GM Therenger |
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I cannot remember seeing Star Wars advertised here, but I have the old D6 book and a lot of fond memories barnstorming the galaxy far, far away throughout college. I put together a home brew campaign years back, but for various reasons it only got so far. Everyone started having babies in RL, it seems. I would love to run it again here.
Concept: Players begin on a strange ship; their memories have been erased. Soon they learn why, and must work together to unravel the mysteries of the Outer Rim world known as Red Barren.
Modeled after the old KOTOR games, with various factions which must be dealt with, one way or another, and the choices you make can bend toward the light or toward the dark.
SanityAWOL |
I have physical copies of
Star Wars The roleplaying game 1987 version
Star Wars Source Book 1987 version
Star wars the roleplaying game second edition revised and expanded 1996 version
Game Master Handbook Second edition 1993 version
Trilogy Sourcebook special edition 1993 version
Imperial Sourcebook second edition 1995 version
The Jedi Academy Sourcebook 1996 version
and the Galladinium's Fantastic Technology 1995 version
What kind of character concepts fit best into the story you are crafting?
What era of star wars did you choose for the setting?
Era dependant how married to cannon do you prefer your games to be and is it Legacy cannon or new cannon.
I am pretty excited about this I haven't been a D6 player in forever.
GM Therenger |
What kind of character concepts fit best into the story you are crafting?
What era of star wars did you choose for the setting?
Era dependant how married to cannon do you prefer your games to be and is it Legacy cannon or new cannon.I am pretty excited about this I haven't been a D6 player in forever.
Good questions! This will be an unconventional campaign in a couple key ways. It's a mystery in the sense that you don't know who you are at the start. Again, this is patterned after the KOTOR games to some extent. Do not write a backstory for your character. I know I'm infringing on player agency a little but that's the framework of the campaign.
I'm game for most character concepts, although I'll discourage non-humans (but not rule it out entirely), and no character will begin the game Force sensitive, so no Jedi of any flavor and no adepts. And also no Kids.
In my games, if you want to mess with cannon, go right ahead. If you see Boba Fett in a cantina and somehow manage to kill him, I'm cool with that. Everything is the way it is supposed to be, unless you change it.
SanityAWOL |
Good questions! This will be an unconventional campaign in a couple key ways. It's a mystery in the sense that you don't know who you are at the start. Again, this is patterned after the KOTOR games to some extent. Do not write a backstory for your character. I know I'm infringing on player agency a little but that's the framework of the campaign.
-I am ok with this, The old school WEG Star Wars adventures was notorious for railroading, I remember most Adventures even came with a player script to get the game started. Whatever makes the game easier is great with me.
I'm game for most character concepts, although I'll discourage non-humans (but not rule it out entirely), and no character will begin the game Force sensitive, so no Jedi of any flavor and no adepts. And also no Kids.
-So follow-up question, how locked into the "templates" are we? Are you good with us creating our own using the rules and your above restrictions?
or separate idea that kind of goes with your "We don't know who we are thing," Maybe we should just pick Attributes and a handful of skills and leave the template blank? "I don't know how but I am sure I can slice that panel.""WoW you are really good with that blaster, were you some sort of soldier." "I don't know." Might be cool to be completely blank and we figure out what we are as we go.
In my games, if you want to mess with cannon, go right ahead. If you see Boba Fett in a cantina and somehow manage to kill him, I'm cool with that. Everything is the way it is supposed to be, unless you change it.
-Fair enough. :)
GM Therenger |
GM Therenger wrote:Good questions! This will be an unconventional campaign in a couple key ways. It's a mystery in the sense that you don't know who you are at the start. Again, this is patterned after the KOTOR games to some extent. Do not write a backstory for your character. I know I'm infringing on player agency a little but that's the framework of the campaign.-I am ok with this, The old school WEG Star Wars adventures was notorious for railroading, I remember most Adventures even came with a player script to get the game started. Whatever makes the game easier is great with me.
I hate railroad adventure writing. There are milestones in the adventure, but how you approach them and when is completely up to you. The first time I ran this years ago I had a player drop because there wasn't enough direction built into the game. He freaked out, literally, in RL. So if any of you feel like you want a lot of structure in your gaming experience, this is not for you.
There's an episode of Quantum Leap where Sam embodies a blind pianist sitting for the encore of a performance, and he stares blankly at the keys and then plays Chopsticks. Then at the end he learns he (Sam) is actually a brilliant classical pianist. This isn't like that. And it's sort of important not to get too hung up on it. It's a key plot device, but I'm not going to get philosophical about it, and will probably not appreciate players needling it. If there is ever an in-game situation where we want to challenge the limits we can do it in discussion.
As for character creation, templates are fine, of course, but you're not beholden to them. It doesn't make a lot of sense to be a Young Senatorial, but nothing is preventing you from being good at Bureaucracy, for unknown reasons. In the next day or two I'll flip this over to a full-fledged Recruitment thread and add more details.
The Wyrm Ouroboros |
Can you tell us what we have so far, to fit in with, what is needed/would be a good idea to have? (And to prevent some amount of duplication of effort.) I'm somewhat interested in playing an alien, but only somewhat -- 'close-enough-humanoid' akin to Grand Admiral Thrawn's species would be fine as well.
And, actually, I'm not finding the general templates in the 2E book. Should I be looking in another?
Hack Anslash |
Can you tell us what we have so far, to fit in with, what is needed/would be a good idea to have? (And to prevent some amount of duplication of effort.) ....
And, actually, I'm not finding the general templates in the 2E book. Should I be looking in another?
Pretty much the same question from me.
GM Therenger |
Character templates start on page 475 of REUP. If you have the old 2E West End Games book, templates are in the back. I appreciate characters that are well-rounded. Right now we have characters strong in Knowledge/Technical and a couple that are good with a blaster. We've experienced balance issues with minmaxing, so no repeating blasters, please, and my feeling is that pistol scopes do not align well in the SW universe. I would really like it if we can get back to roleplaying instead of roll-playing.
I'll need a few days to figure out the best way to get your characters into the game, so no rush.
The Wyrm Ouroboros |
A preliminary review of Dartel Tarkin (yes, those Tarkins)
Dartel Tarkin (yes, those Tarkins)
Human Male
Smuggler
29 SY, 1.77m, 79.2 kg
A solidly-built generalist, while Dartel Tarkin possesses the characteristic face of the family with its narrowness and high cheekbones, the family tendency towards hollowness is somewhat softened by Dartel's love of good food -- when he can get it.
DEXTERITY: 3D+1
Blaster -- 4D+1
-- Blaster Pistol -- 5D+1
Brawling Parry
Dodge -- 4D+1
Grenade
Vehicle Blasters
(2D, 1 specialization)
KNOWLEDGE: 2D+1
Alien Species -- 3D (2p)
Languages -- 2D+2 (1p)
Planetary Systems -- 2D+2 (1p)
Streetwise -- 3D (2p)
Value
(2D)
MECHANICAL: 3D+2
Astrogation
Repulsorlift Operation
Space Transports -- 4D+2
-- YT-1300 (2400?) -- 5D+2
Starship Gunnery
Starship Shields
(1D, 1 specialization)
PERCEPTION: 3D
Bargain
Con
Gambling
Hide
Search
Sneak
STRENGTH: 3D
Brawling
Stamina
Swimming
TECHNICAL: 2D+2
Computer Programming/Repair
First Aid -- 3D (1p)
Reuplsorlift Repair
Security
Space Transports Repair -- 3D+1 (2p)
-- YT-1300 (2400?) Repair -- 4D+1
(1D, 1 specialization)
Stock YT-1300 light freighter (see the "Starships" chapter), 25,000 credits owed to a crime boss
Gear
Wearing: Work Clothes, Blast Vest
Carrying: Heavy Blaster Pistol (5D), comlink, knife (STR + 2p, D5)
----
heavy blaster pistol (5D)
comlink
Blast Vest (300)
Knife (25), STR + 2, Difficulty 5
Business Clothes (75)
Work Clothes (100)
500cr
Power Scanner (150)
Fusion Cutter (75)
Plasma Welder (50)
Tool Harness (10)
Vehicle Tool Kit (200)
Computer Tool Kit (200)
685cr
1185cr
815cr remaining
--------------------
A couple of things -- is it okay to split the starting 7D of skills into the component three pips for adding, as I have above?
Also, the other element -- can the ship be upgraded to a YT-2400 instead of a YT-1300, the one out of the 2E Pirates and Privateers?
Craft: Corellian Engineering Corporation YT-2400 Transport
Type: Light freighter
Scale: Starfighter
Length: 21 meters
Skill: Space transports: YT-2400
Crew: 2, skeleton: 1/+10
Passengers: 4
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 125,000 (new), 45,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere:330; 950 kmh
Hull: 5D
Shields: 2D
Sensors:
. . Passive: 25/1D
. . Scan: 50/2D
. . Search: 75/2D+2
. . Focus: 2/3D
Weapons:
. . Heavy Double Laser Cannon
. . . . . Fire Arc: Turret
. . . . . Skill: Turret
. . . . . Fire Control: 1D+2
. . . . . Space Range: 1-3/12/25
. . . . . Atmosphere Range: 100-300/1.2/2.5 km
. . . . . Damage: 5D
Capsule: The latest addition to the famous YT-series of light freighters, the YT-2400 was designed with Corellian preferences in mind. It comes with an oversized power core to assist with the inevitable modifications that tramp captains will inflict on it, and has modification space built in. With piracy on the rise, ,the YT-2400 also comes with a heavy double laser cannon standard, increased armor and reinforced bulkheads, and heavier shielding. This leaves the YT-2400 just this side of legal right out of the showeroom, but so far only a few complaints from Imperial registry have been forthcoming.
I'm good with it not being a literal 'YT-2400', but something along the above lines, perhaps reskinned -- or one of the other light freighters out of that book -- with the amount 'owed to a crime boss' increasing to match the 'used' cost of the ship? Considering the campaign start, he probably doesn't even know that he has a ship -- just shipkeys on a chain around his neck.
(Speaking of which, looking for a first mate ...)
GM Therenger |
I'm good with all of that. And from a story introduction standpoint it would be good for the other new players in this thread to be part of the crew. What's the name of your ship?
Looking forward to character submissions from Malinor and Hack Anslash. You're all in, and I'm pretty sure on the hook to get you right into the story.
Hack Anslash |
Apologies. Mandatory OT at work meant I just got home, and haven't had time to even eat dinner yet.
Ok, just so you know what I'm thinking: I'm planning to go with a Gambler template, possibly/probably a courier of information and whatnot on the side.
As a second idea, if that one doesn't work, I was considering an Outlaw Tech, since the crew of the new characters doesn't seem to have one...