Describe Your Saga Campaign

Basically, what's the campaign about? What are the characters? Are there any innovative or new concepts you're trying out?

My campaign is about the crew of a small freighter - a Human (Scoundrel/Solider), a Bothan (Scoundrel), and an ASP-series labor droid (Soldier!). They worked on the losing side of the Clone Wars, although not necessarily the wrong one, and are trying to make a living in the new Empire. Well, since the Empire is only about a week old, it's not too difficult yet. There's plenty of post-war smuggling and refugee transport to keep them employed.

Oh, and they're hiding a sixteen-year-old Human Jedi Padawan as their "cabin boy."

The Droid wants to become something along the lines of a mechanical ninja - fast, agile and deadly. Really, who suspects the droid of homicide? Especially a "stupid labor droid?"

The Human and Bothan (captain and co-pilot, respectively) are pretty much just trying to keep their ship flying, but the human has delusions of grandeur. He wants to make enough money to buy a few more ships, bigger ones, well-armed ones, and start his own private armada to fight the evil of the Empire.

Given the timing, and how long I think it's going to take them to get those kinds of credits piled up, this may be the beginning of the military arm of the Rebellion.

I've adopted my "Darth Oni" character from the Dark Side Nemesis thread to a less-powerful Dark Jedi, one of the first Inquisitors, still named Oni after the Japanese demon, for the campaign. He killed the Padawan's Master and still carries his lightsaber. I intend to build him into a Rochefort type of character, with the Padawan standing in place of D'Artagnan.

Of course, the best laid plans of mice and GMs often go awry.
Well, you know, I've always found that asking people about their RPG games is like asking them about their children...they're happy to talk endlessly about them and no one is as interested as they in what they have to say. (I can say this because I am both a gamer and a father.)

That said, I'll gladly bore you with details of my campaign! :D

It started out back in the RCR days, when my friends were desperate to be PLAYERS in a RPG campaign, but no one wanted to run. I said...okay, I'll run for you...but we play STAR WARS!

They were like...ughhhh...STAR WARS? Must we?

Flash forward three to four years now, and they can't get enough of my campaign! When are we playing next? When can you slip out to run a game? When can we shoot our blasters at the bad guys again? Ohhhh, the e-mails they send me. And, to make it even better, now we have Saga Ed.

Amy plays Captain Arvala Chai, whose father and mother, the King and Queen of Varonat, were murdered when she was a small child by members of the Trade Federation so that the Varonat monarchy could be replaced by a Federation-controled government. Her life was spared only because her older brother sent her into space on a shuttle during the attack on the palace a la Moses on the Nile. She grew up a Fringer (this campaign started under the RCR rules) and eventually took to the space lanes as a pilot.

Sandford plays Obseth, the Mon Calamari engineer on Captain Chai's ship.

Sandy's wife Helen plays Mycki, a Zabrak Force Adept of the Iridonian Batheel Lal coven who is sort of a Jacqueline-of-all-Trades who does the sneaky dirty work for Capt. Chai and Obseth.

We started out modestly, with the "Save the Mantaris" .pdf adventure from the Wizards website, then the "Clodhopper" adventure, then the "Rycar Run" adventure. And then, there was one more Wizards adventure that involved a pit fight in some Hutt's "no weapons" zone on Nar Shaadaa, or something like that, in which I introduced, what would become a recurring character, the nefarious Vilmahr Grahrk of EU fame, whom the players absolutely LOVED (in part, apparently, because of the Villie "voice" I used when narrating his dialogue).

Then I found, online, a fan-made adventure about Darth Maul's Tower on Zaddjia, which I thought was cool, and ran that for a couple of sessions.

By this time, the players had accumulated a new ship (a J-Type 327, called the "Pride of Theed," gifted to them by Queen Jamillia for their heroics with the Mantaris and Clodhopper fiascos); a Kaiburr crystal; and Darth Maul's back-up lightsaber they appropriated from his Zaddjia stronghold.

It was time I started making my own adventures.

They fell in with a Naboo noble, Marquis Argelot, who spoke out vehemently against Supreme Chancellor Palpatine, accusing him of being a highly ambitious man who was fabricating crises to assume more and more power at the expense of more and more civil liberties. Of course, nobody believed Argelot, and the PCs didn't know what to think. They tolerated Argelot's antics because the mainframe computer in Darth Maul's tower contained lots of data evidencing various misdoings by Republic officials, including some hints that Palpatine might be involved in some shady dealings...but they didn't know what to do with this information. They escorted Argelot to Coruscant so he could air his concerns in a public forum. Instead, he attempted to assassinate the Supreme Chancellor in the Senate Rotunda itself. The PCs thwarted the assassination and a Jedi in the party, Ismail (played by another player, Michelle, who joined in now and again), actually did some Force Healing on Palpy to save his life.

Eventually, however, the Clone Wars broke out, and the crew found themselves summoned to the Republic Army's command center on Geonosis (where the war raged on for days after Dooku's escape from Geonosis) because Republic officials had gotten wind that the crew may have some useful information about the Sith (referring to the Zaddjia mainframe data). There, they found themselves mixed up in the events of the continuing Battle of Geonosis, laying seige to the fortress of Poggle the Lesser in an attempt to capture the Separatist leader. He escaped into the vast cave network underground, however, and the seige yielded only his lieutenant. In that game, another on-again-off-again player, Jon, played a Bothan Jedi, Tau, who was instructed by his former master, Shaak Ti, to go deep undercover behind Separatist lines, going as far as to join Dooku's inner circle. He was so deep cover, even the Council didn't know that his apparent "flip" was a spy mission.

In Episode IX we delved into Captain Chai's background a bit more, when Villie's antics resulted in a botched hyperspace jump landing the crew of the Pride of Theed at Varonat. It was no mistake from the Varonati people's point of view. Their mythology held that the long-gone monarch would return at Varonat's darkest hour, and this was it. The Trade Federation had taken hold of the planet, shipped the majority of its inhabitants off-world to the Federation purse-worlds as slaves, and turned the planet into an outpost for its Aleudrupe berry processing plant, to make blaster gas for the war effort. What few Varonati were left on-world were freedom fighters who lived in the jungle like animals, constantly fleeing the TF's fiersome spider droids. The PCs landed, partook in the battle of Varonat, and destroyed the processing plant. The undercover Bothan Jedi even murdered the two Neimoidian head honchos in cold blood, proving that when you go TOO deep undercover, sometimes you can lose sight of your own identity.

But, by Episode X, Tau had been brought back to the Temple by Michelle's Jedi Ismail (now a Jedi Redeemer) for atonement. The Council, which now comprised Obi-Wan and Anakin, were satisfied that Tau had not gone to the Dark Side entirely, and that his time with the Separatists was merely an undercover mission. So, they sent Tau to Varonat to find General Grievous; since Grievous seemed to be absent from any of the Republic or Separatist worlds on which they'd looked, they figured they'd start sending Jedi to the isolationist worlds to find him.

On Varonat, Tau met up with the crew of the Pride of Theed and their Captain, who, having "sort of" assumed her rightful title as heir to the Varonat throne, was meeting with Representative Jar Jar Binks, who was trying to woo her to join the Republic. He'd even brought a squad of clone troopers to demonstrate the kind of military protection the Republic could offer Varonat. While this happy meeting was going on, the entire Trade Federation fleet arrived at Varonat to exact its vengeance on Arvala and company for destroying their outpost. They bombarded the planet with spider droids and troop carriers, and then watched gleefully as the PCs and NPCs scrambled to hold off the devastating forces closing in. Once satisfied that the PCs had no chance of survival, the Federation fleet jumped to hyperspace to their next destination: Utapau, where they were to meet with their leaders.

Once the Feds left, though, the PCs abandoned the battle and fled Varonat as well.

Let me tell you, that's rare that players would do that...they clearly knew this battle was hopeless and that their only chance for survival was to flee. They were right. As soon as they fled, the Federation forces pretty much closed in and decimated all that was left of Varonat's infrastructure.

Not by sheer coincidence, Master Windu ordered Tau to Utapau because Grievous had been located there. The PCs made an AMAZING astrogation roll, and beat EVEYONE to Utapau. Unfortunately for Tau, Order 66 was issued shortly after they landed, and Jar Jar's clone trooper squadron opened fire on Tau, pretty much ripping him to shreds before he could draw his lightsaber.

Fortunately for Tau, however, the PCs had a heads-up that something was going down when they saw the clone troopers leaving their post -- guarding the Pride of Theed -- against Tau's strict orders, called Tau on the com-link, and inquired why the clones were leaving their post. Although the clones still managed to KILL Tau, the other PCs where there to hijack an airspeeder, retrieve his falling corpse from the sinkhole and get it to a medical facility without the clones knowing.

It was about then that the entire Trade Federation fleet emerged from hyperspace over Utapau. Unfortunately for them, by the time they got there, the Separatist leaders had already been moved to Mustafar, the order to shut down all droid troops and starfighters had been issued, and the Sep leaders had all been murdered by Vader. SO, the entire fleet exited hyperspace over Utapau only to immediately shut down. They were sitting ducks. Arvala and crew managed to overtake one of the dead-in-the-water battleships, get it running (with some MONGO engineering feats by Obseth to override the shut-down command beacon), and flee into hyperspace with it before Repub-- er ... IMPERIAL scouts arrived to secure their newly appropriated fleet of lucrehulk battleships (spoils of war and all).

Once Tau convalesced and was back on his feet, he had to slip off of Utapau incognito -- debilitated, demoralized, bereft of purpose and all he has ever known, and pondering his uncertain future. With nowhere else to go, he went to Naboo, to meld into the nameless masses and watch the funeral procession of Senator Amidala. As all eyes were glued to the passing carriage bearing her casket, a mysterious, cloaked figure, one of the Royal Handmaidens of Naboo, sidled up to Tau, silently and surreptitiously handing him a data cylinder. Tau read the single name displayed on the cylinder’s LED display: Senator Mon Mothma. Not yet aware of the significance of this information, Tau knew deep down that somehow the mysterious handmaiden, who was gone without a trace by the time he had looked back up, had delivered him a new purpose.

That was where we ended. The next session, whenever it may be, will mark our first use of the Saga rules.

Tau will become Mon Mothma's agent in setting up the Bothan Spy Network that works for the Rebellion (and that is ultimately responsible for acquiring the plans to the 2nd Death Star).

The crew of the Pride of Theed will have a huge surprise at the beginning of the next session when the limp and lifeless battle droids suddenly spring back into action. The Empire will have reversed the shut-down beacon to take back the battleship from these pirates. The PCs are in for the fight of their lives. I'm interested to see if they fight or flee this time.

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Well, you can see our PbP game in the Praxeum. Look for "A Different Shade of Evil" and have fun.

/Shameless plug

...I'm playing the 'Psycho Bunny'. Such fun.
I run my campaign like a TV show: 22 "episodes" (sessions) per season, with a big ol' season finale (generally with dramatic revelations and cliffhangers).

We started back in 2002, and while the game is definitely Star Wars, it's equally inspired by the feel of Firefly (which, I'm guessing the original poster will appreciate) and Babylon 5.

We're set in a corner of the galaxy called the Taldor Sector, which has an "old West" feel to it. The Sector has been the victim of constant struggles between the Sullusti Merchant Houses (an offshoot of the Sullustans, culturally similar to ancient China, with a bit of the Centauri thrown in) and the Taldiir Remnant (what's left of the Holy Taldiir Empire, a Zabrak warrior religion with elements of Islam and the Narn).

The "indies" or Independent Systems, got sick of being caught in the middle of all this (they just want to go their own way, after all), so they appealed to the Republic, and the Sector became a protectorate (but not a member) almost 300 years ago. This brought in an influx of trade, and eventually, the "Triad" (Trade Federation, Commerce Guild, and Corporate Alliance) came in and rose to prominence.

The Sector boasts pirates, slavers, and smugglers galore, and an uneasy peace is kept by TalSec (Taldor Security Services, who are basically the Pinkertons writ large) and the Taldiran Border Defense (a organization of marshals and magistrates who've banded together centuries ago, but who now have a very questionable reputation). Throw in a bunch of crazy Force traditions (the Matukai, the Bando Gora, etc), and you're almost there.

When the campaign started, the Sector was 297 years into its 300 year term as a protectorate of the Republic. As we get closer to the possibility of home rule (the vote is now 4 months away in game time) EVERYONE is trying to carve out the biggest piece of the pie for themselves, and one of the campaign themes is that "It's a bad time to be an independent."

The player characters include:

--Ni-Lah Sun: Originally a Jedi padawan sent to the Sector as part of her trials (her master felt she viewed things in too black-and-white a manner), she is now the Sector Watchman, a position she doesn't exactly relish.

--Jake Blackstar: A gunslinging mercenary who was out for revenge against an old partner who wronged him, more recently, Jake's been spending his spare time with the Taldiran Border Defense, and is trying to redeem their reputation and bring them back to the heroics that he remembers hearing about in his childhood.

--Sakar: A slave/pitfighter-turned-bodyguard-turned-freedom fighter, this no-nonsense Zabrak is on a crusade to put an end to slavery... one slaver at a bloody time, if necessary. He's freed enough slaves through the years that--somewhat to his chagrin--a cult of personality has sprung up around him, and he now finds himself leading a revolution called "the Freedom's Hammer."

--Y'Bobor K'ah'a: A Bothan "negotiator" who came to the Sector looking to make a name for himself, he's worked his way up as a fledgling crimelord (althohgh Y'Bobor is still a campaign character, his player is out of the game, so he's "semi-retired").

--Burl'Abon: Kushiban pilot, mechanic, and all around scoundrel. (I don't have much to say on him because he JUST joined the campaign).

The players initially met when they were on passenger freighter that was attacked by pirates. They banded together to survive the attack AND the uncharted ice planet their escape pod crashed on. They eventually found a seemingly abandoned ship and became the crew under the eccentric droid captain who was still waiting for his master to return to the vessel 100 years later.

The adventures run the gamut from small personal missions to sector-shattering events like stopping a war. Similarly, the morality of the group as a whole swings every-which-way. While they're all decidedly heroic, there's a lot of leeway for how many crimes they're willing to commit to for the greater good (or sometimes, just for the greater profit).

In the middle of Season Two, the PCs had what was probably their finest moment when they protected a primative planet from a marauding armada of cybernetic "reavers". It's tough for me to do it justice here, but it was a phenomenal adventure filled with action, strategy, sacrifice, massive battles, personal moments, etc. Star Wars at it's finest.

Then for their next adventure, they stole a lot of money and caused a riot. Firefly at it's finest. (Seriously, though, the folks they were stealing from were bad people, but the PCs wound up being indirectly responsible for one of the biggest space battles in Sector history... because they needed a diversion to get away with the coin).

I actually have a session by session synopsis (we just played episode 3x12, which I think was our 56th session) if anyone is interested.
Sounds like an interesting campaign, Gwek.

I'm intending to introduce a few Firefly-esque elements into our story too, since that seems to be the popular sci-fi flavor these days. Since the PCs will pick up in the Tatoo system, and will probably find themselves stranded there after all those battle droids come back to life, the stage is set, so to speak.

Amy, the player of the Captain, is a sci-fi afficionado. She's lent me her Farscape DVDs, and inspired me to read Dune. So I've worked elements inspired by those universes into the game already...like an heirloom blade made from a creature's giant fang that can inject poison into its target, and stuff like that. I have to check out the Firefly series and the Serenity movie...everybody's raving about them.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Restoring the rightful owners/heirs to a planet before the Sennex Pirates take it over.
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_-E-_
My campaign takes place in the late "Dark Times" a few years before the real Rebellion begins.

The characters are just a bunch of "wanderers" who happen to be arrested by the imperial customs controll on their way to Nar Shaddaa.
But the shuttle which should take them to the surface is shot down. They are the only survivors of the crash and have to fight their way out of the deeps of the Smugglers Moon.

On their way they encounter the mysterious "Scientific-Assistance-Droid" N4-G4, who joins them on their way up.

Escaped from the underworld they are approached by a Twi'Lek who hires them to work for the mining guild.
They start to investigate a case of the illegal sale of Carbium-Ore, which is used for antique hyperdrives.

That's where we stopped. On their way through my Three-Episode-Campaign this is what awaits them:
Solag the Hutt, a "physically challenged" Hutt who can't produce his own slime and has to rely on a cybernetic prothesis (sort of a Vader the Hutt:P )
The last of the Echani
A protocol/assassin-droid on a quest for vengeance
The starship with the largest hyperdrive of all times...
The beginning of what will be known as the "Galactic Civil War"

The Characters are:

Quengznoc, a Quarren Soldier from Mon Calamari. Doesn't talk much.

Kelna Toodo, a Duros Explorer. His father was arrested as a "Seperatist". Maybe they will meet later.

Darryn Sundown, a Human Scoundrel from Coruscant. He lost his previous starship in a sabacc game.

The don't have much of a backstory (exept Kelna) yet, but this will develop over the course of the campaign.
For my first Saga-Campaign I wanted to keep it simple, so no Jedi and Levels from 1 up to 7.
For my next Campaigns I'm thinking about either:
Play a Jedi-only Campaign in the Old Republic-Era
or
Play a Sith-Campaign in the Sith-Imperial-War in the Legacy-Era, where the players can decide whether to follow their superiors or try to overthrow them.
My campeign started about 3 years ago. It's an NJO campeign that began at the start of the Vong War. There group came together on the outter edge of the battle, with 2 young jedi and their masters going to see what they could do, and a stormtrooper squad from the imperial remnant coming into contact and needing to mutually support each other for survival.

Through a long series of attempted rear guard actions for the constant refugees from the warfront, the characters grew to appreciate each others' efforts against the Vong, and later, when the Imperial Remnant came into the war alongside the New Republic, the team began to work together in an "official" capacity. Some of their hardships were the loss of both jedi masters, the capture and almost-breaking of the two jedi apprentices, having their ship blown up by thier own inattentiveness, and many, many encounters where they let minor villains escape with large vendettas. They made many allies along the way, a pair of hutts, a group of dathomiri force witches, and a group of Mandalorians.

The first story arc came to a close, 2 years of gametime later, when the stormtrooper commander (a player Chiss), put his hat in the ring for Moffdom (we started RCR days) and was told if he could claim an uncontested system for himself, he'd receive proper backing (half of the Moff council backed it because they thought the idea was idiotic, and the others supported it with the idea that he'd owe them if he succeeded). The party began to gather support, with the idea of liberating the planet Telos from Vong invasion forces (since the battlefront edge had pushed far from it, and it was close enough to the Imperial Remnant to get support). To make a long story short (I know, I know, too late), the party did liberate Telos, freeing the vong slaves and shamed ones, and capturing a Vong SD analog...

Fast Forward to 1 year later. The PC's from before are now prominent NPC's (having ended the campeign around 15th level), with Moff Sorn in control of the Telos system, with a sizable fleet (thanks to 5 levels of Moff and shamed one support). They have found and re-established the Telos Jedi Academy, under the support of the Imperial Remnant (hoping to have their own group of force users when all is said and done, same with the Chiss Ascendancy who failed to gain Luke and Mara Skywalker to train chiss jedi for them). With the conquest of Coruscant and the Vong solidfying their holdings, the enemy is ready to fall upon Telos to take it back and eliminate this small thorn in their side. So it falls to new PCs (all students at the jedi academy, under SAGA edition rules) to finish old vendettas, and defend their new homeworld (hopefully) from being lost again.

Original Characters:
Sorn - Chiss stormtrooper officer, turned Moff of Telos.
Brishka - Miraluka stormtrooper heavy weapons spec, turned jedi master.
Meeka - Ewok jedi healer, turned jedi master
Daliir Si - Togorean (i think tha's how it's spelled, ShakTi's race) jedi, turned jedi master

New Characters:
Kraken - Ithorian Jedi apprentice (1 level noble, 2 levels jedi)
Gi Rickey - Human (cyborg) jedi apprentice (2 soldier, 1 jedi)
Z-4 - Force Sensative Droid Project (1 scout, 2 soldier)
Tandem Rand - Human jedi apprentice (3 jedi)
Kaylin - Chiss pilot/jedi apprentice (3 jedi)
Well, you can see our PbP game in the Praxeum. Look for "A Different Shade of Evil" and have fun.

/Shameless plug

...I'm playing the 'Psycho Bunny'. Such fun.

Well, I was going to do that but hey, I guess I don't need to now.
It's so good when your players do the shameless plugging for you.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
I'm currently running a Clone Wars campaign where the heroes going from system to system dealing with various problems on behalf of the Republic. Currently, they are searching for a living ship built with Sith Alchemy 1500 years ago that as entrusted to some Sith worshipping dark siders called the Psychics of Miroquis (made this whole plot up). Now the planet Miroquis (which I described to my players as being like Nar Shada, but run by unscrupulous dark siders) is under Republic control. Which means they are two buttons away from blasting the planet from orbit. Now the players are heading to meet the Prophet and the living Sith ship. Now I hope they learn the better part of valour

Show
Since he's 7 levels higher than them at this point and has minions


One of my favourite parts is how the euphemisms that have come up. So, buying illegal weapons to defend against pirate raids is called "insurance", conquering a territory on behalf of the Republic or supplying Republic interests (i.e.: Republic resistance groups) with weapons is called "bringing security", and having Confederate guys doing the same thing is called "bringing freedom". It was really funny hearing how, when say, talking about getting thermal detonators on the pretence of supplying Confederate Sabotage teams from unaligned businessmen, the players would say things like "I would like to acquire some miniaturized thermal nuclear freedom generators"
We are nearing the end of this group's first campaign, set during the early part of the Clone Wars. The group started as a bunch of smugglers, but as they worked their way up the food chain, and they repeatedly came into conflict with the forces of the Republic in spectacularly mediagenic fashion, the Separatist leadership recruited them to set up a smuggling network for them, to run supplies through Republic territory for them.

Meanwhile, they were also having issues with a group of Sith acolytes who were trying to replace Dooku by acquiring a powerful artifact (a Rakatan battle meditation chamber), and they got tied up in the Byzantine political intrigues of the Separatist Council. The group recruited new members, split up, a mission went horribly, horribly wrong on Giju, the Jedi got involved... anyway, they're almost at the site of the crashed Sith vessel which had installed the meditation chamber, racing against the Sith acolytes and the Republic forces Palpatine has conveniently put in their path. It's just about time for the last blowout battle after a year and a half of weekly gaming.

There will be a few epilogue sessions, and those will build a bridge tying the loose ends of this campaign into the beginning of the next campaign, which starts in a few weeks. In the new campaign, a novice Senator and his personal staff are secretly agents of the Rebellion in 1 BBY, doing the whole Princess Leia "I am a member of the Imperial Senate on a diplomatic mission!" shtick.
Rebellion Era: 3 humans, all scouts for some reason, and 1 droid..

They tried to join the rebellion but the made a balls up of all 3 initiation missions they got, so theyre kind of freelance smugglers now who are trying to suck up to the rebel alliance..usually with disastrous results

one of their missions was a version of crypt of saalo morn mission from the website.. one of the players got possessed by saalo morn at the end of it.. now whenever he breaks off from the other players, he usually encounters some "stormtroopers" and has to blast them to escape. (theyre not actually stormtroopers, hes blasting innocent civilians, hes just possessed by a sith master of illusions..) the other players were approached by a bounty hunter looking for a serial killer, and could honestly tell him they didnt know one!

they're currently lost in the unknown regions.. having followed a treasure map to an old confederacy staging ground, found it still had security droids active, and made a blind jump to escape.

I swear im not a mean gm, its just their decision making compared with some bad dice rolls gets them in such trouble.
I have two games going on currently.

The first is a game centered around a small group of younglings and a Padawan who escaped the massacre at the Jedi Temple on Coruscant by slipping out through the sewer system, and their adventures as they try to rebuild the Jedi Order. The group includes a Zeltron Jedi Sentinel type character, who uses her looks and charm to gather information and handle things subtley, a Human Jedi Guardian type who works under a cover as a freighter captain, a Twi'lek Jedi Consular type who works under a cover as a merchant, amd a pair of recently recruited Human Force Sensitives from a backwater world in the Unknown Regions that they are helping to train as Jedi after they were forced to land a badly damaged ship there for repairs. On the planet they found a secret shadow war going on between a group of Sith who had fled there at the end of the Jedi Civil War and had set up shop, and a very small group of extremely out of the loop Jedi founded by a Jedi Knight and his Padawan who followed them there, but was forced to crash his own ship after the Sith capital ship shot up their fighter something bad. The group is looking to recruit the Jedi there into what remains of the Jedi Order in hiding, and to free the world from its mostly Sith control. the game is set about 6 years after the end of the Clone Wars.

The second game is set about 2 BBY. The PCs are a group of students from a planet colonized by refugees near the end of the Clone Wars. A planet with a very mixed population, it's become a hell hole that everyone wants to escape...the only people left are those who can't afford to leave, or who benefit from the degeneration of the society. The students have recently discovered that one class out of every graduating class on their happy little planet is selected to engage in a Holo spectacle like no other...a Battle Royale, where the students are grouped into groups of 3 and only 3 students of the class are allowed to survive a three day battle to the death among the students. If more than 3 live, then all survivors are shipped off to the Spice Mines on Kessel. If any survivors are still enemies of eachother the battle is allowed to continue until only one team remains...so long as no more than 3 survived to the end of the 3 day period. The PCs have the sad place of one of the groups of students who will either have to slaughter the rest of their class or find some way to escape...possibly with others. The characters are from a class where every student has some form of juvenile criminal record, including the characters themselves. They include a Force Sensitive Human Scoundrel pick pocket and con artist, a Force Sensititve Human Noble with a thing for duels and connections to a crime family...and a rap sheet as long as his arm for various brawls as well as a close call on murder charges, and a secret Miraluka Jedi student whose listed crimes are fabricated assault charges from a fight in self defense. None of the three completely trust the others...and both the Noble and the Scoundrel have enemies in the class they aren't too sure wouldn't want to see them dead. The Jedi has realized both her companions are also Force Sensitive and is considering introducing them to her mentor if people get out of here alive...if they aren't too dark...but she's worried they might be. The Jedi is the only one of the three who isn't starting with a Dark Side score from their backstory...though neither of the other two is anywhere near fallen. The fact that everyone ended up Force Sensitive was unplanned, and is likely to create some...interesting plots, and divergance from my original plan.
Well, you know, I've always found that asking people about their RPG games is like asking them about their children...they're happy to talk endlessly about them and no one is as interested as they in what they have to say. (I can say this because I am both a gamer and a father.)

True. Asking roleplayers (particularly long-time roleplayers) to explain/describe their characters and/or their campaigns is the RPG equivalent of opening Pandora’s Box.

Well then, here follows my (rather lengthy) part of the epidemic.

I’m currently running (or rather reawakening) an Imperial (evil, one might say) campaign of sorts, with a primarily military focus.

It’s set just after the Fall of Imperial Centre (Coruscant) to the rebels, with the crew of a lone Star Destroyer (The ISD Ravager) trying to survive and possibly rebuild the Empire, which is tearing itself apart around them.

It was, unlike previous examples here, not based on any good SF series, but rather inspired (in terms of the base concept only) by a lousy one, namely Star Trek Voyager.

It started with a friend of mine commenting on a Voyager episode (that featured a villainous Voyager crew that turned out to be an incorrect simulation of the past) that the show would be so much better if and ISD had ended up in a far away corner of galaxy than the mushy federation types that populate Voyager’s cast.

While it was an offhand comment, I thought I made for a really interesting idea, so I took the basic idea and combined it with a setting I’ve always found interesting (the crumbling Empire) and some basic concepts developed for an older campaign and a Star Wars boardgame of mine to construct the campaign.

The main game begins after they fleet they are part of is ambushed by renegade Imperials in a Rim sector. The ferocious battle resulted in the destruction of all vessels apart from the Ravager and one enemy Carrack Light Cruiser. Only then do they find out that the Admiral they fought under was actually a rebellious would-be warlord and the fleet they fought was composed of loyalists attempting to prevent them from taking over the sector. Shortly thereafter, they learn that Coruscant has fallen, that they are officially listed as traitors by what remains of the Imperial government…and they are now truly alone.

As for characters, well it’s more of an “ensemble” game than a traditional one “four players four characters” game, with the player taking on different roles of their subordinates, apprentices and even common soldiers throughout different sessions depending on how they deploy the resources of the ISD and the planets they conquer.

That said, there are four main characters of rather more diverse origins than the rest of the crew:

Akal Krell, the Captain of the ISD Ravager – an Imperial loyalist of the highest order.

Ang-maar, a recovered Human Sith apprentice from the Clone Wars era.

Ter Mathil, a ruthless Human Bounty Hunter intent on making the most of the opportunity presented to him by having a powerful capital ship on his side.

Marack Verall, a Human Royal Guard assigned to keep a close eye on Ang-maar (he was supposed to escort him to Coruscant, but that option is no longer available).

In addition, there are 20 odd lesser characters, mainly (but not solely) other officers and crew on the ISD.

They’ve recently, through a combination of intimidation and application conquered a neutral system (formerly ruled by a jumped up Sullustan pilot/pirate and self-proclaimed “Warlord”). When the campaign went on hiatus they were locked in a standoff above one of the main worlds in the sector.
Ang-maar, a recovered Human Sith apprentice from the Clone Wars era.

Love the reference to Tolkien's Witch King of Angmar.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Love the reference to Tolkien's Witch King of Angmar.

Can't take the credit - or blame ;) - for that one. One of my players is kind of fond of naming his characters after famous villains (and he sure plays a villain in this campaign).

In D&D he primarily plays an elf whose main name is Zaha Dûm (I'm sure someone in this thread will catch that one).
I heard that some diminutive miners dug too greedily and too deep. Bad news.
I heard that some diminutive miners dug too greedily and too deep. Bad news.

Yep, that's the source of it (Khazad-dûm).

But this particular name was pilfered from the Shadow "homeworld" in Babylon 5, Z'ha'dum...which was in all likelihood stolen by JMS from Tolkien though. Which he was aware of, I hasten to add.
My campaign is set to start just after A New Hope. The PCs haven't been made yet, but they're most likely going to be a freelance group of mercenaries/bounty hunters/smugglers. They will have the option to join either the Rebellion or Empire, but I don't want to push either way.
I run my campaign like a TV show: 22 "episodes" (sessions) per season, with a big ol' season finale (generally with dramatic revelations and cliffhangers).



I actually have a session by session synopsis (we just played episode 3x12, which I think was our 56th session) if anyone is interested.

Ohh!!! You run games like *I* do

I'd be really interested in a synopsis, its always nice to see what people are up to and this sector of space sounds great.
Well, you know, I've always found that asking people about their RPG games is like asking them about their children...they're happy to talk endlessly about them and no one is as interested as they in what they have to say. (I can say this because I am both a gamer and a father.)

That said, I'll gladly bore you with details of my campaign! :D

I enjoyed reading the details of your campaign RobShanti. It was a great read.
My Campaign's Timeline so far...

1.1 ABY: Kylin Fei (a Twi’lek Scoundrel), Quo T’wal (a Duros Soldier), and Reba (a Human force-sensitive) escape from Nar Shaddaa with Alax Col’s (a smuggler) YT-2400 the Screaming Siren, which they tricked him out of in a game of sabacc (technically, they won it fair and square; the only thing is, the ship Kylin put up as collateral wasn't actually theirs, making the bet forfeit); They land on a small jungle planet between Hutt and Bothan space where they discover an ancient temple. Here they meet the force spirit of the Squib Jedi Master Illikitee-raneevee (yup, he's the Squib the children's books were about). He found the temple, already a strong force location, a long time ago and had the sense that it was important that it remain unspoiled for an important role it would play in the future. Accordingly he never reported it to the Jedi Council and returned there as a force spirit when he died. Obvioulsy he was a bit out of touch, but had sensed the great darkness that had swallowed the galaxy; upon hearing the character's report of the conditions of the galaxy, he wonders if this is why he is here, and reluctantly offers to train Reba if he can pass a test (he does).

1.2 ABY: Kylin and Quo search for lightsaber parts while Reba continues his training, in particular orchestrating a daring theft of gems, including focusing crystals, from Imperial Governor Tour Aryon’s prized collection; they take on a commission that leads them into accidental contact with the Rebellion. The Rebel base is attacked while they are present, and they are forced to assist in its defense.

1.4 ABY: Kylin, Quo, and Reba rescue an old friend (a Togruta merchant) from an Imperial facility on; on the mission they meet Ix Coil’s Rebel commandos; and during their escape they kill Aixalla Veldari, dark apprentice of Vader; The Corellian Bounty Collection Concern are offered exclusive bounty rights on their heads by the Empire.

1.5 ABY: Kylin, Quo, and Reba first hear about the Imperial bounty. They encounter a group of Squibs who spot Reba’s lightsaber; the Squibs ask for help running some smugglers out of their junkyard. Doing so angers their master Jabba the Hutt who puts out a bounty of his own for them; Alax Col offers a bonus for the safe return of his ship.

1.6 ABY: Now aware of the further bounties on their heads, Kylin, Quo, and Reba hide out on Ryloth.

2.0 ABY: Bounty Hunters from Jabba and the CBBC track Kylin, Quo, and Reba down to Ryloth. As the Hunters strive to take out the competition, they manage to escape, but not before having their first, brief encounter with Vul Xe, one of the CBCC's best bounty hunters (not the best in the galaxy, but definitely a contender in the top 20 or so). They decide the safest place for them to be is with the Rebellion, and find a contact who sends them to Hoth. Here they meet General Carlist Rieekan who accepts them into the Rebellion. They are also introduced to the fledgling Jedi Eric Nahl, who is eager to share stories and Jedi Arts with Reba. Kylin and Quo took part in the construction and patrolling of Echo Base, while Reba and Eric trained together and discussed an extended trip to train on Solsis VII, where the journals of Eric’s mother suggests that there is a primitive force tradition very similar in its teachings to the Jedi of the Republic.

2.1 ABY: Reba and Eric leave for Solsis VII.

2.5 ABY: A Rebel spy brings General Rieekan word of a secret Imperial research facility on Recopia. Since Kylin and Quo have experience infiltrating Imperial facilities, he asks them to uncover exactly what the Empire are researching there, sending them along with Rajetoolah (a Bothan Scout) and Lord Bishof (a Human Noble). They successfully enter the labs underneath the facility, where they find the Imperials are keeping a battered red combat droid. Rajetoolah overhears an Officer comment that the droid helped some Jedi evade the Empire just after the Clone Wars. Once activated, the droid kills its captors. Upon being released, the droid, who introduces “himself” as Red, agrees to help to increase his own chances of escape. By accessing and hacking a console, Kylin also uncovers details of “Project Dervish”, discovering that the facility was built atop a thousand Seyugi Dervishes frozen in stasis, waiting to be unleased on the galaxy once again. The force-sensitive assassins, under control of the Empire, could be an incalculable threat. The group decide to sabotage it, working their way through the facility. Meanwhile, the bodies are discovered and the alarm goes off. Fighting their way to the frozen Dervishes, they encounter a dark jedi in black and red stormtrooper armour – the twin brother of Aixalla, Anyl. He too, recognises them as his sister’s killer. They are overwhelmed by his attacks, but Quo manages to knock him down to a lower level. Kylin attempts to sabotage the systems controlling the Dervish’s stasis chambers, but they are awakened instead. The group escapes to tell its tale, but spends a great deal of time undergoing bacta treatment in the medical bay. General Rieekan decides it's probably better that the Dervishes are presumably under their own power thanks to their early release, rather than servants of the Empire.

What's Next?: In the next session, the heroes are going to get some "down-time" (most of it will be spent working around Echo Base, but I'm giving the opportunity for some serious roleplay if they want it). The next half of the session will be skipping ahead to 3 ABY, when they're going to take part in the Battle of Hoth. For their performance in this battle, they can expect medals and/or promotion (well, if they perform well). And of course in the very long term, they will have to deal with the consequences of releasing the Dervishes, and they still have Anyl Veldari and Vul Xe (and other, less key bounty hunters) to worry about until the events of Return of the Jedi come to pass, eliminating Jabba and crushing the Empire.
My campaign is centered around the events of 0 ABY, with major repercussions stemming from the discovery in 19 BBY that the Chosen One was not, in fact, a whiny, pale Human at all, but a tall, gangly, duck-faced Gungan named Jar Jar Binks. After turning to the Dark Side (because Padme rejected him for "smelling like brine shrimp"), Jar Jar, renamed Darth Sipid by Palpatine, began his campaign of really, really clumsy Evil.

Fast forward 19 years, when a fresh-from-the-pond, tadpole-ish youth named Luke Luke Binks embarks on a timeless quest to trip over stuff and otherwise make everyone else look really really cool.

OK, that's not really my campaign ... but it should be!
I enjoyed reading the details of your campaign RobShanti. It was a great read.

*blinks* Oh! Wow! Why, thanks for the kind words, JR! :D :D

Glad you liked it!
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Mine is based on the "Fall of Eraydia" adventure published a couple of years back. It is set at the time of Episode III, and deals with the adventures of three young Jedi Padawans and a Mandalorian ex-mercenary, who is actually the distant descendant of Canderous Ordo from the KOTOR series.

Padawans Darven and Tallani are both thirteen, on their first mission outside Coruscant. Valara is a little older (sixteen), but she is still very inexperienced. They have been on Falleen with their masters, when the Separatists attacked in force, driving the Republic forces back. The three masters knew they had to get many of the refugees to a safe haven, but couldn't afford to leave the battles still going on, so they sent their Padawans on what should have been a blue-milk run: board the Sanctuary (Republic transport) with the refugees, and keep them safe en-route to Eraydia.

One of the "refugees" was a young Mandalorian warrior, whose clan (Ordo) had been virtually annihilated recently while fighting as mercenaries on the side of the Republic. In the past, he's also fought against the Republic and the Jedi, and holds both groups in fairly high esteem as warriors. His name is Raynar Ordo.

Darven (Jedi 1, melee combat focus) - played by Jake, age 12
Tallani (Jedi 1, melee combat focus) - played by Chanelle, age 13
Valara (Jedi 1, Force-ability focus) - played by Janetta (my wife, who'd kill me if I told you her age! :D)
Rayner (Soldier 1, Ranged combat focus) - played by Simon, my son, age 10.

We've pretty-much followed the adventure up until our session last Sunday, which dealt with the heroes' arrival on Man'koora. Here they were relieved to find a company of Clone Troopers to help them fight off the Separatist forces, and immediately began planning the defence of the city with "Starter", the Clone Trooper CO.

Of course, when they least expected it, I unleashed Order-66 on them, and they just barely survived the battle (the three Jedi ended up unconscious, the Mandalorian managed to take down the last couple of Clone with some damn good shooting!).

The did get buckets of XP for it, though - and have just jumped to level 2, so I'll be throwing some good running-battle encounters through the catwalks of Man'koora before they get off the city and head for Eyree, there to steal some ships and get off-world.

From there, the campaign will focus on them surviving the early days of the Empire, and perhaps meeting with some of the earliest Rebel leaders. I want them to go to Alderaan at some stage (where they'll no doubt meet a certain outspoken little girl ), plus I'd like to run the Kamino "Rebellion" and the attacks on Naboo as adventures (both from Battlefront II).

Eventually, when they're more powerful, I'm going to throw them for a loop and chuck them forward in time (via stasis, or my preferred option, shamelessly plagiarised from Andromeda - having them stuck near a black hole, time-dilation slowing everything down for them, and having them pulled out twenty-five years later.

I have some ideas for them helping Luke set up the new Jedi Academy (though it won't be on Yavin)...so where it goes from there, I don't really know!
That's because Saxton has absolutely no idea what he's talking about and is more interested in canonizing his own ridiculous ideas about Star Wars then actually giving a realistic set of data, or at least trying to stay true to the source. And he's got his crowd of fans blowing his ego and promoting his work as if it actually were decent or passable in Star Wars fiction. Everything he's written should be struck, followed by him getting struck a few times. Raul_Torin (Feb 16, 2010)
I am going to read this thread today. I keep opening it and not reading it because every post is so long, but I swear I love this kind of stuff.

When I played SWG I was addicted to "character bios". I would run people down so that I could inspect them and take a screenshot of their character's backstory. Even if it was l33tsp34k gibberish I would SS it. Even if it was in German (played on the German server) I would SS it. I don't even speak german.

I will read these campaign writeups.

Edit: Ahh yes, that's the stuff. I especially liked the idea of an Imperial SD lost in an unknown corner of space.
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I swear reading this thread, i would think i was in the FireFly forums.:D

Well my game is also based on the FireFly TV show, just based around the time between Episode III and IV. I have a Scoundrel Captain(Human), A Jedi Padawan(Human), a Cathar Solider(My entry for Jane), a half Zabrak/half Human
Medic, a Arkanian/Fay Tech Specialist(Must have a Kaylee for the group).

The Jedi is hiding on the ship and becomes a co-pilot of sorts to the Captain. Over the course of the game, i have shot numerous surprises at my group, one just recent where they travel to Kamino to uncover Palapatine's dark ops project. Unbeknownist to them, Palapatine, fearing that Lord Vader is more powerful than him, has cloned Anakin Skywalker's lost love, Padme. Padme, with her memories leading up to Episode II, loves Anakin, but special clone programming makes her want to kill him when they are within vicinity to each other. (I needed something along the lines of River from the show, and this came to me at work one day)

So far the campaign is still new and only a few sessions have been ran, but sessions are fun and the crew work well together.
I swear reading this thread, i would think i was in the FireFly forums.:D

Well, our love for sci-fi expands beyond just Star Wars into other great, underappreciated things. And great minds do tend to think alike.

I'm getting a kick out of everyone's stories, as well. This thread sat idle for a long time, and then . . . . BOOM! lots and lots o' posts.
Oh man... talk about being asked about your children...

I'll TRY and keep it brief. Fat chance.

To Obal's Players: Harto spoiler herein. You've been warned.

I'm planning on a trilogy. Three 'Episodes', ten game sessions each. I'm planning on a (in-game) "3-year gap" between each Episode, but that's subject to change according to campaign development. Each of the three larger Episodes will have an AdobePremiere-made opening crawl. We're currently at 1.6; 1.7 is due later tonight.

The time: 10 BBY. Midway between EpIII and EpIV. The Empire is at its height, the Jedi Purge has just ended officially.

House rules: no jedi levels allowed until you find an NPC to teach you; Force-Sensitive and/or Strong in the Force must be taken at 1st level.

Campaign premise
Before the sith lord Darth Plagueis died, murdered in his sleep by his treacherous, unnamed apprentice, he used his knowledge of Sith Alchemy to impregnate a score of women, of various species throughout the galaxy, with midichlorian-conceived children. He called this experiment 'The Dark Plague'. These children were born at different times, over the few decades after the Dark Lord's death. The children, known as 'Plaguebearers', are not intended to survive, but to serve as replacement vessels for Darth Plagueis' dark force construct (the Xen Yara, see below), and bring about the Dark Lord's return as a purely force-formed entity.


baddies

Captain Aegis - Leader of a pirate fleet that plagues the Outer Rim end of the Hydian Way, challenging the Empire's claim to have eradicated piracy from the galaxy. Captain Aegis is actually one of the plaguebearers, a fact unknown even to himself. As an iktotchi, his natural gift of precognition is dramatically augmented by the immense power gotten from the dark alchemy involved in his birth; he uses these abilities to thwart every attempt the empire has made to stop him.
Moff Morden - Former Imperial Intelligence official, subtly destituted for deviant behavior; bald, spectacled, found of lightsaber combat, but not force-sensitive. Imperial Intelligence high-ups tried to get rid of him by naming him moff of 'Sector Omega'; a mostly unexplored, untamed sector between the Outer Rim and Wild Space. He's crazy about the idea - now he can run his 'experiments' mostly unchecked by Imperial Law.
The Xen Yara: - Besides the Dark Plague, Plagueis' murder set off his last failsafe: his own midichlorians created an entirely new being of dark energy, a dark force golem -the legendary Xen Yara, or Force Vampire, capable of draining the life out of other force-users. Now, The Xen Yara seeks the Plaguebearers, feeding off their prodigious force power, snuffing their lives out one by one. His goal is to absorb all of them until his soul contains all the dark energy released by Darth Plagueis' death: at this point, it will become Plagueis, returned to existence in undead form, ready to avenge his own death and bring despair upon the galaxy.


Player Characters

Lady Zios Mord-Isna (party leader) - Female cerean Noble3/Soldier1. Sent to do diplomatic work to further the welfare of Cerea under the Empire. Now seeking to join a resistance pocket against imperial law.

Alerak Autrei - Male human Scout2/Noble1/Jedi1 from Alderaan, now a padawan at the Chu'unthor Secret Jedi School.
Torel Fessio (real name Torel Tru-Luna) - Male human Scout3/Soldier1/Jedi1 from Anaxes. His older brother was snatched from the imperial academy to be groomed for an Imperial guard - or something darker. Now Torel's a padawan in the Chu'unthor Secret Jedi School. He doesn't know his true name, heritage or the true nature of these powers (neither does the player, but it's obviously tied to the campaign premise).

'Trooper Shy' (no real name) - Male human clone Soldier4. Rescued from the battle of Kamino massacre by Moff Morden, who wanted to keep him as a field experiment/secret operative hybrid. Spied on the party for Morden, until they caught him and put him behind bars. He is currently waiting to be rescued by...
Guroksh Bakh'tor - Male noghri Scout2/Soldier2, trained to some day become Moff Morden's personal assassin. Spied on the party for Morden, until he defected back to his true master. Now looking for the other PCs to rescue Shy and put Morden back on their trail.

Kali - Female human Soldier4, former imperial soldier, mistreated for being a woman, sent on a suicide operation by Moff Morden, rescued by the party, switched sides out of gratitude. A mean-trigger tough momma. Pretty one-dimensional otherwise.
(Note: Kali's the only character in the party whose player is actually female.)
'Soft' Sailor McKee - Male human Scoundrel4, born on a starship to an unknown mother who died on childbirth. He carries an unopened box containing a secret his mother died protecting. He recently opened the box to discover he is the only son of one of the last Mandalorian warriors.
Jade Glister - Female human Scoundrel4. Party techie and cute girl, late recruit, joined in Chapter 1:3 (last saturday). Rescued from a merchant ship whose crew was massacred by Captain Aegis.


Episode I (so far):
1.1: All the characters (except Jade) meet during a Political Gain Operationintended to increase imperial control in Svivren. The Imperial-aligned PCs blow up a civilian building, killing hundreds (and reaping a couple DSPs for it), while the good-aligned PCs ruin the Empire's plans by revealing imperial involvement to the planet government. When Shy and Guroksh end up captured by the rest of the party, Moff Morden orders them to pretend to be neutral mercenaries to infiltrate the team, interested mostly in Lady Zios and her rebellious goals, but also in the midichlorian readings from Torel Fessio. Kali is rescued, half-alive, from the bombing site, and joins the party out of gratitude. The team is defined, the campaign has begun.

1.2: The characters fly to Eriadu to find a smuggling ring headed by a pirate under Captain Aegis' command; Lady Zios wants to stop it since its smuggling route passes through Cerea. Instead they find an imperial midichlorian purge, and that the smuggled goods are designer drugs intended to disguise the patient's midichlorian count during such purges. Surrounded by imperial forces, the PCs are joined by a mysterious, mandalorian-clad NPC, called Valen, who appears to be immensely strong in the force (particularly the Dark Side of it) - and to have a special interest in Torel's performance and safety. Near the end, they fail to rescue a street girl from the planet, despite getting some clues about her being a rather important NPC (she's one of the Plaguebearers); the epilogue shows her being killed, her life-force snuffed out by a mysterious, dark shape...

1.3: Valen leads the party to the Kathol sector, where he has heard rumors of a jedi academy that somehow survived the Purge. He's not sure he wants to join the jedi, but he wants to check the rumor at least. During the trip, they come across Captain Aegis and his pirate fleet, who make an orbital strike against Pembric II, seeking to destroy imperial forces hiding in the planet. The PCs rescue Jade Glister from the massacre, and manage to flee the pirates and continue their trip through the Marcol Void, still searching for the fabled jedi academy.

1.4: After two weeks, the party has crossed the Marcol Void and arrives to the Jangelle system, where they find a fringe town under the heel of a tyrannical (lawful neutral-type) sheriff. After a few brushes with the local law, they find some of Aegis' people hiding out in the desert. After the party wipes the desert sand with the pirates, the Empire arrives to Jangelle, following a signal from their PC spies (Shy and Guroksh). Moff Morden and his stormtroopers take half the party prisoner; while the other half of the party tries to fight the Empire off, two JEDI appear out of nowhere...

1.5. The adventure picks up where we left; the jedi turn out to be padawans from a secret jedi school, located in a mobile base somewhere near the system; they help the PCs escape from the Empire in exchange from their help - As part of their trials to become jedi knights, the two padawans are looking for a pre-Order 66 jedi base in the middle of the Jangelle wastes. They all find the place together, and there they meet none other than the Xen Yara, the Force Golem, who tracked Torel Fessio's succulent Midichlorian count here. After escaping the Xen Yara, the party has a showdown with Morden himself in their ship; the imperial spies are forced to blow their cover, Morden escapes, party war ensues. As the adventure ends, Lady Zios is a prisoner of the Empire, Torel and Autrei have found and traveled to the Jedi Secret School, Guroksh has fled with Morden and the rest of the party has put Shy in a cell, to stand trial for treason.

1.6. Jade, Soft and Kali travel back to Pembric (Shy still their prisoner), looking for a way to rescue Lady Zios, while Morden and Guroksh fly hot on their tracks. Meanwhile, Torel and Autrei discover the secret school is none other than the legendary Chu'unthor, and have several mini-adventures related to their jedi training. In the end, Soft/Jade/Kali fail to save Lady zios, mainly out of apathy (and they get a heavy XP penalty for it), so Valen the uber-NPC has to come to the rescue. Oh, and Soft opened his box and discovered a datapad containing the Supercommando Codex and a holorecord revealing he is the son of a Mandalorian war hero.

Next session (later tonight) presents me with a challenge: I have to lead the party back together (Zios is already on her way to meet with Jade, Soft and Kali) while respecting everyone's background and character choices. This means Guroksh must try and rescue Shy, after which both are likely to defect back to Morden, while Soft and 'the girls' will certainly start looking for clues to Soft's Mandalorian background. I'm having the pirates return, to remind them Aegis IS the bad guy they should be worrying about, and also because it is a good way to give the Empire, the jedi and the freelancers a common goal, at least temporarily. After the game is over, all three PC teams should be working for the common goal of locating and fighting the pirates, leading up to the grand three-sesion finale of Episode One (the war against Aegis).

I've written the campaign outline for the whole three Episodes, down to the very ending. I was going to get into detail about it, but one of my players might stumble across the thread, and this is spoilful enough as it is.

I'll keep updating this post as the campaign progresses.
Rochefort
Isn't that a smelly kind of a cheese?




Basically, what's the campaign about? What are the characters? Are there any innovative or new concepts you're trying out?

My campaign is about the crew of a small freighter - a Human (Scoundrel/Solider), a Bothan (Scoundrel), and an ASP-series labor droid (Soldier!). They worked on the losing side of the Clone Wars, although not necessarily the wrong one, and are trying to make a living in the new Empire. Well, since the Empire is only about a week old, it's not too difficult yet. There's plenty of post-war smuggling and refugee transport to keep them employed.

Oh, and they're hiding a sixteen-year-old Human Jedi Padawan as their "cabin boy."

The Droid wants to become something along the lines of a mechanical ninja - fast, agile and deadly. Really, who suspects the droid of homicide? Especially a "stupid labor droid?"

The Human and Bothan (captain and co-pilot, respectively) are pretty much just trying to keep their ship flying, but the human has delusions of grandeur. He wants to make enough money to buy a few more ships, bigger ones, well-armed ones, and start his own private armada to fight the evil of the Empire.

Given the timing, and how long I think it's going to take them to get those kinds of credits piled up, this may be the beginning of the military arm of the Rebellion.

I've adopted my "Darth Oni" character from the Dark Side Nemesis thread to a less-powerful Dark Jedi, one of the first Inquisitors, still named Oni after the Japanese demon, for the campaign. He killed the Padawan's Master and still carries his lightsaber. I intend to build him into a Rochefort type of character, with the Padawan standing in place of D'Artagnan.

Of course, the best laid plans of mice and GMs often go awry.

A group of young adventurers have been sailing around the Galaxy under the watchful eye of a Cragmaloid pilot on his ship the Insolent Mynx.

The party consists of
1. Tibbit a Jawa Jedi (Guardian type)
2. Leda a Female Jedi (Consular Type)
3. The human soldier
4. Rooowoooroor the Wookie Blademonkey
5. Corp. Bucket (Rebel Helmet)

They have been sent on small missions on behalf of the New Republic. All second level thus far.
I am in the rough stages of resurecting a NJO campaign with the PC's now at lvl 8 or so and nearing the end of the war.

I am taking bits and pieces of stories from my old WEG sessions and having some big bads come back from the past to haunt the children of that era. Namely a few dark siders and bounty hunters looking to settle old debts.

Also including some Vong action (very limited) as I want to also incorporate some Remnant items some corporate sector stuff and maybe some ideas of my own design.

I have
2 Jedi
2 Soldiers
1 scoundrel
1 force user
1 scout
By the way - could anyone tell me how to make hide-and-show sections for my posts?

Certainly.

[noparse]
Block Title
Text in block
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like so:

Block Title
Text in block


If you leave the Block Title blank the title will be "Spoiler".
fo diggity Twitter: www.twitter.com/fodigg Comic Books You Should Have Read: http://tinyurl.com/ycxe9l7
Thanks fodigg!!!!

edited my post.

Rochefort
Isn't that a smelly kind of a cheese?

Personally, I hated Rochefort far more than Richelieu, Milady, Mazarino, Milady's whelp or any of the other antagonists in the trilogy, even if they later became friends.
I have two games currently going on at RPoL.

Game One: Galactic Shadows

Order Sixty-Six has just happened, and for those sympathetic with the Jedi, and especially the Jedi themselves, it is a very dangerous time, eluding new Imperial threats in addition to the threats every Jedi and their allies already face.

Game Two: The Galaxy Wars

Eighty years after Cade Skywalker defeated Darth Krayt and peace was again restored to the galaxy, new threats have emerged for the newly restored Jedi Order and the government it supports.
Here's the ongoing link of the GM's write-ups (and my goofy framing technique of using a Star Wars themed webpage & art to help us all keep the mood):

Our campaign, "Smuggler's Blues"

I'm behind in my updates, though, and haven't listed the last session... and we're gaming again on Saturday! Eep!
Vashanti, I read your site from first sentence to last. Sounds like fun stuff, and you've got a great group of ragamuffins too. Get back to those updates!

I've always run campaigns with specific tasks and goals in mind for the PCs. And of course, inevitably, the players band together and manage to throw all my plans and contingencies completely out of whack. So this time, I'm doing something pretty different.

I'm running an Infinities-style campaign in the early onset of the rebellion. In this setting, Padme did not survive long enough to give birth to the twins, making Vader all but beyond redemption from the Dark Side. In edition, Sidious slew Grand Master Yoda in a duel that decimated the Senate Chamber. Obi-Wan Kenobi took it upon himself to rebuild the Jedi Order. Seven years after the events of ROTS, there are about 50 full-fledged Jedi, perhaps twice that many training (nowhere near ready for the trials).

It's something like Rise of the Empire meets Knights of the Old Republic. The Galactic Empire is taking on many characteristics of the Sith Empire; among other things, Palpatine granted Vader's request to rebuild the academy on Korriban and begin training a new generation of dark side force warriors.

So anyway, with all that background in mind, I've decided to give my players a little push and from there it's "ok, do your thing." I'll throw them a bunch of different hooks and they can pick and choose as they please. The way I plan things, galactic events will continue to unfold (though things might turn out differently with their influence).

We've had one session, but I feel pretty comfortable with this improvisational style, though I still have a lot to learn. Offered my players a nice 30-point buy, and away we go. Here is our cast of characters:

Nathus Johns - Human Noble 1 - a dashing human noble from a family of famous core world doctors. This particular prodigal son has the spark of Force power. His player plans on taking zero Noble talents; this guy will become a bona fide Force Wizard.

Dentilian Ko - Human Jedi 1 - a young Jedi-in-training, he takes great pride in his Mandalorian heritage. Though quite inexperienced, he is a talented swordsman and a pragmatic warrior.

WP-613 (Walher) - Droid Noble 1 - sporting a dark trench coat and stylish fedora, this droid noble is on a mission from his young owner to find... The McGuffin Device! (Yes, that is the actual name.) I loved the idea of a noir droid snoop, and his backstory is both intriguing and humorous. I can dig it.

Kreeshok - Trandoshan Soldier 1 - a true mercenary, Kreeshok loves flying a sturdy ship and is handy in any blaster fight. Possibly the only Trandoshan in history with a soft spot for Wookiees. Almost certainly heading for Bounty Hunter.
I'm surprised at how few games here are set in the Empire times! I've always found the Empire vs Rebellion timeframe to be the most interesting time for a Star Wars campaign.

My upcoming campaign will be set very shortly after the Battle of Yavin. The game is set on Beta Station, an old slaving post near Ryloth on the Outer Rim. A twi'lek crime lord named Bael'thannis has reigned over the station (now a hive of scum and villainy) until recently, when an Imperial Star Destroyer and its captain show up to extend the Empire's control to the sector. The delicate power balance between the Captain and the crime lord, combined with the daily scuffle of life in such a dangerous place will form the mainstay of the campaign, with adventures taking place on the icy surface of the moon the station orbits, deep space nearby, Ryloth itself, and other locales.

To keep things fair for the players early on, the Star Destroyer will be under repair and relatively out of commission for the early part of the game. Just how long depends largely on whether or not the players decide to sabotage said repairs.
I'm surprised at how few games here are set in the Empire times! I've always found the Empire vs Rebellion timeframe to be the most interesting time for a Star Wars campaign.

I did that for 10 years with WEG and my players are kind of sick of it. They like the NJO period and I will probably move to Legacy of the Force book series or a clone wars era style story. Though I have thrown in some Battledroid stuff in my NJO campaign just cause I thought it would be cool for a droid army to take on the Vong, so did my players.
It also depends on what you assume to be 'Empire times'. For me, the real 'Empire times' are the gap between EpIII and EpIV, the 20 years after the Declaration of Empire; after that is the movies, a 'Rebellion Era' that lasts 5 years and allows almost no room for improvisation if you want to keep your storyline strictly canon.

Neither SAGA nor the RCR give any guidelines for playing in the 20 BBY-0 BBY timeframe, which I see as the real 'imperial times'. That's why, when my players unanimously chose 'Rebellion Era' as their era of choice, I set the campaign in 10 BBY, even though that's 10 years before the accepted Rebellion Era timeline.

That said, the 'Imperial Times' have always been my gaming group's favorite timeframe by far. This is the third SW campaign I run, and every time 100% of the votes were for playing during the Empire.
It also depends on what you assume to be 'Empire times'. For me, the real 'Empire times' are the gap between EpIII and EpIV, the 20 years after the Declaration of Empire; after that is the movies, a 'Rebellion Era' that lasts 5 years and allows almost no room for improvisation if you want to keep your storyline strictly canon.

That's true. I completely agree that the gap between Episodes 3 and 4 are some of the most interesting in the whole Star Wars timeline (and it's my never-ending frustration that the prequels gave them a miss and focused on some trade dispute on Naboo instead).

I suppose for more epic scale games, the rebellion era is a touch difficult, since the movers and shakers are already in place. My game is meant to work on a much smaller scale near Ryloth, though, and I don't think it'll expand into a huge rebellion vs empire campaign for a long while.