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.
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.
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.
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)
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
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"