feedback for my campaign idea.

By pastrychef1323, in Game Masters

I'm running my group through the beginner game soon but I'm making some changes to incorporate some of the randomness of the pc choices like one is an archeologist, another a demo, and a slicer so I'm putting in a beginning quest to get everyone involved.

So it starts out the group of three head to teemos palace under the guise of a new expedition group looking for work and knowing how much hutts love artifacts and collectibles they knew he was a good setup. But with the actual plan of rescuing their npc (duros pilot) and his npc friend a human medic (secretly a fallen jedi working for the imperials). While getting a tour of teemos palace by his right hand servant they notice in the trophy room a set of holocrons and a lightsaber among the man skeletons and treasures. And they find their friends in the salve pits fighting monsters for the hutts amusement. So once the meeting is ended and they are asked to join in on the betting. They have to figure out how to rescue their friends and grab the really expensive stuff from the vault and escape which then leads to the gammorian fight in the cantina. And then trying to steal trexs ship and flee. Once gone they all well get to know each other better and the medic reveals he is a jedi in hiding. And notices that the archeologist is quite attuned to the force even though he didn't know it himself. (He told me ahead of time he wanted to be force sensitive). He explains he that the lightsaber is his and broken and same with the holcrons. He was on his way to tattooine to find someone to translate the holocrons since he couldnt. (Archeologist skills come to play). Two are two hard to decipher at first. But the last one is a map that has an astronaut ion map to 4 different planets.

Act 2. They head to the planet nar shada in hopes of finding a man who collects different old jedi relics to help decode or figure out the origins of the holocrons. Then an imperial ambush happens the man had set them up. Fight breaks out and a random thermal detonator happens to hit the jedi and results in him losing his arm. The pc's escape and hurry back to their ship to start trying to stop their now bleeding friend. So now he is confined to the ship and has a better chance to send over Intel on this team so that the emperor can track their movements without anyone knowing.

The were able to figure out the first planet they need to look at for clues is..... I need to figure that out.

They land and explore finding a small little town of toydarians just outside of a old temple. The locals tell them if coreced with money or persuasion that it's an old republic base left from the clone wars. So the group ventures inside looking for anything they can find. And they end up finding (hopefully) a data pad talking of a temple in the outer rim that holds the old teachings of jedi masters from the era of the old republic. The coordinates matched the ones on the holocron from teemos palace so they decide that's where they must go next. After getting to the exit of the temple an imperial force is waiting just outside. And yet again another fight. Once they finally escape they plot a course for the next world. But now with rising suspicions that someone is either a rat or there is a tracker on their ship that they didn't know about.

Act 3. Will mainly be obligation based but will cover the last 3 planets in short trap filled bursts. And getting two data pads full of text helping decipher the other two holocrons leading to the planet tython right in the middle of imperial space. But with delusions of grandur and the fallen jedi subtly persuading the group they decide the risk is worth it. As they near tyhton the group is relived and concerned at how easy it was to sneak past the imperials. They proceed with caution landing in a heavily wooded section to hide their ship. They then make way to the temple. Dark clouds and lightning surround the temple along with crazed beasts. The jedi quickly explains this is the work of dark side corruption we must be careful. After some fights and traps they finally make it to the inner sanctum and in the middle of it all lays a massive tomb and obelisk. The jedi tells the archeologist that to finish his training he must meditate at the obelisk thus making him a fully force sensitive jedi but depending on how much influence the jedi had on him he will either be good or bad. Just as that finishes the pilot calls on the comlink and reports a massive imperial ship in orbit. The jedi then obviously upset goes I thought I had more time but it's now or never then reveals he is working for the imperials and offers the option of joining them or facing the consequences.

Act 4 joining or not a massive fight is about to ensue. If they join us a test from the emperor to see how strong they are and death is far off. If they don't join it's a fight to survive and escape. They have just enough to plan a defensive strategy to survive the massive amount of troops so it's either fight or capture. Anything can happen which will then end the campaign.

That was longer than I thought but ya any feedback or comments totally wanted u can be harsh but atleast try to be nice

I like the ideas. It reminds me very much of the video game Knights of the Old Republic with the following of ancient clues to points all over the galaxy. However, I feel like the main points of the plot are based solely around this archeologist character. If that is the case, make sure to provide the slicer and the demo enough opportunity to feel important as well.

With regards to how you are treating the force sensitive character at the end, I do not think there should be a definite "good or bad" result for him. The struggle between the Light Side and the Dark Side should be exactly that; a struggle. Instead of taking that moment to define the character as good or bad, let him or her know how their choices in the past have shaped them, but do not mention whether or not they feel they are a light or dark jedi. I played another game in which someone was becoming aware of their force sensitivity. I presented it to them like this:

You meditate at the ancient shrine, feeling the energy of the galaxy move in and around you. You know it is the Force speaking to you. You can see your past, your present, and even feelings of the future. You see how the your emotions have effected you, empowered you, overtaken your senses. You see how moments of charity and compassion have lifted you, given you peace of mind. You know that the choices you have yet to make will decide who you become. You can see yourself performing great deeds and committing acts that will weigh heavily on your mind. You can see difficult choices ahead, and you know that those choices will have consequences unlike any you have faced before. Despite all of the uncertainty, you are very much certain of one thing. You are one with the Force.

It is important not to lead a force user in one direction or another. But make sure the decisions they make have consequences.

Ok ya that's pretty awesome. And I was going to try and have the npc fallen jedi do that subtle manipulation throughout the game. That seems like it's for the greater good but is kinda a harsh or violent act which I feel empowers the fallen jedi more than I sith cuz they do it for them selves. So it has that almost Robin hood aspect but through violence. And with it being a big archeologist type campaign I figured having a demo and a slicer is just essential since from what I have seen in games even old temples has base electronics so slicers have a good shot at alot of things. And demo. Well who doesn't love needlessly blowing **** up. Especially cuz it's a droid I feel she is just going to say blow the wall instead of slice the door. Which will make good role playing