Tuesday, October 20, 2015

Star Wars RPG: A Slow Session

Our Star Wars campaign is still getting on its feet, and last night's game was a slow session. One of those where "most of the characters get 5 XP for participating and only one or two get a 15 XP reward sort of games.

Yeah, most of the group played salvage bunnies in a junkyard while two of the characters went off and had all the fun.

They need to get a derelict starship up and running, so it is going to take a lot of work. Maybe I will give the entire group a reward after the thing gets space worthy as a story award.

The two characters who had the fun? Card sharks playing a strange version of "Texas Hold-Em Sabacc" that they made up on the spot and conned the rest of the bar into a game of. They actually made up the rules they played, dealt the cards to NPC 'players', and everyone got a good laugh out of all the silly antics these two put on. It made no sense, the rules were setup totally in favor of the house, and my two players kept repeating "everybody wins, everybody plays" so many times it became a running joke - yes, even though any NPC who played got fleeced by this highly silly con job.

It is also a stupid, silly moment uniquely Star Wars. Well, not the Texas hold-em part, but what is Star Wars without something totally stupid and silly happening every once and a while? Players need to be able to laugh and have fun every once and a while, and it brings an occasional break to the seriousness of the game. While I like to run my games really gritty and serious, I know when people need to kick back and laugh, so we take time out to have hilarity like this between the dark and realistic parts.

The larger campaign arc is appearing, and I am starting to see where this game is going! I can't share it here, but it is a fun and very twisted take on the whole Empire and Rebellion thing that will have both sides wondering who to trust, and also be throwing both sides in with each other with shifting loyalties. How is my galaxy setup?

A long, long time ago in a galaxy far, far away...

We are playing in a post RoTJ galaxy, and this is sort of mixed in with the Star Wars: Aftermath continuity. The Imperials are on the run (and largely holding out in the corporate sector and a large fleet around Courusant as two major factions). The capital fleet holds onto the "Empire as government" view of things, while the corporate sector Imperials have been taken over by a faction seeing the Sith way of life as a religion. This kind of parallels the book, and it is a fun way to split the Empire into two warring yet sometime cooperative factions with a lot of distrust between each other.

It also brings in the more commonplace Jedi and Sith into the game by the RPG's aesthetics. There is a large faction of Sith that see their way of life as a religion, and there is one faction of the Empire holding onto that belief.

The New Republic is what we would call the rebels nowadays, and they are awash in victories and an unstable political atmosphere. What they want is Courusant, and they are blockading the capital system and even resorting to using space pirates to break the will of the Empire. Did I say the good guys are resorting to underhanded tactics? Yes, there is a lot of corruption in the New Republic's halls, and Hutt money is flowing like wine. Any player who deals with the New Republic has come away with a bad taste in their mouth as nobody knows who to trust, and the New Republic's freshman senators back-stab and deal under the table to grab power.

The inmates are running the asylum, and the entire galaxy is worse then when it started off under the Empire. Even Ackbar's fleet has been called back to his homeworld as the bickering raises the possibility of proxy wars between factions inside the New Republic.

The Jedi? Remember, we are in the RPG's world, so the Jedi are a little more common that the official universe. These are the children of those taken down by Order 66, untrained and they are scattered to the wind of the galaxy as they find their own paths. I am keeping the prospect of a new Jedi Academy out of the picture for a while, as this is a bit too EU for this game, and I want Jedi players surviving on their own without a school to run home to. If a player starts a new Jedi order? More power to them, and this could be a force of stability in the galaxy.

If they do.

What is so fun about this setup is there are characters from all sides that can get together and play, plus a clear and defined set of bad guys. Some of the more stability-minded Imperials could team up with the players and work towards a common goal, and the Empire can even play the hero in some situations. The bad guys are clearly the Sith-as-religion types, bloodthirsty Republic power-grabbing types, and the Hutts, and unchecked, they will destroy this galaxy quicker than anything you know. In short, this is a war of stability and civilization against the forces of intolerance and corruption.

Both sides are guilty of corruption and intolerance. And there are heroes on both sides, Empire and Republic, that will stand against that tide.

What am I hoping? That there will be a new faction led by the righteous few who will bring peace and stability to the galaxy. This must be led by the players. If they choose to be profiteers or do otherwise, they will see the galaxy slowly slide into war and madness. It will be a choice I can't force, but one I can subtly present as an option as NPCs from both sides seek their help.

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