Tell me about your Star Wars campaigns


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I just started my weekly Star Wars Saga game last week, set in the Tales of the Jedi/Knights of the Old Republic time period. In fact am running the group though a heavily modified version of the two Knights of the Old Republic video games. The game starts with the characters (all 2nd level "Jedi", but I did allow them to multiclass so long as one class level was Jedi) heading toward Taris on the Endar Spire, as part of a Republic battle fleet rushing to try and slow the advance of the Sith Armada.

The BIG bad guys is Darth Nihilus, who is manipulating Darth Malak for his own agenda. Of course the players will NOT be meeting him any time soon, mostly having visions of him, etc. They more immediate threat is the Jedi Hunter
Acolyte Harnac Da’ark whom will be sent to hunt them down and destroy them after they get off Taris. And to do that they will need to deal with Popottus the Hutt whom controls much of the criminal enterprises on the planet. I do want to include the idea of the Star Forge and bits and pieces of the Jedi Civil Wars and Sith Academies. BUT they are a long way from there, so no rush ;)

But the basic plot is as follows... the characters crash on Taris and have to escape invading Sith patrol into the undercity. They the receive a vision their master (who dies on the Endar Spire) to locate and escape the planet with another Jedi named Bastila Shan, whom was another another Republic ship that was also just destroyed. She has some information vital for the Republic they are told. They then must do some searching and confront Popottus the Hutt to recuse her and steal a ship of his to get off planet (hoping for the Ebon Hawk). From there they will go to find the Jedi on Dantooine and be sent in search of the location of the Star Forge which they will have go sneak into the Sith Academy on Korriban, which Bastila had a vision of. I might make them go to some of the other planets also to seek out the map, as a number of Jedi turn to the dark-side and the Jedi Purges/Civil War breaks out. I will probably get one of the Jedi characters (the Human reckless one of course) to become involved with Bastila and then have her fall to the Dark Side also...

They will have to destroy the Star Forge and Darth Nihilus to stop both the Sith and the Civil War... and they will probably be around 20th level by then ;)
 


My game is called Rise of the Rebellion, set between Episodes 3 and 4. The heroes are very slowly building resistance to Palpatine's New Order.

-Nate
 

My campaign takes place a year after Yavin -- which ended quite differently. In the battle between Obi-Wan and Vader, old Ben defeated his old padawan and escaped the Death Star with young Skywalker in tow. Being a bit more careful, he managed to persuade Leie and the rest of the rebellion leaders to abandon station and escape. There was a small skirmish at Yavin, but no try to destroy the Death Star.

Now with Vader at the brink of death and an old legend re-appearing, Moff Tarkin tries to seize power. He has the most advanced piece of technology in his hands and is not afraid to use it. He also starts the propaganda machines, telling everyone the emperors true nature, i.e. "outing" him as a force user and Sith master.

So now, one year later, we have three camps: The rebellion, where Obi-Wan is one of the new leaders and two Empires. Due to the fact that Tarkin has the death star, he was able to get quite a few systems in his faction. Now that the escaped Vader is apparently restored to a semblance of health once again, things might heat up a bit.


So much for the general background. Whether this actually manages to have a huge impact on the party will be determined, depending on whether they want to stick to a smuggler's campaign or join the rebellion. Currently, I'm using lots of SpaceMaster material to create a few star systems with much political infighting. Local dynasties + 2 empires + rebellion + players == fun.
 

Vistra Nebula

Gundark said:
What era?
(roll music and cue space text crawl)
THE FALL OF CYRRHIC

The Republic is in turmoil. The Jedi, declared enemies of the
Republic, are being hunted down across the galaxy.
Chancellor Palpatine has been voted as the Republic's first
Emperor to bring order to the splintering chaos in the wake
of the Clone Wars. In order to keep control of the wealthier
systems, the Emperor has dispatched the newly renamed
Imperial Fleet to pacify key Outer Rim sectors to maintain
the flow of raw materials to the Core.

Formerly the domain of plasmium prospectors and Tibanna
gas miners, Moff Gensius has been sent to the Cyrrhic
system in the backwater sector called the Vistra Nebula to
maintain the plasmium flow and bring Imperial justice to a
lawless outpost. The people, already weakened from the
backbreaking labor and the piracy of Inxa the Hutt, put up
no resistance.

Only a small group of heroes who sought refuge in the
anonymity of this frontier region stand between freedom for
the people and the might of a galactic Empire...​

Gundark said:
Who are your main villains?
The heroes find themselves dealing with a legion of Clone Troopers quickly 'pacifying' the Nagrat Colony, trying to stay ahead of the law before they are hauled in for the bounties on their heads or the debts they owed. The troopers are the first villains, but as the Moff asserts control, he is the new target of ire from the PCs and the locals. Inxa the Hutt has been tamed of his parasitic grasp on trade for now, but his plans area always out there and the Nebula might just be better off under the Moff.
Gundark said:
any interesting plotlines?
Spoilers for the ones in the Vistra Nebula Campaign, also for anyone named Jeff W.:
The PCs are now being recruited by Tarn, an NPC who helped them escape the colony's pacification. Tarn is actually Inxa's puppet who is looking for some strong dupes to work as a team to remove (and replace) the Moff in order to have unlimited profits using the Emperor's resources. The dupes are supposedly using guerrilla tactics to undermine the Moff, but will see the uncanny resemblance between the Moff and the replacement. Throughout the missions, they should have enough clues to realize something is wrong.
Gundark said:
Anything interesting.
The Vistra Nebula is a backwater and thus not on any trade route so Jedi could probably survive here longer than elsewhere in the galaxy. The PCs may be Jedi if they want and I'm going to let them survive the purge for the duration of the campaign.

The Nebula is also nigh uncharted and only specific hyperspace routes are possible, making the area a pirate's dream. Inxa has done very well so far from home. The mining colonies are lawless, but very productive and there is a lure here for those whom the galaxy has rejected to date.
 
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We ran Tempest Feud, along with some standalone adventures in the middle, and then a campaign arc involving Confederation holdouts, set between Eps 4 and 6.

Memorable points include:

* - The soldier/elite trooper wasting a gang of 2nd-level thugs with a thermal detonator;

* - The party stealing a hotrod stealth shuttle from a mad industrialist (in lieu of compensation for averting his Droid Apocalypse);

* - Blowing a pair of MonCal cruisers to hell in an "espionage" mission;

* - The end duel between the Jedi swordmaster and a Sith Lord on a captured Imperial II Star Destroyer;

* - The party following the events of Empire Strikes Back about a week behind the action (freeing Rebel prisoners on Hoth, etc)

Brad
 

The most memorable game I was in started with my high school friends. My friend/GM Tim ran the rest of us in a bountyhunter party, starting with the No Disintegrations module, then moving on to his own stories.

As we went off to separate colleges, Tim ran a X-wing squadron game for his college friends (one of them our friend Dave from high school). Dave's character was a Jedi/x-wing pilot/ewok and after a couple of years, he wanted to retire the character. Unbeknownst to Dave, Tim didn't plan on letting him retire him easily. Instead he gave our bountyhunters a contract for the ewok. From there we did a ton of planning (since he was a high level Jedi) and then still unknown to Dave, Tim refereed our abduction of Dave (us bountyhunters via computer and Dave in person).

Our overplanning payed off and our team had captured Dave's Jedi. As we were delivering him to Palpatine himself, a duo of bountyhunters and our contact who gave us the bounty attacked us, stole the Jedi and turned him in for the reward. It was then we learned that the duo of bountyhunters were PCs of two of our other friends who Tim ran a steal-the-bounty-from-the-other-bountyhunters one-shot for, letting them design their plan while he ran their characters for the actual encounter.

And from there the only logical step was for our bountyhunters to go on a mission to find the bountyhunting duo and our contact (all NPCs now) to get the money we were owed and our revenge.

With our high school group spread from Maryland to Pennsylvania to North Carolina and some of the players not into RPGs anymore, it took a while to get coordinated and finish the arc. But it was well worth the wait. Tim is hands down one of the best GMs I've ever had. It was an incredibly creative and well-crafted idea and the real-life twists are going to be impossible to top!!
 

Although on a brief hiatus after completing one of the major story arcs, I am currently running a pre-Prequel campaign set 500 years or so before the events of Episode 1.

Players are part of a Senate-appointed task force to clean up corruption in a Mid Rim sector, working closely with the region's Senator and his staff, including his two assistants (both PCs, first of which was killed by one of the BBEG). Yoda, sensing a disturbing tremor in the dark side in that region, has also pledged the aid of a Jedi Master and a handful of Padawans (other PCs).

While the obvious threat was an unknown crime lord, they uncovered leads to a cult of dark siders, as well as the presense of a very powerful armor-clad Dark Side warrior (who was responsible for wiping out half the party at one point) and who has come to be called the Sith Murder Machine, due to his (or is it her?) preference for using a red-bladed lightsaber, wearing dark black armor, and laying waste to anything in his/her way, including a much larger batch of Mando mercs that the PCs had to deal with a session prior (they watched a holotape, and I let them run the Mandos while I ran the SMM; it was a bloodbath with no Mando survivors and the SMM only getting hit once).

They made several interesting and useful contacts, including an antiquarian (a veritable font of useful info regarding history and political workings), the antiquarian's ward (handsome young man with some useful connections to the local social scenes, and for whom the female Jedi duelist ended up falling for big time), an Aryou businessman (who turned out to be the crimelord in question) and his Zeltron secretary (who had the male PCs all hot & bothered with her 'naughty librarian' style of dress).

It's been quite fun, especially when they found a connection between the crime lord and a mysterious cloaked figure, the latter of whom the Twi'lek Jedi investigator deduced was the antiquarian, who himself turned out to be a powerful dark side adept (maybe even a Sith Lord?) that they only defeated by liberal use of Force Points and Destiny Points, and even then half the party got slaughtered. Although it was funny when the PCs realized the Twi'lek ladies that the antiquarian was usually seen with were combat-trained bodyguards instead of just eye-candy.

Looking forward to picking this one back up in a few weeks when I get back from my vacation.
 


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