campaign questions from a starting gm.

By pastrychef1323, in Game Masters

I love telling stories so being the gm is very well important to me but I am very inexperienced when it comes to being one as this is my first rpg I have played well. First table top rpg I have played. So I just have a few questions with making an adventure.

1. I initially played the beginner game with my fiancee and her cousin, not reading it before hand, it ended up being super tough for them and ended well terribly so instead of killing them which was one roll away I had them captured so I want to start this campaign with a jail break from teemos palace. But i still don't have a superrr big group yet so I was going to add a few npcs to rescue as well to kinda even it out. So I was thinking of having a duros rebellion pilot and a force emergent/medic. But he is secretly dark side so if one person in my group becomes force sensitive that will be a big hurdle. Any thoughts?

2. How do u actually write a campaign like layout wise. What do u read the to the group. What's secret. I am just having trouble figuring that out.

3. I currently forgot this one cuz I'm at work lol. But I'll ask it when I think of it again

Any help at all would be super helpful thanks

Oh I just remembered the third thing. Gladiatorial combat. Like slave fights for the huts or a player against a next or rancor kinda thing. Even player vs noc. How would I go about that

I think you'd be better off running a few of the existing campaigns first so you can see how they are structured. There is one in the core rules, there is the Shadows of the Black Sun free PDF, there is one that comes with the GM screen, etc. Once you've done a couple of those, then pick up, and read thoroughly first , the Beyond the Rim adventure.

GMing isn't something that can be summed up in a few points. I can point to a couple of things not to do based on your questions, especially as a new GM:

1. having a dark sider there shouldn't be a problem, there's no game mechanic that forces anybody's behaviour on that score. But it seems a bit complicated for a new GM. Just make it simple for now, or let the medic slowly turn to the dark side after you get your bearings

2. this is where you need to review the adventures already in existence, there are some very good examples. Also, you can adapt other adventures from other games. The old WEG game has a lot of adventures, and the Traveller game has a ton of PDF stuff available for inexpensive purchase. Review some of these to get a handle on how to structure things.

3. I wouldn't do this right away. One of the more frustrating things for new GMs and players is when the party splits up and one or two people are active but the rest have to sit there. You could use it though if the combat is a distraction, while the other players are busy trying to pick their cage locks, hacking security, dealing with guards, etc. In short, most of the time you need to be sure you are rotating through the players so everybody has something to do. As for how to handle the combat, just use the normal rules. The character isn't killed when their wound threshold is exceeded, so it doesn't have to be a fatal event.

The slave fights were going to be while the others try to figure a way to rescue her there is like a big kinda gladiator event that the Hutt is throwing so it will be evenly distributed. Also the dark side jedi wouldn't be right away. Just subtle hints every now and then since he would mainly be the healer character since his lightsaber is broken and pretending to be an exiled jedi he keeps his powers hidden. But untill someone wants to be force sensitive it's more a minor back story plot slow evolving. I bought beyond the rim and jewel of yavin but everyone kinda wants to just get their shop and leave tattooine so I was going to just do this one to get the new players into what's going on that's what kinda prompted all this. I know I'm asking kinda a huge question. So any help is appreciated so thank you

I'm with whafrog on this. If you are just starting out keep it simple.

You mentioned adding "a few NPCs" to rescue your PCs. Running an NPC that is part of the party is a challenge itself. If you decide to add some NPCs I would start with just one and see how it goes. You can use this character to give hints and suggestions to your group without giving too much away. You can also spec him so that he fills in the gaps of what is lacking in your group.

To make the game more suitable for your group I would tone back the difficulty a little. In the back of the Core Rule Book there is an encounter in Trouble Brewing where minions act individually and not as a group. Having minion level stats on individual enemies will make the game's combat less difficult.

With those 2 suggestions in mind, I would take whafrog's advice and start with simple published adventures to learn the ropes. Make sure you know the narrative well. Very well, as in read it more than once. Knowing an NPCs motivations and goals will help you adjust quickly when your group throws something unexpected at you. Also keep in mind what the PCs are working towards. Use your NPC helper to guide them but ultimately let them choose how they handle the different encounters.

After you've run a few sessions of the simple stuff you'll become more skilled and confident in your GMing. Then you can run something more complex like Beyond the Rim or Jewel of Yavin. I'd also read over the GM chapter in the core rule book, as there are a lot of good tips that will help you out.

If your group insists on complicating things for you have a candid talk with them out of the game. Let them know this is a learning process for everyone and you need some time before you can attend to everyone's requests.

Best of luck to you.

So when u guys say written campaigns. Like I only know of the two books and beginner one. Are there other adventures out there?

So far FFG has published:

* Crate of Krayts (the EotE Beta)

* Escape from Mos Shuuta (the Beginners Game)

* The Long Arm of the Hutt (the free followup)

* Under a Black Sun (the Free RPG Day game)

* Trouble Brewing (Back of the core rule book)

* Debts to Pay (the GM Screen)

* Beyond the Rim

* The Jewel of Yavin

And technically

* Operation: Shell Game (AoR beta)

* Takeover at Whisper Base (AoR Beginner set)

* Operation Shadowpoint (the free followup)

Honestly, if I were you, just play the canned games until you get your feet under you. and THEN you get crazy. Until then, nice simple plots with easy to define goals and very linear storytelling (which means leave JoY until last, because there's a lot of GM improvisation that goes on in that one, when your players think outside the box.).

Edited by Desslok

Desslok beat me to it with the list.

First, I think you did the right thing with the capture rather than kill. Breakouts can be a lot of fun, but they can also be difficult to plan for. In this case, I'd recommend an easy breakout so you can basically do the Beginner game as it was intended. The backstory of the PCs fleeing was that they had enough of working for Teemo. Maybe there is some sympathy for their case in Teemo's palace...this lets you introduce an NPC sympathetic to their plight and in a position to do something about it. He or she picks a quiet time, and maybe they meet with a couple guards on the way out, but don't make it too many. Even one Rival might be enough. Try to get them into a ship (ideally Trex's), but be aware the game is designed for 4+ players, so if you have only 2 (or 3 with the NPC) you'll have to scale it back, cut the opposition in half or more. Once they're on Trex's ship you can continue the adventure with Long Arm of the Hutt, which you can download from this page:

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=224&esem=4

Make sure not to underestimate the opposition. You don't want to make it too easy, but if they keep dying or getting captured it gets tedious. Anyway, running through LAotH should give you several sessions of play and help you learn the rules.

There's plenty of time to introduce new people and plots, you don't need to do it right away. Being a GM means wearing a lot of hats, not least of which is being as fluent in the rules as possible. You might have a hankering to tell stories, but first learn the rules, then learn the craft of GMing (making sure everyone is having a good time and involved in the game, smoothing player-to-player issues, keeping the game flowing, etc), then you can start telling stories of your own.

Edited by whafrog