About to start a new Adventure but need help

By Xalac, in Game Masters

Hi i'm a newbie GM and i'm about to create a new adventure! I need some tips and tricks in the making of the adventure. I'm good to write a story but i'm soo bad to first making up the story.

so i'm asking for some features to help me to get a story!

My ideas so far is:

A force sensitive main bad guy

3-4 planets

droid and slave market

so what would you and your players love to see in a star wars adventure?

What prices should there be on droids?

What prices should there be on slaves?

How have you created a bad guy (stat wise)?

Droids prices are available in adversaries section of the Edge of the Empire core rulebook. I'm AFB so I cannot give you a page number.

As for slaves, we know that 2 skilled workers are worth more than a pod racer. I would say a pod racer is worth anywhere between 15,000 and 25,000 credits. So based on that estimate, I would say a slave could be anywhere between 15,000 to 25,000 credits depending on his or her skill set.

For creating adversaries, it's simpler for me to pick something similar from the adversaries section in the CRB and add talents and equipment or adjust skill ranks where necessary. Since NPCs don't follow the rules of character creation you just give them the stats they need to do the job that you need them to do.

Make sure you have your Big Bad meddle with the PCs. Do not expect the PCs to just get involved, make it personal for them. See if you can find ways of tying the Big Bad to the backstory of some of your PCs.

As for Force Sensitivity, don't make it obvious that he is so. Maybe he's lucky or very insightful. But once in a room alone with the PCs he'll start chucking crates at them. Perhaps the empire has taken notice and the PCs could work with the empire to bring down the big bad (if he isn't part of the empire already).

I am planing making the force sensitive to be very secretive, the PCs will get to notice it only in the first "combat" with him/her but still subtle, so they can go into a questionmark and go "was that the force or?" and at further encounters they will get it confirmed little by little. And that will be a challenge for me since i have big star wars fans in my group.

And im thinking of doing the story in episodes and planing to introduce the bad guy at the end of episode 1 by making their mission to start simple but evolve into something bigger.

Adversaries can die pretty quick in this game even nemesis. Be prepared for the players killing the Big Bad if it comes down to fighting. Otherwise put plenty of mooks or obstacles between the PCs and the Big Bad. Solo encounters never last long.

Yeah i notice that when we played the beginners game, but i'll think of something since it will take some time for them to get into an actual fight with the Big Bad.

But i read some other forums now, and i have gotten my base idea for the starting mission

The heroes will be hired by a contractor that have a personal vendetta with the Big Bad and keep the real mission a secret. And i will think of the reason why he is keeping both the vendetta and the actual mission a secret.

maybe the contractor is also a force sensitive...?

It sounds like you've got an overall story arc and K has pointed you in the direction for prices and such.

I typically look at my guy's skills and then create checks at each stage of the session that would require those kinds of checks. Think of ways to seed in as many kinds of checks as possible to get everyone involved without it being contrived.

My last session the team was rescuing a member of a royal family from a city that had transportation and comms cut off from a battle with an insurgent force. There was the obvious stuff like Streetwise and Negotiation once they got there for info and such, but I also had some of her staff she wouldn't leave behind with critical injuries Doc needed to fix. The train line needed a computer check to determine what was wrong with it and comms. There was a train at the station that needed repairs.

Whenever they are involved at a location try and think up ways for everyone to have a roll to play. Don't get into the trap of, make this skill check successfully or they can't move forward. Failure should be a less advantageous option forward with increased difficulty in the story, success would lessen that and provide some benefit, roll some Triumphs and there should be some sort of cool buff or reward as a result. You see this in the published adventures particularly in gathering information where even a failure with some uncancelled Advantages provides some information. You don't have to tack on skill checks for the sake of it, but I always try to get mileage out of Streetwise, Negotiate, Computers, Mechanics, and Medicine, in some fashion if I can. That typically covers a broad swath of the group.

Combat is combat. Make the encounters challenging but doable. Don't get into the trap of 'if I don't cause X % of damage to the players then they have not been challenged and are clearly OP'. They're the heroes, you are the GM/evil one, you are supposed to lose. Everyone needs to contribute to combat, I don't agree with this 'I never fight' some players have, it's called Star Wars, not Star Sit In. You don't need to be a commando, but just like Joe Gun shouldn't ignore their other attributes for multi tasking in skills and such, Joe Tech shouldn't ignore their Agility.

Combat specs aren't there to rack up body counts, they are there to get everyone out unscathed. By making them responsible for that and having it understood if someone else goes down, it's their fault, it is a good way to keep murder hobos in check. Plus remember, only battlefields are battlefields, pretty much everywhere else it's not going to be appropriate to walk into the pub with a howitzer over your shoulder.

Remember to have fun and when players start being really creative and are moving off on some tangent you didn't think of, roll with it and improvise. It means they are using their critical thinking skills to try and understand and overcome a perceived obstacle, or more simply, they are having fun.

Thanks you 2P51 and Kaosoe for many helpfull pointers!

but still if someone have ideas to help me with the story of my adventure i'll be very happy :)

and as thanks i could translate the adventure to english so anyone can use it or get ideas from it :)

Might I recommend this thread ? It's my brief list of ideas on how to write up games.

Desslok

Its a really nice list you got there!