ForceUser
Explorer
Hi all,
I'm preparing to kick off a Star Wars d20 campaign set late in the Rise of the Empire period.
I have attempted to run two previous Star Wars campaigns over the years but both ultimately fell flat because I felt forced to run the sessions like movie episodes: fast-paced, adventurous, and non-stop. While this works fine for some sessions, over the course of the campaigns I reached the bottom of the action barrel, so to speak, and ran out of ideas early on in both attempts. The books always stress a movie tempo, but time and again I have found it hard to maintain.
This time around I'm just going to run it like any other RPG. There will be moments, but by and large the pace will not be as fervent as in the past. I want a campaign with replayability and longevity, and I don't think a Star Wars-esque pace lends itself to that. I think you almost have to run it as though it was NOT Star Wars for a campaign to be successful without covering the same ground every session.
Also, I'm initially setting the campaign in a sector of space completely from my own imagination so I will have a better understanding of the place without having to stop mid-session and dig through resource material for information. I am initially denying the group a private starship as a means to keep them from bouncing all over the galaxy before I've set the tone and general story arc in place. There's a lot happening in my tiny sector of the galaxy and I want them to be involved in that, rather than zip off to Tatooine or Coruscant at a whim.
One of my largest struggles as a Star Wars GM in previous campaigns was keeping up with the player group. There can be only so many hyperdrive malfunctions and Interdictor cruisers keeping the group on track before they start groaning and rolling their eyes. I don't want to box my group in, but at the same time I want them to go places for good reasons (I.E. I have at least some sparse planning ready) rather than to randomly seek out planets for adventure (which is difficult for me as a GM).
Anyway, does anyone who has led a successful Star Wars campaign have any advice for maintaining a long-term campaign without burning out the GM or irritating the players?
I'm preparing to kick off a Star Wars d20 campaign set late in the Rise of the Empire period.
I have attempted to run two previous Star Wars campaigns over the years but both ultimately fell flat because I felt forced to run the sessions like movie episodes: fast-paced, adventurous, and non-stop. While this works fine for some sessions, over the course of the campaigns I reached the bottom of the action barrel, so to speak, and ran out of ideas early on in both attempts. The books always stress a movie tempo, but time and again I have found it hard to maintain.
This time around I'm just going to run it like any other RPG. There will be moments, but by and large the pace will not be as fervent as in the past. I want a campaign with replayability and longevity, and I don't think a Star Wars-esque pace lends itself to that. I think you almost have to run it as though it was NOT Star Wars for a campaign to be successful without covering the same ground every session.
Also, I'm initially setting the campaign in a sector of space completely from my own imagination so I will have a better understanding of the place without having to stop mid-session and dig through resource material for information. I am initially denying the group a private starship as a means to keep them from bouncing all over the galaxy before I've set the tone and general story arc in place. There's a lot happening in my tiny sector of the galaxy and I want them to be involved in that, rather than zip off to Tatooine or Coruscant at a whim.
One of my largest struggles as a Star Wars GM in previous campaigns was keeping up with the player group. There can be only so many hyperdrive malfunctions and Interdictor cruisers keeping the group on track before they start groaning and rolling their eyes. I don't want to box my group in, but at the same time I want them to go places for good reasons (I.E. I have at least some sparse planning ready) rather than to randomly seek out planets for adventure (which is difficult for me as a GM).
Anyway, does anyone who has led a successful Star Wars campaign have any advice for maintaining a long-term campaign without burning out the GM or irritating the players?