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<blockquote data-quote="outsider" data-source="post: 4860554" data-attributes="member: 54690"><p>I've never played/gmed Star Wars saga, so I can't give much specific advice. I can give you suggestions on how I'd start your campaign, given the hook you described though.</p><p></p><p>So, the Empire did the smart thing. They blew up the planet instead of going around it. The rebels probably immediately scrambled their ships, trying to get as many off the ground as possible. Maybe one ship actually managed to get off the ground. That ship, of course, is carrying the PCs. They are the only ones that made it out. And they are the only people left in the universe that know how to destroy the Death Star.</p><p></p><p>I'd probably start the first session off with a firefight between their ship and a bunch of Tie Fighters as they try to escape. From that point forward, I'd have them constantly on the run. The empire is after them. There's a HUGE price on their heads, so they are chased by bounty hunters wherever they go. Every scumbag that wants to make a buck will tip off the Empire whenever they are seen. Maybe relive the scene where the Millenium Falcon is captured by the Death Star at some point. Ultimately, wherever they go, trouble will soon follow.</p><p></p><p>What they should be doing from that point forward is trying to reassemble what little there is left of the Alliance, and recruit more people. Freeing rebels from various Empire prisons would be a good adventure towards this. Sabotage and guerilla assualts on empire strongholds would work too. No matter what they do, they should get attacked by either the empire or a bounty hunter at least every couple of sessions.</p><p></p><p>I think the key difference in running a Star Wars game in comparison to something like D&D is that frequently the action comes to the players rather than the players coming to the action. Players will also need to accept that at times, they are going to have to run. This is often hard for RPG players. My advice on that one is to give them some sort of goal they can accomplish before they flee. Don't bring on the big guns until they accomplish that goal. As an example, say a Tie Fighter pilot has some important intel, and they need to take him out before he manages to board a nearby Star Destroyer. The goal is to destroy the fighter and get the heck out of there. They won't feel like they have to engage the Destroyer, and hopefully they'll have enough sense to know it's not a good idea to do so. I think that running away without accomplishing the goal is a hard pill for many gamers to swallow, but it isn't so bad if you've actualy done what you set out to do and have to flee afterwards.</p><p></p><p>Hopefully some of that will be useful to you.</p></blockquote><p></p>
[QUOTE="outsider, post: 4860554, member: 54690"] I've never played/gmed Star Wars saga, so I can't give much specific advice. I can give you suggestions on how I'd start your campaign, given the hook you described though. So, the Empire did the smart thing. They blew up the planet instead of going around it. The rebels probably immediately scrambled their ships, trying to get as many off the ground as possible. Maybe one ship actually managed to get off the ground. That ship, of course, is carrying the PCs. They are the only ones that made it out. And they are the only people left in the universe that know how to destroy the Death Star. I'd probably start the first session off with a firefight between their ship and a bunch of Tie Fighters as they try to escape. From that point forward, I'd have them constantly on the run. The empire is after them. There's a HUGE price on their heads, so they are chased by bounty hunters wherever they go. Every scumbag that wants to make a buck will tip off the Empire whenever they are seen. Maybe relive the scene where the Millenium Falcon is captured by the Death Star at some point. Ultimately, wherever they go, trouble will soon follow. What they should be doing from that point forward is trying to reassemble what little there is left of the Alliance, and recruit more people. Freeing rebels from various Empire prisons would be a good adventure towards this. Sabotage and guerilla assualts on empire strongholds would work too. No matter what they do, they should get attacked by either the empire or a bounty hunter at least every couple of sessions. I think the key difference in running a Star Wars game in comparison to something like D&D is that frequently the action comes to the players rather than the players coming to the action. Players will also need to accept that at times, they are going to have to run. This is often hard for RPG players. My advice on that one is to give them some sort of goal they can accomplish before they flee. Don't bring on the big guns until they accomplish that goal. As an example, say a Tie Fighter pilot has some important intel, and they need to take him out before he manages to board a nearby Star Destroyer. The goal is to destroy the fighter and get the heck out of there. They won't feel like they have to engage the Destroyer, and hopefully they'll have enough sense to know it's not a good idea to do so. I think that running away without accomplishing the goal is a hard pill for many gamers to swallow, but it isn't so bad if you've actualy done what you set out to do and have to flee afterwards. Hopefully some of that will be useful to you. [/QUOTE]
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