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Star Wars rp game problems
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<blockquote data-quote="WayneLigon" data-source="post: 4859288" data-attributes="member: 3649"><p>Well.. running a session is pretty much like running a session of any other game. A hook, a delima, an obstacle to be overcome, a negotiation, whatever occurs and our heroes are the only people that can probably pull it off.</p><p></p><p>We just got to a stopping point with a Star Wars game. We decided ealy on that we were not going to follow 'canon'. We decided that we'd be playing in the time directly after Episode III. This gave us several advantages. The Big Players are mostly off the board; Yoda and Obi-Wan are in hiding, everyone else is dead, and Vader and The Emperor are unchallenged. Han Solo, Boba Fett, and others are little kids. </p><p></p><p>Now, the basic plot went that we're on a remote world when Order 66 goes out. Our padawan Jedi PC crashlands his ship near us, having barely escaped his own assassins. We need a place to lay low until we can figure things out. (This is the major Goal of the first quarter of the game).</p><p></p><p>Our second major Goal is to find opportunities in the New Order. We meet General Rahm Kota, the only living Jedi Master, and under him we begin to form ideas of our own force to strike back at the New Order. Now, most sessions in the beginning emphasize what a great job the New Order is doing. NPCs talk about those filthy Jedi traitors and how they never really trusted them. Aliens start to find themselves gradually marginalized (This is before Mon Calamari is enslaved, which really starts the anti-alien ball rolling).</p><p></p><p>Finally, we wind up contacted by Bail Organa (whose wife has just had a very difficult labor before producing two pretty children, one boy, one girl....) and form the core of a secret preparation group. Senator Organa still thinks he can blunt the military and work as the 'loyal opposition' to the Emperor from within the Senate.</p><p></p><p>Two years pass as we do missions. These are simple negotiations, or establishing contacts with a criminal network, or espionage missions to plant code or special modules in places like star destroyer mainframes, etc. </p><p></p><p>The Alliance has grown. Rahm Kota has almost trained our Jedi PC to be a Knight. A horrible encounter with the new Inquisitors almost kills everyone and Kota learns that the Emperor has broken Exar Kun's Rule of Two, meaning he can have as many Dark Side force users as he wants. Obviously, this is very, very bad.</p><p></p><p>Now the sessions change to information gathering and strikes against the Sith arm of the New Order. Kota is thwarted in any attempt to learn of their plans through The Force: all he ever gets is a giant burning eye (The Dark Lord on his dark throne... - really, it's simply a representation of the Emperor's obsession with the Death Star), so the group has to undertake many perilous fact-finding missions to the Inner Worlds.</p><p></p><p>The fourth part of the game shifted to more direct strikes against the New Order. Finally, they manage to rescue a surprise guest: Mace Windu. (<em>Kill </em>me? By throwing me out a <em>window</em>? I'm a ^$&% Jedi <em>Master</em>!). When we return to it, the game will shift again to the group being trained specifically as Sith Killers.</p><p></p><p>So, the nature of sessions will change along with your campaign focus. Slowly, we went from more sneaking around, resource gathering, and contact-making to direct action sequences.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4859288, member: 3649"] Well.. running a session is pretty much like running a session of any other game. A hook, a delima, an obstacle to be overcome, a negotiation, whatever occurs and our heroes are the only people that can probably pull it off. We just got to a stopping point with a Star Wars game. We decided ealy on that we were not going to follow 'canon'. We decided that we'd be playing in the time directly after Episode III. This gave us several advantages. The Big Players are mostly off the board; Yoda and Obi-Wan are in hiding, everyone else is dead, and Vader and The Emperor are unchallenged. Han Solo, Boba Fett, and others are little kids. Now, the basic plot went that we're on a remote world when Order 66 goes out. Our padawan Jedi PC crashlands his ship near us, having barely escaped his own assassins. We need a place to lay low until we can figure things out. (This is the major Goal of the first quarter of the game). Our second major Goal is to find opportunities in the New Order. We meet General Rahm Kota, the only living Jedi Master, and under him we begin to form ideas of our own force to strike back at the New Order. Now, most sessions in the beginning emphasize what a great job the New Order is doing. NPCs talk about those filthy Jedi traitors and how they never really trusted them. Aliens start to find themselves gradually marginalized (This is before Mon Calamari is enslaved, which really starts the anti-alien ball rolling). Finally, we wind up contacted by Bail Organa (whose wife has just had a very difficult labor before producing two pretty children, one boy, one girl....) and form the core of a secret preparation group. Senator Organa still thinks he can blunt the military and work as the 'loyal opposition' to the Emperor from within the Senate. Two years pass as we do missions. These are simple negotiations, or establishing contacts with a criminal network, or espionage missions to plant code or special modules in places like star destroyer mainframes, etc. The Alliance has grown. Rahm Kota has almost trained our Jedi PC to be a Knight. A horrible encounter with the new Inquisitors almost kills everyone and Kota learns that the Emperor has broken Exar Kun's Rule of Two, meaning he can have as many Dark Side force users as he wants. Obviously, this is very, very bad. Now the sessions change to information gathering and strikes against the Sith arm of the New Order. Kota is thwarted in any attempt to learn of their plans through The Force: all he ever gets is a giant burning eye (The Dark Lord on his dark throne... - really, it's simply a representation of the Emperor's obsession with the Death Star), so the group has to undertake many perilous fact-finding missions to the Inner Worlds. The fourth part of the game shifted to more direct strikes against the New Order. Finally, they manage to rescue a surprise guest: Mace Windu. ([I]Kill [/I]me? By throwing me out a [I]window[/I]? I'm a ^$&% Jedi [I]Master[/I]!). When we return to it, the game will shift again to the group being trained specifically as Sith Killers. So, the nature of sessions will change along with your campaign focus. Slowly, we went from more sneaking around, resource gathering, and contact-making to direct action sequences. [/QUOTE]
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