Star Wars RPG Canon/Legends?

You can't actually wipe out the Jedi or Sith 100%. Even if you killed all of them both have Spirits, holocrons etc floating around.

Yes and no. If you go strictly movie canon, there's no such thing as a holocron mentioned, IIRC. And (barring the current one I haven't seen yet) the only spirits mentioned in the movies are Qui Gon, Obi Wan, Anakin, and Yoda, and it'd be super-easy to have them only speak to the Skywalker bloodline, and so be silent for your PCs.

I played Saga Edition for a while, and had some outstanding stories. We did it in an alternate past of the Jedi Civil War (so, about 5000 years before the movies), so far back that nothing you're going to do will impact the on-screen canon. IN our version of things, the Jedi managed to stop Revan and his Sith forces, but at great cost. The Jedi were all but obliterated, and the Old Republic lost trust in the Jedi, and the Temple on Coruscant was closed.

With one exception, the PCs all started as non-Jedi, but were expected to multiclass into Jedi as the game went on. We were a bunch of force sensitive people found by one rather flawed Jedi Knight. Not even a master himself, the tragedies he'd seen led him to try probing the future... rather too much. He was convinced the ultimate fate of the Order lay in us, so he gathered us up and tried to teach us.

It was messy.
 

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Yes and no. If you go strictly movie canon, there's no such thing as a holocron mentioned, IIRC. And (barring the current one I haven't seen yet) the only spirits mentioned in the movies are Qui Gon, Obi Wan, Anakin, and Yoda, and it'd be super-easy to have them only speak to the Skywalker bloodline, and so be silent for your PCs.

I played Saga Edition for a while, and had some outstanding stories. We did it in an alternate past of the Jedi Civil War (so, about 5000 years before the movies), so far back that nothing you're going to do will impact the on-screen canon. IN our version of things, the Jedi managed to stop Revan and his Sith forces, but at great cost. The Jedi were all but obliterated, and the Old Republic lost trust in the Jedi, and the Temple on Coruscant was closed.

With one exception, the PCs all started as non-Jedi, but were expected to multiclass into Jedi as the game went on. We were a bunch of force sensitive people found by one rather flawed Jedi Knight. Not even a master himself, the tragedies he'd seen led him to try probing the future... rather too much. He was convinced the ultimate fate of the Order lay in us, so he gathered us up and tried to teach us.

It was messy.

Holocrons and Sith spirits are in the cartoons and they're canon.

I'm not to worried about canon except if it's contradicting in major way the old EU or new canon but the players will be told that upfront. For example if the Empire wins at Endor I'll treat it as infinities.

After an idea the two I had.
Criminal under world post Endor
Unknown regions exploration.

Haven't thought about it to much I think the players are leaning towards D6. Up to them if they want force users I'll communicate any drawbacks like being hunted or double character points session 0.

I don't mind adding EU force traditions into new canon either unless it contradicts something. So no Imperial Knights but Dathomir witches are fine along with Aung Ti.
 

In SW the current canon allows the time travel, thaks the world between worlds.


I advice not to respect the canon or players will know everytime what it is going to happen, without surprises at all.
 

The current Edge of the Empire campaign I've been running since September has five players. They have each seen the new movie multiple times already; the highest count so far is seven. I have not seen it yet, and have neither intention nor desire to see it in theaters. Maybe not even when it comes to streaming. It just doesn't interest me as much as the story in our game.

I have been running the adventure module, Beyond the Rim, which takes place during the classic era between Episodes IV (Hope) and V (Empire). But the story isn't about the adventure itself. It is about the characters. Each came individually with their own special agendas, motivations, and obligations to work for a twi'lek named Reom. The crafty owner of a small black market tech company, called IsoTech, Reom operates his business from an autonomous space station located at the outer edge of the Mid Rim known as The Wheel.

The group consists of Reom's half-sister, a scientist who has been secretly studying the Force while trying to earn the respect of her siblings. She is force-sensitive but has not manifested any powers yet. However, a newcomer has alerted her to the possibility that the Force can be found in anyone, maybe even herself.

A young and talented thief, the zabrak has recently manifested her abilities to enhance her own athletic skills without any knowledge about the Force. Until she joined the twi'lek's team, she had never encountered another Force user before and is now becoming self-aware of her own talents. Unfortunately, she is being blackmailed by the Empire to spy on Reom's operations while they hold her friend captive for leverage. The crafty twi'lek, however, just revealed that he has known of her situation all along and promised to help after taking care of business.

Meanwhile, a young mandalorian trying to make a name for himself is hired by Bargos the Hutt, who has decided to call in a favor from Reom. Promising to surrender a suit from the mando's clan, the Hutt sends him to the Wheel to bring Reom's team to Tatooine for a special job. But before the team is assembled, they run into a troublesome pair, a human smuggler and a trandoshen who had stolen a ship from a rival company, operated by the aggressive rodian Yiyar clan. The rodians cornered them at a local lounge where a young zeltron performer was making a name for himself on stage. After a close encounter, Reom diffused the situation by returning the ship to its rightful (if angry) owners and offering the pair an opportunity to repay him. The zeltron turned out to be Reom's ward, and he sent him along with the group to gain some real-life experience.

And that was the first session. Since then, the group had set loose a group of killer droids, stole a lot of credits from the hutt (and gotten away with it, so far), bested their rivals in a Hutt ceremony to win back the zeltron who had inadvertently become property of the same Hutt, rescued a protocol droid from the rodians attempting to steal it, landed on a jungle planet where a legendary Separatist treasure ship crashed landed at the end of the Clone Wars, and discovered the graves of the zeltron's parents who were on that ship. The smuggler and trandoshen have left, but we picked up a human mercenary who used to serve the Rebellion.

Point is, the galaxy is a big place. Not everything needs to revolve around one story or a small set of characters. And there are many story arcs left to explore after this adventure concludes. We are just getting started!
 

I don't care about canon and noncanon except where it gives me and the other players ideas about cool things to do in the game, and in games that I run I am as happy to pull elements of other fiction into the game as elements of Star Wars fiction. Buck Rogers and Flash Gordon and Ellen Ripley and Sarah Connor and Billy Bob, Space Trucker and Free Trader Beowulf can all happily coexist, as far as I am concerned.
 

Holocrons and Sith spirits are in the cartoons and they're canon.

Which is why I spoke about "strictly movie canon". It is, in fact, extremely easy to plausibly wipe out both the Sith an Jedi if you stick to what is presented in the movies up to (but not including) Episode IX. I cannot speak to what IX does to this statement, as I haven't seen it and do not wish to know spoilers.

After an idea the two I had.
Criminal under world post Endor
Unknown regions exploration.

Question to consider: How many Hutts can you use and remain interesting?
 

Which is why I spoke about "strictly movie canon". It is, in fact, extremely easy to plausibly wipe out both the Sith an Jedi if you stick to what is presented in the movies up to (but not including) Episode IX. I cannot speak to what IX does to this statement, as I haven't seen it and do not wish to know spoilers.



Question to consider: How many Hutts can you use and remain interesting?

You don't have to use Hurts that much.

I probably won't do to much Sith/Jedi stuff but if a player wants to go down the force path I'll put something in. If they go darkside though the character is retired.

I only care about canon in terms of the major events of the movies. For example it's set after Endor you assume the Rebels won.

If everyone wants to be Jedi I'll change the campaign to KotOR or Clone Wars.
 



Ok after seeing the Mandalorian.

Imperial Moff holdout based on Kim King in North Korea.

Armed to the teeth with lots if obsolete weapons left over from the clone wars.

Personality cult, labour camps, maybe some WMD.
 

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