fireinthedust
Explorer
I'm posting this so I don't stomp on another recent thread (which this would drag off topic)
SAGA edition for SW is a lovely game I'd like to play (once I get a group who's interested; my current group loves my 4e campaign and doesn't want to interrupt it; and my sched is crazy). HOWEVER, the idea of PCs means throwing continuity out the window. Yes, the galaxy is a big place, but I don't want the movie to affect *anything* my players may want to do. Galaxy as sandbox for sure, with specific missions thrown in that I can prep for.
THE HOOK: I get to fiddle with SW and come up with interesting stories for how *I* would have made the films; while still doing a story that is in all respects a SW story. ((Example: what if the Death Star just blew up the planet in the way during Yavin 4, then blew up the rebels? Tarkin would have survived, with a Death Star. Ditto Thrawn and many other characters. Now the PCs show up, the session starts.))
THE PROBLEM: any time this sort of question goes up, people post really lovely ideas for general setting re-boots (like the Legacy era, etc.), but totally skip any details for the campaign itself.
Now, I love threads that discuss star wars. It's fantastic. The problem is that people who post in them never talk about how to make a session interesting. They talk about the ramifications for continuity. They talk about minutia. They talk about the novel they're writing. The DON'T talk about how to run a session.
Even the SAGA book doesn't really have great info on how to run a session. There are rules for "playing nice with other children", then a vague discussion of an encounter, then some hazards around a battlefield. Sure, that's great (and wooo, let's not make SW into a minis game, that would be too 4e/geeky of us [/sarcasm'].
The problem is they literally don't say how to run a session.
So: presuming that "how Star Wars should have ended" (look it up on youtube, btw) happens, and I want to go from there, what would be some great IN SESSION things I can do?
SAGA edition for SW is a lovely game I'd like to play (once I get a group who's interested; my current group loves my 4e campaign and doesn't want to interrupt it; and my sched is crazy). HOWEVER, the idea of PCs means throwing continuity out the window. Yes, the galaxy is a big place, but I don't want the movie to affect *anything* my players may want to do. Galaxy as sandbox for sure, with specific missions thrown in that I can prep for.
THE HOOK: I get to fiddle with SW and come up with interesting stories for how *I* would have made the films; while still doing a story that is in all respects a SW story. ((Example: what if the Death Star just blew up the planet in the way during Yavin 4, then blew up the rebels? Tarkin would have survived, with a Death Star. Ditto Thrawn and many other characters. Now the PCs show up, the session starts.))
THE PROBLEM: any time this sort of question goes up, people post really lovely ideas for general setting re-boots (like the Legacy era, etc.), but totally skip any details for the campaign itself.
Now, I love threads that discuss star wars. It's fantastic. The problem is that people who post in them never talk about how to make a session interesting. They talk about the ramifications for continuity. They talk about minutia. They talk about the novel they're writing. The DON'T talk about how to run a session.
Even the SAGA book doesn't really have great info on how to run a session. There are rules for "playing nice with other children", then a vague discussion of an encounter, then some hazards around a battlefield. Sure, that's great (and wooo, let's not make SW into a minis game, that would be too 4e/geeky of us [/sarcasm'].
The problem is they literally don't say how to run a session.
So: presuming that "how Star Wars should have ended" (look it up on youtube, btw) happens, and I want to go from there, what would be some great IN SESSION things I can do?