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1 year ago ::
Dec 01, 2011 - 10:49PM
#71
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Date Joined:
Apr 18, 2010
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I hope some of this helps.
More than you know - that really makes the front half of the game complete. Now to assimilate it into my notes and put my own touches on it.
Thanks man!
***EDIT***
So I'm considering how to get the players past the Star Destroyers, through the dust cloud and planetside. Knowing them, they'll most likely arrive not directly at Nizon and under the guns of the Arkanian Dragon like the module assumes. No, they'll most likely drop out of hyperspace well outsystem, slowly sneak in, get sensor readings and the lay of the land before rushing in.
In fact if they see transports leaving the planet, they very well might assume that transports are also in-bound from time to time. They might come up with the idea of trying to slip into an in-bound transport's sensor shadow and make planetfall without being shot at using the transport as cover. Actually, it;s kind of clever idea - and honestly that's a plan they're not beyond coming up with.
If they slip in like that, I'll have to come up with a contingincy to seperate them from their ship. Perhaps stressing the sheer volume of imperial fighter patrols? That if they go in guns blazing, it'll be an uphill fight.
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1 year ago ::
Dec 02, 2011 - 10:18AM
#72
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Date Joined:
Mar 12, 2008
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In fact if they see transports leaving the planet, they very well might assume that transports are also in-bound from time to time. They might come up with the idea of trying to slip into an in-bound transport's sensor shadow and make planetfall without being shot at using the transport as cover. Actually, it;s kind of clever idea - and honestly that's a plan they're not beyond coming up with.
Or you can have no transports inbound. That is, mostly transports will be leaving to take slaves off of Nizon. I know that means that the transports have to arrive, but just say they already arrived, and no more are due to arrive for several days. Then stress that the longer they wait, the more Nazren die; that way they don't wait the several days for a transport to show up.
WINNER OF YOU BUILD THE CHARACTER #6 - Qui-Gon Jinn"For 300 years we prepared, we grew stronger. While you rested in your cradle of power." -Lord Malgus, The Old Republic Trailer"Am I the only one that saw the film and thought Obi-Wan was expressing an opinion of moral superiority/ideological victory with his statement? Y'know, instead of stating to the highly experienced combatant in front of him the obvious fact that he stood a few meters below him on the vertical axis?" - d20 Radio regarding Obi-Wan's comment to Anakin "It's over Anakin. I have the high ground."
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1 year ago ::
Dec 02, 2011 - 1:14PM
#73
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Date Joined:
Nov 19, 2007
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Keep us up-to-date about how it works and what further changes you make. Garrett
The Star Wars Saga Dawn of Defiance Podcast THREAT DETECTED is here! threat-detected.com
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1 year ago ::
Dec 02, 2011 - 8:19PM
#74
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Date Joined:
Apr 18, 2010
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Or you can have no transports inbound. That is, mostly transports will be leaving to take slaves off of Nizon. I know that means that the transports have to arrive, but just say they already arrived, and no more are due to arrive for several days. Then stress that the longer they wait, the more Nazren die; that way they don't wait the several days for a transport to show up.
Although if they come up with a creaitve plan like that, I'd hate to punish thinking outside the box by forcing them into the set path of a Big Fight. And I bet I could make the Run Silent, Run Deep portion of the game interesting too. Tension is high as the ship quietly drifts RIGHT under the nose of a Star Destroyer that will open them up like a can of beans if they notice the intruders.
I'll keep my options open and plan both ways.
Keep us up-to-date about how it works and what further changes you make.
I might make one more change: Vrakth and his relationship to the Empire. It seems weird that all this imperial firepower and equipment and men would be at the disposal of a pirate/bounty hunter mercenary. Why is Vrakth running the show and have access to this top secret data chip?
How about this - the Empire is outsourcing their ground forces. The slaving operation was set up under the command of Imperial Captain Bob (to just pick a name out of the air as I brainstorm) but in true bureaucratic efficiency, the Empire didn’t give Bob enough resources to keep the running at peak efficiency. Instead of failing to deliver the quantity of slaves required of him, he hired a mercenary group to supplement his personal shortfalls. Better to spend a bit out of pocket now than report failure to the Department of Inquistors later.
So instead of just a bounty hunter with some crab droids, Vrakth is now the head of a mercenary group with men and equipment and crab droids working in conjunction with the Imperial Commander and his troops. This also lets me tie Vrakth and his mob into one of the character's backgrounds, making it more personal for them (well, after I change Vrakth's name).
***EDIT*** Okay - I got it. The kid and the chase with General Haren? I might tweak a bit. Consider this: the kid saw Ralrtobuck and Sartok's attack on the scout walker and got a childhood "I can do that too and save my people" bug up his butt. So instead of nicking a trinket off Haren, his first act of thevery was to steal plans or security codes or something that would aid his people - but he wasnt as good as he dreamed he was and Haren started combing the surroundings looking for him.
They had almost cornered the scamp when the players blunder into town. Now they might engage in the chase when the kid takes off, but they are probably more likely to just open fire on the Imperials right there and then - which would forstall the chase. Asuming they're good enough and clever enough to take out the Imperials, the kid will have a HUGE hero complex fixation on the heroes. A woman in the street might not chatter to them, but a kid with hero worship in his eyes? I can totally see that.
So he takes them to some elders who are grumbling who can point the way to the interment camps and that sets the ball rolling for the rest of the adventure. Simple, no?
Also, I'm slightly reworking the Collateral Damage encounter. While I dont mind evil for the pure LUZ, the stormtroopers calling in the artillery on the building full of children just because "Hey, there might be insurreectionists in there!" doesnt stand up taticly. So I'm thinking this - when the insurrection started, a small squad of stormtroopers were fired on by armed natives on the grouns floor, and the reinforcements took the high ground across the street. They've kept the rebels pinned while acting as spotters for the blaster artillery on Mount Antas. So when the players arrive, they'll see the troopers on the roof in a firefight with the natives on the ground floor windows, flames half way up the building and children towards the top crying for help.
That's much more plausable to me.
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1 year ago ::
Dec 03, 2011 - 1:13PM
#75
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Date Joined:
Nov 19, 2007
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Cool. Ecu was the victim of some hazard attacks and got taken out by a turret gun. While the PCs fought in the foundry (one PC almost killed by the molten hazard), the kid got revived and taken for who knows why reason to the top of the construction by the officer to be tormented before being tossed off. The PCs made short work of the officer and his small retinue. I like the taking the kid to the elders thing. Nice. Garrett
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1 year ago ::
Dec 08, 2011 - 3:20PM
#76
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Date Joined:
Apr 18, 2010
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Well, any further updates will have to wait a bit - I got swamped with some overtime at work and my group decided to jump to Champions for a couple of weeks while I weather this storm. So I'm going to try and get ahead of the curve while I can, I expect I'm just going to fall off the radar sometime soon.
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1 year ago ::
Feb 06, 2012 - 9:35AM
#77
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Date Joined:
Apr 18, 2010
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So last week our Champions GM got sick and couldn't run the game, so we jumped back to Star Wars since I had this game ready. And things went ALLLLL wrong, at least from a "follow the game as proscribed" standpoint. The players managed to get to the planet with care and planning and running silent, so no fighting on the way down (and it felt cheap to do arbitrarily throw a dogfight at them) so there was no crash, no hard landing. They just hid the ship out in the desert about 6 hours away in a grotto somewhere. I figured that there was plenty of fighting to come soon enough, so I let them get away with this non-fight one. Once down planetside, I kept the encounter with the blade scorpion but I dropped monster menacing Bart Chrome. Instead I combined the two, and had the Scorpion (and stone mites) going after Bart's R2 unit - I knew that they'd be more sympathetic to a droid in trouble than a crashed smuggler in trouble (I have a weird group). That also has the added benefit of keeping the tag-along NPCs down, since astromechs don't do much in the way of fighting. Although I did keep Ralrtobuck, separated from the R2 when their ship went down - so he'll feature later in the story. As a side note - once the players figured out it was stone mites, they got into ultra conspiracy mode, thinking that the Empire was up to no-good behind the scenes. While the Empire is always up to no-good, it was fun to see them sweat over a non-related encounter. The first encounter in town, having the Empire just start harassing the players out of the blue, seemed a bit forced. So the players ran into the patrol, but the Imperials didn't abandon their mission (stop looking for the kid) to harass them. They just kept their heads down, shuffled through the checkpoint papers in hand and played it cool - well, all the way up to the point where the Empire found the kid and tried to gun him down. Seriously, no self respecting Player will let a bunch of imperials murder a kid right in front of them. So then encounter wasn't so much a chase through the streets, but a short and brutal gunfight - hell, the players were able to gun down the 10 or so imperials (and one Zabrak) in one turn. The Empire couldn't have run after the kid even if they had tried! So the kid took them into the sewers and showed them to his hidey-hole. I dropped the encounter with Elders, figuring that a star-stricken kid with hero worship would be able to impart anything that the Elders would have to say. "Well, the elders think that Sartok was selling us out to the Empire - but I know better! He's a real hero. What do they know, they just sit around and talk and plan all day". And here's where the game went completely off the book. The players were really concerned about setting off alarms or raising red flags. So instead of heading to the prison to rescue Sartok and the Wookiee guns blazing, they were being sneaky. One of them went and got herself captured so they could have a man on the inside - so she assaulted one of Scout Walkers (and actually got pretty far along before the Empire captured her). Meanwhile our slicer used the datapad that the kid stole from the Officer to get into the Imperial networks (and rolled really, really, really amazing - far beyond any difficulty number to beat the high end firewalls that the Empire had in place). There she was able to insert another member of the team into the duty roster and get them access to the motor pool so they can transfer prisoners from site to site. While our slicer was in the system, she said - "so is there anything Sarlac Project related that I can get my hands on?" I told them there were a couple of errant emails, but nothing solid. There was a separate server, probably where the super high security information was - but it physically wasn't connected to the external network. "Fine, can I get myself a work order from the IT department?" she said, followed by another gorgeous forging roll. Next thing I know, she's bluffing and coning her way into the Imperial headquarters at Marter's Plaza, stealing the physical hard drive and sneaking her way out. Since things were going too smoothly and I wanted some excitement (plus a good stopping point, since it was getting late), I decided to move up a cut scene event from later in the game, where Vril Vrakth (who I've re-written slightly to give him a history with the player who let herself get captured) was going over the reports of the day, and spots the report on his old friend. Realizing that he's got a Huntress (a Jedi-ish warrior monk order) on his hands, he turns on the red alerts! And so the players manage to get to the prison, bluff their way through transferring Sartok and Ralrtobuck and started to get away from the prison JUST before Vrakth and his goons descend on the facility. They should have a few moments before Vrakth figures out what happened, but not much more than that. So, they have the Sarlac information and are on the run from The Empire, and they're placing the mission (find out everything they can about Sarlacc) over the game objective (light the fires of resistance amongst the Nazren). Depending on the mood of the players, I might have Sartok go "look, My people are on the verge of rising up, we just need someone to set things going. We could use the help of warriors like you!" and just start the riots right there as they flee town. Or I might cut things short, let them escape with the data. This means that they'll have a really small window for the next chapter before the Empire figures out what's going on - it'd really dial up the pressure if they go that way. I'll have to give it some thought and perhaps plan for the players going either way.
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1 year ago ::
Feb 07, 2012 - 6:45AM
#78
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Date Joined:
Nov 19, 2007
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Seriously, I think your players solved a major problem with the module: why would the bounty hunter hand over the info? They have massively encoded stuff that requires a destiny point and a dozen specially programmed r2 units (or just heroic r2d2 as will be revealed in my game later on). Now they have a powerful motivator to not get got and the personal plot hook of getting their friend out of prison. You're golden! Enjoy. Garrett
The Star Wars Saga Dawn of Defiance Podcast THREAT DETECTED is here! threat-detected.com
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1 year ago ::
Feb 09, 2012 - 8:19AM
#79
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Date Joined:
Apr 18, 2010
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Yeah, it does take care of some strange plot points, doesnt it. So I'm thinking I might just go with a big fight from here on out, with a running speeder chase and flight offworld. The players have said "We'll help your people, but the mission HAS to come first", so perhaps I might return to the remainder of the chapter at a future date.
That or I might use the Empire being distracted chasing the players down and trying to get the drive back as the opening the Nazren need to throw off their shackles. So while they escape out of town, all hell breaks loose - so instead of all these encounters on the way into Marter's Plaza, I'll run them in a revised, reverse order. Stuff like "You might want to quickly deal with that commeunications dish you see in the distance before things get far enough out of hand that they call for support from orbit" and that sort of thing.
This is going to be fun. . . . (:
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1 year ago ::
Feb 10, 2012 - 12:27PM
#80
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Date Joined:
Nov 19, 2007
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I like it. The adventure becomes about stopping the Empire from being able to capture the PCs instead of helping stage a rebellion. Garrett
The Star Wars Saga Dawn of Defiance Podcast THREAT DETECTED is here! threat-detected.com
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