Star Wars game - "heroes" working for the Empire


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Hi all,
Just started a new Star Wars game out with a discussion about what sort of characters the players wanted to run. Turns out they wanted to try being on the other side (at least to start) and we eventually decided that they'd play privateers working for the Empire shortly after the destruction of the Death Star. It was completely unexpected but I like that they want to try something new.

I had prepared some rough outlines of possible games set during the Old Republic and Rebellion eras...but this isn't something I had even considered. It was completely unexpected but I like that they want to try something new.

So, in the first hour of introductory play they were staking out a system in revolt that the Empire didn't have enough naval assets to cover. They spotted a small freighter and, since the system is under Imperial interdict, they went after it. Its engines are down and the ship is adrift. Next session they'll board it and we'll go from there.

The ship is indeed carrying weapons and supplies for the rebels on the planet (who are currently outmanned and outgunned by the Imperial garrison there). Unfortunately, they're part of a shipment from Jabba the Hutt and payment has not yet been received. I figure, if they take the stuff (and they will), that may get Jabba interested in them. The traders themselves will be in prison so his best shot at getting his money or goods is by going after the privateers.

And...that's all I got. Anybody have some suggestions for expanding this existing thread or some thoughts on how to eventually turn the campaign toward the characters seeing the evil of the Empire and considering pitching in with the Alliance? It's okay with me if they stay on the Empire side but I want to bring it in as a possibility.

Details: there are four players with equal shares in a slightly modified YT-1300. They're operating under a letter of marque and reprisal granted by the Empire. The terms are: captured ships are impounded by the Empire, crew takes spoils less 25% share of equipment or proceeds (with the proviso that the Empire may confiscate particularly dangerous items, with compensation), and the ship has onboard an Imperial "advisor" to ensure compliance (if he fails to report in on an unknown but regular schedule a bounty will be placed on their heads). The Empire has recently nationalized the Bank of Coruscant, which holds the note on their ship, and is not requiring payment or accruing interest during their service.

I think that's about it. Any advice will be appreciated!
M


You've got some good concepts going there, and it sounds like a fun game.

The Empire may be an evil organization at its highest levels, but not everyone living in it or working within its bureaucracy is. However, I think I would antagonize the players as much as possible with that Imp liaison onboard their ship - if you've ever read any of the EU short story books, Ghitsa Dogder would be the perfect fit for a role like that. The liaison may push them to act more ruthlessly and infringe upon what morals the PCs retain despite being Imperial agents.

You can reinforce the effect their actions have by showing them the misery their actions inflict upon others. Maybe taking that shipment of supplies and weapons causes the Rebels dirtside to starve to death or be slaughtered by stormtroopers with better firepower. A few of them might make it out and cross paths with the PCs later, and in doing so realize that they are carrying some salvaged equipment from the shipment that was supposed to be delivered to them. Suddenly PCs are dealing with those Rebels as antagonists - but make sure the Rebels have a chance to explain WHY they are working against the PCs. Deliver a sob story about a dead spouse, parent, or child that might have lived if they hadn't gotten involved. Provoke their emotions - it makes it all the sweeter when they either accept that what they are doing is wrong, or get pushed farther toward the Dark Side as a result of their apathy.

One big mechanic to keep in mind when GMing any Star Wars game, d6 or d20, is dark side points. The PCs can make whatever choices they want, but DSPs are a very real in-universe consequence of those actions. This has a bigger impact on Force-sensitive characters than those without Force talents, but it's still a healthy reminder that what they're doing is tangibly wrong after a major transgression.


Thanks! Great stuff on bringing in the results of their actions and touching on the whys of the rebellion. Right now they've adopted the rationalization/justification that they're fighting against terrorists that must be stopped at all costs. One of the PCs had a brother, a private plumbing contractor, aboard the Death Star at the time of its destruction. :)

Yeah, I plan to make the liaison a real pain in the flightsuit. He's pompous and hidebound and incredibly "humanist". We'll see where he goes but I think it'll be inspired by some British sci-fi comedy - maybe Rimmer (Red Dwarf)/York (Hyperdrive) hybrid.

They think they have a pretty good arrangement with the Empire but, believe me, this deal "keeps getting worse all the time." They'll find that out when Jabba comes looking for either his goods or black market rates for them but the Empire has already confiscated them and paid only used market values.

I have to figure out about DS points. They don't seem to do much in Saga unless you're a Force user. I'll read up on them, though, to see if I can figure out some good stuff to introduce.

Thanks again!
M

Scarab Sages

Not an advice per se, but if you have some time, read the novel Fatherland or watch the exellent movie adaption. As the star wars empire draws from the third reich, this story abou a heroic character deeply embeded in the workings of an tyrannic evil system, his views, his development and his decisions is great inspirational material for a heroic star wars campaign from "the other side".


Thanks for that. I'll look it up.

Short term I think I'm going to pursue their relationship with the Imperial side of things. The Imp officer will suggest they leave the crew of the freighter they've captured (assuming some survive the boarding) with the garrison on the planet...only they'll find that garrison under assault by rebels who hope to free the prisoners there. Most of the troopers are pinned down in the garrions and the rebels have captured an AT-ST walker and are using it in the assault.

The PCs and their officer will be able to link up with a squad that was out on patrol when the attack started and help them take out the AT-ST and put down the revolt. Maybe there's another AT-ST in storage that they'll have to get running and pilot (none of the squad knows how to do either of those things).

This will give them a chance to get some combat under their belt and also make them feel like a part of the Empire. Maybe they'll get a medal or something. As a twist, afterward, I might have them get assessed a fine or something for the cost of the AT-ST they destroyed. Seems like an Empire sort of thing to do.
M

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I dig this idea! I ran a game a couple years back where the Rebellion was crushed when Luke decided not to use the Force and missed with his torpedos. The Death Star became the Freedom Star and the Rebellion became hard-bitten terrorists that increasingly used extreme tactics to survive, including suicide bombings. This split Galactic opinion about them and lead the heroes to eventually decide to take over leadership of the "Cause" and become the new leaders of the Rebellion. It was a lot of fun and humanized the struggle.

I would also suggest at some time you have the players go "undercover" and attempt to infiltrate the Rebels, in order to discover who the mysterious Agent X is who is feeding them highly classified information. Once they're in the Rebellion you can play up the struggle and the suffering at the hands of the Empire and really give them a moral issue to tackle: to rebel or to clean up the Empire from within.


Ah! I dig the undercover idea. Nice one. I will work it in at some point soon if we continue the campaign past this first couple of adventures.
M

Sovereign Court

Another potential for the players to get a glimpse of the evil underbelly would be to have a rebel operative who they capture or kill to be carrying "sensitive" information which alludes to less than savory actions on the part of the Empire.

When the material is confiscated, have the imperial operative inquire whether they viewed the material with a not so subtle attitude that if they did it would have negative repercussions.


Good stuff. I really appreciate all of the input!

One "turning point" moral dilemma I had hoped to introduce at some point is having them deal with an viral outbreak on some backwater planet - caused by the Empire, of course. Maybe the ship they intercept is carrying a doctor that has managed to synthesize a cure for the virus and they have to decide whether to help him.

Maybe, I could make your suggestion a part of that...the secret information could be proof that the virus was set loose by the Empire.
M

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

May I suggest a different tangent?

Black Sun.

Your (I assume low level) PCs could start working for the Empire as independent agents vs the crimelords. They could be given 'reasonable lattitude' from their employers/superiors for tactics against the criminals.

As they gain experience and work their way higher up the crimelord chain, they start having their work restricted. Ordered to 'take him alive' (only to have him released later) waived off projects, etc. Eventually they find their (way) higher ups are working with the crimelords. (see Shadows of the Empire for examples) Now it becomes, do they shut up, say 'yes sir' and deal with small fish or do they start working against the system from the inside?

You could still play up the 'empire vs rebels' as well. Perhaps their busts against the low level thugs are the Rebels getting supplies from Black Sun, and then as they hit the road blocks from Higher levels, the 'enemy of my enemy' becomes a story option. Kind of 'We're loyal to the ideals of the empire, but our boss is corrupt. Working with the rebels to take him and the Vigo down isn't really treason, it's for the greater good.'


mearrin69 wrote:

Good stuff. I really appreciate all of the input!

One "turning point" moral dilemma I had hoped to introduce at some point is having them deal with an viral outbreak on some backwater planet - caused by the Empire, of course. Maybe the ship they intercept is carrying a doctor that has managed to synthesize a cure for the virus and they have to decide whether to help him.

Maybe, I could make your suggestion a part of that...the secret information could be proof that the virus was set loose by the Empire.
M

Also: for background fluff on a great virus outbreak to incorporate into your game, read "Death Troopers". >=D


(board ate my post. grr.)
Hey. Nice to have so many "Superstars" offering campaign advice. Thanks! (edit: BTW, I meant that to refer to all of the posters here, not just the actual "Superstars"!)

I'll check out Black Sun. I only know a little about the group as I'm very *not* familiar with most of the EU material, just the movies and a few books and comics (Splinter, the Han Solo trilogy, and the Legacy comics).

At this point I'm not entirely sure the players *want* to have their characters be "redeemed" at some point. They seem to have embraced the privateer thing right off and have played their characters as fairly ruthless so far. They may become just as reprehensible as their current employers...or might take up criminal pursuits if I offer that as an option.

I guess it'll be fun to see how it turns out - I actually like not knowing exactly where things are going from the outset. Star Wars is really the first system/setting where I've run things seat-of-the-pants. Our two-Jedi Legacy campaign was a pretty successful (IMHO) first attempt so I'm hoping this one turns out at least as well.

Having all of these potential ideas in my mind as I prepare each week will be a great benefit...so thanks for the input and please keep it coming.
M

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

mearrin69 wrote:

At this point I'm not entirely sure the players *want* to have their characters be "redeemed" at some point. They seem to have embraced the privateer thing right off and have played their characters as fairly ruthless so far. They may become just as reprehensible as their current employers...or might take up criminal pursuits if I offer that as an option.

M

Well that could be fun too. I could picture 'The Empire' (read: Large government entity) turning a blind eye to lesser predations, but stepping in to erase (not only kill the party, but erase their existance, kill their contacts, etc.) their actions if they get too big.

For example, stealing from border world P3X-439 might just get a scolding (if they actually get connected to it) but if P3X-439 just happened to be providing a Moff somewhere with his favourite cigars (or something illegal) then they stir up a bigger hornet's nest.

Of course if they go rogue, then they might get comfortable outsmarting the Empire, then learn the hard way why criminal cartels are successful.

Sovereign Court

Also, don't forget there was a LOT of political/military intrigue in the Empire. The Emperor may be top dog and Vader the Right Hand Man, but all the others in the structure were posturing against one another.

They could get caught up in some of this behind the scenes in fighting and maybe come up on the wrong side. Keep in mind wrong side could mean the losing side, and they face imminent death, or the winning side, and they are faced with having to turn to the role of 'cleaners'.

I would also second the Black Sun possibility. Unlike the Hutts, Prince Xisor (sp?) had ambitions beyond merely having the most powerful criminal syndicate. If memory serves, didn't he ultimately face off against the Empire as well as the Rebellion?


zylphryx wrote:
I would also second the Black Sun possibility. Unlike the Hutts, Prince Xisor (sp?) had ambitions beyond merely having the most powerful criminal syndicate. If memory serves, didn't he ultimately face off against the Empire as well as the Rebellion?

It's been a while since I've read Shadows of the Empire, however, if memory serves...

Spoiler:
Xizor was attempting to replace Vader as the Emperor's second in command. To accomplish this, Xizor had to discredit Vader in the Emperor's eyes. I don't recall the specifics, but needles to say, Xizor failed and Vader had his revenge against Xizor...and the thousands of unlucky sentients that happened to be in Xizor's skyhook at the time...DOH!


You could always do what we did for a Saga game one of my fellows ran:

Years ago, a crack commando unit was sent to prison for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Nar Shadaa underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can get the bounty on... The Alpha Squad."

http://www.youtube.com/user/saturdaygame?feature=mhum

(I played the Hannibal clone...)


jemstone wrote:

You could always do what we did for a Saga game one of my fellows ran:

Years ago, a crack commando unit was sent to prison for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Nar Shadaa underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can get the bounty on... The Alpha Squad."

http://www.youtube.com/user/saturdaygame?feature=mhum

(I played the Hannibal clone...)

Haha.Wut? xD


@stroVal wrote:
jemstone wrote:

You could always do what we did for a Saga game one of my fellows ran:

Years ago, a crack commando unit was sent to prison for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Nar Shadaa underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can get the bounty on... The Alpha Squad."

http://www.youtube.com/user/saturdaygame?feature=mhum

(I played the Hannibal clone...)

Haha.Wut? xD

Well, to put a finer point on it - We started as just what it says - a Crack Commando unit of Imperial Stormtroopers put on a mission by none other than Moff Tarkin himself.

About midway through the mission, we figured out that not everything was as the Moff had said. In fact, pretty much NOTHING about the mission was as the Moff had said.

Our unit was composed of men who had signed on to be Stormtroopers in the Imperial Armed Forces because they honestly believed that it was the best way for them to protect the citizens of the Empire. We were there to do good, protect people, and maintain peace and order.

What we found ourselves doing was so far off of that, on this mission, that we couldn't do it. When we couldn't do it, we found ourselves framed for a crime we didn't commit. That got us thrown in to a maximum security stockade. From which we promptly escaped. To the Nar Shadaa underground.

We were the A-Team. It was awesome. :)


I like the A-Team angle. I watched the show way back when but didn't remember much except that they were always getting captured and then building some crazy machine from spare parts in a shed. Went and looked up some details and it seems like it might be one option for moving forward after they're "done" working for the Empire.

When it starts to slow down I might have them go on a mission that ends up with them either getting captured and sent to Kessel or on the run with a bounty on their heads.

We're playing our second game this coming Monday and will post how it turns out. It's our first full game, as last time was chargen and only about an hour of play.
M

Sovereign Court

mearrin69 wrote:

I like the A-Team angle. I watched the show way back when but didn't remember much except that they were always getting captured and then building some crazy machine from spare parts in a shed. Went and looked up some details and it seems like it might be one option for moving forward after they're "done" working for the Empire.

When it starts to slow down I might have them go on a mission that ends up with them either getting captured and sent to Kessel or on the run with a bounty on their heads.

We're playing our second game this coming Monday and will post how it turns out. It's our first full game, as last time was chargen and only about an hour of play.
M

For a Prison Planet, check out this issue of Dungeon/Polyhedron. It has a write up on Ord Vaxal, an Imperial Prison planet. I actually used this as a SW campaign intro, with the PCs starting at their less than pleasant "drop off". The shuttle landed, the doors opened, the pilots (in a sealed cockpit secured from the prisoner area) ordered everyone off, said the 'facility' was 2km to the north and took off 20 seconds later, leaving the PCs and other criminal types in the middle of wilderness.

Two NPCs who thought they could escape by hanging on inside died when the shuttle took off leaving the bay doors open to the thinning atmosphere. The PC who had a similar idea, bailed when the shuttle started to take off with the doors open.

Good campaign, though I wish that group had stayed together longer.


zylphryx wrote:
mearrin69 wrote:

I like the A-Team angle. I watched the show way back when but didn't remember much except that they were always getting captured and then building some crazy machine from spare parts in a shed. Went and looked up some details and it seems like it might be one option for moving forward after they're "done" working for the Empire.

When it starts to slow down I might have them go on a mission that ends up with them either getting captured and sent to Kessel or on the run with a bounty on their heads.

We're playing our second game this coming Monday and will post how it turns out. It's our first full game, as last time was chargen and only about an hour of play.
M

For a Prison Planet, check out this issue of Dungeon/Polyhedron. It has a write up on Ord Vaxal, an Imperial Prison planet. I actually used this as a SW campaign intro, with the PCs starting at their less than pleasant "drop off". The shuttle landed, the doors opened, the pilots (in a sealed cockpit secured from the prisoner area) ordered everyone off, said the 'facility' was 2km to the north and took off 20 seconds later, leaving the PCs and other criminal types in the middle of wilderness.

Two NPCs who thought they could escape by hanging on inside died when the shuttle took off leaving the bay doors open to the thinning atmosphere. The PC who had a similar idea, bailed when the shuttle started to take off with the doors open.

Good campaign, though I wish that group had stayed together longer.

What happened?

Did you implant montage (narrative though) sequences and a helpful old npc with escape plans?
Or did they devise an escape route on their own?


jemstone wrote:
@stroVal wrote:
jemstone wrote:

You could always do what we did for a Saga game one of my fellows ran:

Years ago, a crack commando unit was sent to prison for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Nar Shadaa underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can get the bounty on... The Alpha Squad."

http://www.youtube.com/user/saturdaygame?feature=mhum

(I played the Hannibal clone...)

Haha.Wut? xD

Well, to put a finer point on it - We started as just what it says - a Crack Commando unit of Imperial Stormtroopers put on a mission by none other than Moff Tarkin himself.

About midway through the mission, we figured out that not everything was as the Moff had said. In fact, pretty much NOTHING about the mission was as the Moff had said.

Our unit was composed of men who had signed on to be Stormtroopers in the Imperial Armed Forces because they honestly believed that it was the best way for them to protect the citizens of the Empire. We were there to do good, protect people, and maintain peace and order.

What we found ourselves doing was so far off of that, on this mission, that we couldn't do it. When we couldn't do it, we found ourselves framed for a crime we didn't commit. That got us thrown in to a maximum security stockade. From which we promptly escaped. To the Nar Shadaa underground.

We were the A-Team. It was awesome. :)

Nice! :) and on a lighter note I bet Moff lied about the Dagobah Mud cake too

Sovereign Court

@stroVal wrote:

What happened?

Did you implant montage (narrative though) sequences and a helpful old npc with escape plans?
Or did they devise an escape route on their own?

If memory serves, we went the first 6 sessions with the PCs on planet before they discovered a potential means of escape (which is detailed in the write up in the issue I had linked to). Suffice to say they ended up with a bit of a debt to a hutt.


Last night the PCs boarded the disabled ship and captured their cargo. They ended up killing the captain in the assault...and he was the only one who knew much of anything about the cargo and to whom it was being delivered. All the crew know is that it's a shipment from Jenga the Hutt and the somebody's probably going to pay.

The Imp "advisor" suggested they drop off the prisoners at the garrison on the planet (ag world, one major city) but they were unable to raise it or the starport. They went down for a look and found both facilities under attack.

Rebels had managed to get hold of an AT-ST and were using it to pin down the troops in the garrison. They had also landed a speeder on the roof and managed to capture the AA blaster cannon there. Both took shots at the PCs ship as they did their recon. They took out the roof-top gun but the AT-ST proved harder to target effectively (the PCs' ship has one quad laser cannon but it's on the dorsal turret so it took some fancy flying to do proper strafing runs).

The situation at the starport was a little bit better. Rebels had briefly captured it but a Stormtrooper patrol that wasn't in garrison at the time of the attack had managed to capture it just prior to the PCs arrival. Once there they got all of the info on the situation:
* Rebels managed to destroy the long-range communications equipment at both the garrison and the starport.
* They captured and are using one of the garrison's two AT-ST's to pin down the troops stationed there. The other was destroyed two weeks ago and the replacement is still in the starport (half crated) and they have neither a mechanic or a pilot to get it into the action.
* There are three squads of Stormtroopers pinned down in the garrison. They have access to heavy weapons but no real way to deploy them, as the AT-ST has basically pulped the front of the building. The captain in charge of the garrison is dead and they are being led by a veteran Stormtrooper (as is the starport squad).
* The garrison's one TIE fighter was shot down by the AA cannon on the roof before the PCs arrived. It had been patrolling the system when they struck and didn't make it back in time before the rebels had captured the cannon. The fighter crashed in the city and the pilot's body was hauled Blackhawn Down style behind a landspeeder through the streets until not much was left.

So, the PCs set to work and got the AT-ST put together successfully. The troops and the soldier PC have got a plan of assault together. Next game we move to the combat...
M

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Wow, sounds like fun.


Wow. This sounds cool. Hope the campaign goes good for you and the group.


Thanks, guys. We were supposed to play this coming Monday but an unexpected business trip is taking me out of town so we've put it off for a week. I'll post what happens in our next session. I actually like running games where I'm not sure what the PCs are going to do. They played through last session about as I had expected but I have no idea how this situation will turn out.
M

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