Running DarkStryder - Looking for Advice


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Hey, all. Has anyone played or run the DarkStryder campaign for WEG's d6 Star Wars system?

I'm starting a new campaign shortly. I love adventure paths, but want to move away from fantasy for a bit. I've had the DarkStryder books for a while, but my gaming groups have always been turned off of games where you don't make your own character, but play a pre-existing character. However, my current group would really enjoy this, so I'm kicking off the Dark Stryder campaign early next year. A few questions, though:

1) Can anyone that has played or run this give me a rundown, however, brief, of their experience? Most importantly, I'm looking for where the campaign's "trouble spots" are.

2) I haven't decided whether to run this as WEG d6, or as WotC Star Wars Saga Edition. There is a steeper rules learning curve for me to use the former, but I get to use the stats as presented right in the campaign books. There is not as steep a learning curve if I use the Saga edition, but I'll have to retool all of the stats in the campaign (where "retool" means "steal stats liberally from Threats of the Galaxy and the Saga adventure path at the WotC website")

3) It appears that the Jedi, a key part of the Star Wars universe, play a pretty small role in this campaign. I've been describing it to my players as a sort of "Star Wars meets Star Trek" model. It's the Star Wars universe, but you're flying around in one ship, and generally play the key characters on that ship. Does this seem accurate?

4) Per the campaign, everyone is supposed to be playing multiple characters. I've seen this advice in other gritty campaigns (like Dark Sun and Paranoia) and wonder how it has worked out.

I'm grateful for any input.


WelbyBumpus wrote:

Hey, all. Has anyone played or run the DarkStryder campaign for WEG's d6 Star Wars system?

I'm starting a new campaign shortly. I love adventure paths, but want to move away from fantasy for a bit. I've had the DarkStryder books for a while, but my gaming groups have always been turned off of games where you don't make your own character, but play a pre-existing character. However, my current group would really enjoy this, so I'm kicking off the Dark Stryder campaign early next year. A few questions, though:

1) Can anyone that has played or run this give me a rundown, however, brief, of their experience? Most importantly, I'm looking for where the campaign's "trouble spots" are.

When I played we got three characters each to play, the first in my case was the First Officer, the second a certain mercenary and former bountyhuntress with the third being a character we were allowed to create normally.

Watch out for the bit when the group is sent to investigate rumours of stormtroopers on the world we managed to gain air support making the ambush section fail tramatically and when the imperials bomb the world one of the players used a force pt to help put out some fires with his x-wing only for the dm to ignore the fact such an action would normally regain not only that force pt but also gain one...
Anyway it might be wise to make sure your players can separate character knowledge from each character in my case I wasn't able to play the merc properly and sought to remove another character being played viewing that character as an enemy and threat to the ship instead of playing up the merc's nature.

Spoiler:
Given the bad way they kill off certain characters you might want to rethink how they're killed to make it more understandable

[quote=]
2) I haven't decided whether to run this as WEG d6, or as WotC Star Wars Saga Edition. There is a steeper rules learning curve for me to use the former, but I get to use the stats as presented right in the campaign books. There is not as steep a learning curve if I use the Saga edition, but I'll have to retool all of the stats in the campaign (where "retool" means "steal stats liberally from Threats of the Galaxy and the Saga adventure path at the WotC website")

d6 might be better but if you do use d20 rules will they play multiple characters? Or will you only allow the core characters unless they're killed off as in some cases?

[quote=]
3) It appears that the Jedi, a key part of the Star Wars universe, play a pretty small role in this campaign. I've been describing it to my players as a sort of "Star Wars meets Star Trek" model. It's the Star Wars universe, but you're flying around in one ship, and generally play the key characters on that ship. Does this seem accurate?[/spoiler]

My third character was a force sensitive pilot whom was recruited after being stuck onworld after her mentor was imprisoned by the warlord because she had actually been kidnapped as a child and raised far from home unaware of her true origin.

I think the real reason is that part of the storyline is that darkstryder is force technology or force abilities replicated by alien technology something that the presence of jedi would make somewhat less remarkable.

[quote=]
4) Per the campaign, everyone is supposed to be playing multiple characters. I've seen this advice in other gritty campaigns (like Dark Sun and Paranoia) and wonder how it has worked out.
I'm grateful for any input.

See above, I'd suggest if you run it as a pbm let your players decide which character they want to play but don't allow them access to any background details on the grounds it would ruin their game.

Perhaps it might be worth modifying this campaign so no matter which part they play in they have one character and make sure there's legitimate reason why they can't run their most powerfulest character so their third character can gain experience on the grounds that eventually their third character is going to have play a more important part in the campaign.

So they use the command character and the secondary character to get use to your game running and the campaign background and their third character is developed as a result to become what they actually want to play.

Hope that helped.

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