

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