High experience Campaign

By Rithuan, in Star Wars: Edge of the Empire RPG

Hi

Back in the 90's I run Star Wars D6 on a 7-year campaign about mercenaries and smugglers (no force users). Now, my good old players want to continue this adventures, and I propose to play with EotE rules.

Is there any advice on how build the characters and obligation for veterans?. [in Star Wars D6 the have +9D on Blasters and Evade, for example. They were wanted by half empire]. What traps should avoid? [too much xp, limit careers, equipment, etc]

To get the feeling, this campaign should start escaping from Kessel

Thanks for the advice!

Rithuan

I think just giving extra starting xp is fine. Maybe with the caveat that they can only spend a limited amount on increasing their base stats.

And give extra set obligation levels. Like maybe 15 obligation criminal.

This issue you get in converting a high XP character from a previous Star Wars edition to FFG one is that it is like getting to 60 in wow then paying for the upgrade to 90. Sure you have the skills, but your experience in the previous story has zero basis on the newer content. So you would boost them but they would be spending 90% of their time trying to figure out what they can do, where it fits and will make all sorts of bad character decisions.

I would hesitate doing anything more than "knight level" play. which is (after character creation) giving 150 bonus XP. This is still problematic but it is less so than giving too much XP without a useful idea how to use it.

Also the main thing to remember about converting to a new system.. FORGET EVERYTHING YOU KNOW. The mechanics are different, the skills are different, the rolling is different. If you and your players can't handle that, it could end up in unhappy situations. I ran into a few converts trying to go from one star wars RPG to another on reddit that were pissed off about some of the differences. Make sure your players understand the changes in the new game.

Agree here with fatedtodie, take some time to learn the system before you go converting characters. It would be really difficult to pick all your skills and talents before you know what they actually do. I'd give it at least 3 or 4 sessions (maybe with generous XP between each session) to get a good handle on how a conversion would go. You might even start with one of the Beginner boxes...those along with the free PDF followup are worth at least that many sessions of play.

And you could consider shifting it up. Maybe the new characters can be the old character's offspring or relations or friends.

Yeah, I agree with the guys above (hah!). From my experience I know that introducing one player to a group that runs advanced characters can be really discouraging - the person has to learn a lot about the system, but other players help. In your case the whole group will be learning... this can quickly lead to frustration and "the D6 was better, let's play that" mindset.

I see two solutions for you:

1) Start with new characters and if you enjoy the game and learn the ropes, switch to the old characters and launch the campaign you're telling us about.

2) YOU create the characters for the players. This assumes you know the system better than the others. Then, later in the game, when everyone feels comfortable with the rules allow them to change talents or even careers etc. After all it's the story that creates the character, not stats.

Solution 3) start with new characters in EotE, and their adventure is the prologue to a new campaign with the old characters. Basically, the new characters discover something beyond their capacity to handle, or there's a McGuffin so dangerous or well protected that they actually die at the end of the prologue, but not before somehow passing a message on to the old characters. Then convert the old characters and take it from there. Give the old characters maybe double or triple the XP the new characters earned, and off you go.

Oh, so many ideas. Thanks!

And you could consider shifting it up. Maybe the new characters can be the old character's offspring or relations or friends.

Or do what all the cool kids in Hollywood are doing: REBOOT! Take the same characters and start over afresh!

. . . Naw, that's a terrible idea.

(Seriously, however - build starting characters and THEN throw the XP at them. Any bonus XP above and beyond should come after the creation process so you don't wind up with 6 in every attribute.)

(Seriously, however - build starting characters and THEN throw the XP at them. Any bonus XP above and beyond should come after the creation process so you don't wind up with 6 in every attribute.)

Well, that was one of the things I have in mind.

R.

Solution 3) start with new characters in EotE, and their adventure is the prologue to a new campaign with the old characters. Basically, the new characters discover something beyond their capacity to handle, or there's a McGuffin so dangerous or well protected that they actually die at the end of the prologue, but not before somehow passing a message on to the old characters. Then convert the old characters and take it from there. Give the old characters maybe double or triple the XP the new characters earned, and off you go.

This! This is an awesome idea.

I actually really enjoyed playing a character I made that was at 350XP, with some caveats: 75 XP had to be from EotE, 75 XP had to be from Age of Rebellion, and 10XP = 2500 credits of gear (Restrictions didn't apply).

I made a Smuggler: Scoundrel/Force Sensitive Emergent, gave him a lightsaber and a smattering of Force use stuff. Crazy fun.