Trying to formulate a campaign concept and first session.

By rowdyoctopus, in Game Masters

So after playing through the beginner game with my 5 friends, they are really excited to create characters and start something with the full fules. We would play probably once a month, and there is a good chance not everyone will always be present due to varying schedules. So I came up with something where they all unknowingly work for a crime boss. Each session would be a one and done job, making it easier for players to come and go. Special thanks to Tommy R for helping to inspire me with his Shadow of the Broker series.

My idea was the PCs would all start in prison. Regardless of what kind of character they are, they are locked up. After they create their characters fully, I plan to tell them all to come up with a reason they would be in jail. They can be framed or it can be legitimate, but on top of their background they need a short side story of how they ended up in jail.

So first session they all wake up for their first day locked up. Try as they might, nothing they can do will get them out. After a few minutes of this, an astromech droid appears and frees them before encouraging them to follow it. They will have a chance to get any gear they purchased during character creation. They will probably be confronted by guards along the way. The droid essentially leads them out.

The truth is, a crime lord (probably a Hutt, haven't decided) needs these guys and rather than approach then directly, he arranges for them to be imprisoned and then sends the droid to free them. The players, hopefully, befriend the droid, not realizing its actually spying on them.

Somewhere in here during the first session, this crime lord reveals himself (possibly as a simple businessman or bureaucrat) as the one to free them and promises to help find out who put them in prison, but they have to help him in return. He then sends them on various jobs and missions, essentially using then to further his own needs in ways they don't always realize. Each follow up session would be one of these jobs.

I would like the first session to end with them selecting a ship from a hangar and taking it because this crime lord "gifted" it to them (still debating if he should actually own it, or if they are stealing from his rival unknowingly). The idea is they enter a hangar and there are 3-5 ships parked and they get to pick one to take. What ships are parked?

So... I'm trying to come up with more content for that first session. Do I extend the prison break? Does another encounter or two happen between the prison and the hangar? What type of obstacles exist at the hangar? Perhaps several rivals of the crime lord are meeting to conspire against him and he knows, so he sends the players there to take one of their ships.

Is the general premise too convoluted? I think part of me needs to keep reminding myself that some of these PCs are not going to be straight arrows themselves and might not need the whole charade to work for a crime lord.

We are still a few weeks away before we would start anything so I have time to work things out.

Oh, over time they start to realize this guy that is trying to "help" them is probably just using them. In addition, they might come to find out he is more involved in their lives than they realize, possibly even in their histories. Eventually they will have to confront him to end this overbearing obligation. Depending on how attached to the droid they get, that cod be a source of drama as well.

Anyway, I'll stop rambling now.

One suggestion -- eliminate as many assumptions as possible. That is, anything you "assume" the players will do is mostly likely going to be wrong :) Reason for this is that your players aren't you, they don't think like you do, and they don't have access to all the information you have.

Bad idea is giving players a set of data, assuming they will act a certain way.

Good idea is giving players a set of data and preparing for what they might do with it.

For example, the droid breaks the PCs out of prison. What happens if the PCs choose to stay behind? What happens if the PCs decide the ditch/destroy the droid? What happens if the PCs refuse to work for the Hutt? What happens if, instead of choosing any of the 3-5 ships you've got in the hangar, they decide to make a break for it on foot?

(btw good ships are any of the 3 suggestions in the EotE CRB at step 10 of Character Creation. Also the Ghtroc 720, which was in the Beta).

Yeah. I'm trying to factor that all in. My group is brand new to roleplaying. I had to super encourage them to do any type of exploring during the Beginner Game. They were dead set with just following the prompts (the guy at the bar said go to the junk shop, better go straight to the junk shop. Oh we got the part, let's go get the ship). So I'm hoping they do unexpected things! That would make it more fun for me.

One suggestion -- eliminate as many assumptions as possible. That is, anything you "assume" the players will do is mostly likely going to be wrong :) Reason for this is that your players aren't you, they don't think like you do, and they don't have access to all the information you have.

Bad idea is giving players a set of data, assuming they will act a certain way.

Good idea is giving players a set of data and preparing for what they might do with it.

For example, the droid breaks the PCs out of prison. What happens if the PCs choose to stay behind? What happens if the PCs decide the ditch/destroy the droid? What happens if the PCs refuse to work for the Hutt? What happens if, instead of choosing any of the 3-5 ships you've got in the hangar, they decide to make a break for it on foot?

(btw good ships are any of the 3 suggestions in the EotE CRB at step 10 of Character Creation. Also the Ghtroc 720, which was in the Beta).

Also, I was thinking those ships and possibly the YT-2400.

The YT is statistically the superior choice compared to the starting 3.

I started off my PCs in a nearly identical manner. They were imprisoned on kessel, had to break out, and steal a ship to escape. I plopped down the three starting ships and in-game they had to choose one. Fortunately, only one of the PCs was a skilled pilot, so I didn't have to worry about them splitting up and taking multiple ships.

If you plan on having more than just a dash of space combat, don't put in a wayfarer. My PCs chose this one in the beginning and hated it after their first experience with it in space combat. However, they are working to get a Retrofitted hanger bay for some versatility.

The YT is statistically the superior choice compared to the starting 3.

I started off my PCs in a nearly identical manner. They were imprisoned on kessel, had to break out, and steal a ship to escape. I plopped down the three starting ships and in-game they had to choose one. Fortunately, only one of the PCs was a skilled pilot, so I didn't have to worry about them splitting up and taking multiple ships.

If you plan on having more than just a dash of space combat, don't put in a wayfarer. My PCs chose this one in the beginning and hated it after their first experience with it in space combat. However, they are working to get a Retrofitted hanger bay for some versatility.

See, if I was playing I would want the Wayfarer and the hangar bay with a couple fighters. That just sounds awesome to me. Can't assume my friends/players would feel the same, of course.

It's a fun idea, I like it!

As others have said though, be careful with assumptions. I actually started my first Edge campaign in a very, very similar manner. They were given an awesome deal by a Twi'lek secretly working for someone who wanted the PCs for a job. Not only did my players flat out refuse her deal, she ended up being outright killed in the prison break... by the players, who didn't trust her and were certain they were being tricked.

As a newbie GM I simply hadn't factored in the idea that the players wouldn't even want to work with her. I had no proper backup plan so I had to just wing it and let things fly off the rails spectacularly. It was a good lesson in how to plan sessions in future! :)

See, if I was playing I would want the Wayfarer and the hangar bay with a couple fighters. That just sounds awesome to me. Can't assume my friends/players would feel the same, of course.

Now that I explained to them the RHB attachment, they are all over the wayfarer.

Do you mind if I try something similar?

The PCs are assembled in a common room and watch as an astromech droid wheels in.

After the guards leave the room the droid's attena pops up and a slight whine emanates from it as its forward camera shines a hologram in front of them.

"I believe we share a common enemy, in exchange for help I can get you out of here and a means of exonerating yourselves. Interested? If yes follow the droid out of this room the guards believe you're volunteering for medical experimentation instead you will find your equipment and access to a variety of ships to choose from. Whichever one you choose you will need the droid to escape unless you can reactivate the ship hyperdrive before prison security shuts you down.

Understand our enemy has agents within the prison staff, once you head for the hangar they will set off the alarm so by all means take advantage of your one and onlly means of freedom I can find others to help me but our common enemy will hunt you down anyway so I wish you good luck and hope we'll talk again soon," the figure appears to be dressed in black laminate armour and a dark grey full helmet.

The hologram vanishes as the droid wheels backwards and turns heading for the other exit from the room it pauses.

Now if it hasn't occurred to them once the droid leaves and they don't the alarm goes if they don't take the hint ask if they want to make new characters instead.

Edited by copperbell

I like what copperbell suggested!

I would suggest that, instead of just having a droid come in and free them, you might allow the players to free themselves, but THEN as they're escaping, they're trapped again.

Kinda like how Leia almost rescued Han in Jabba's Palace--she made some skill checks for stealth and to deactivate the carbonite thing, and THEN they learned they were being watched all the time.

It just might be more fun for the players if they get to take some action right away.

I like what copperbell suggested!

I would suggest that, instead of just having a droid come in and free them, you might allow the players to free themselves, but THEN as they're escaping, they're trapped again.

Kinda like how Leia almost rescued Han in Jabba's Palace--she made some skill checks for stealth and to deactivate the carbonite thing, and THEN they learned they were being watched all the time.

It just might be more fun for the players if they get to take some action right away.

That's a good idea!

Some ideas I got today. Inspiration comes at the strangest times...

The players all awake in jail as two dim witted guards drag the droid in. They loudly comment about how this facility isn't even meant for droids, but orders are orders and they shove it in a cell. As the PCs are trying what they can to get out, the droid frees itself quite easily and then frees the PCs. If the PCs resist following it, moderate groups of guards confront them.

The shadowy crime lord is actually a mid-ranking member of an organization. Black Suns? Probably. Anyhow, he needs agents outside his organization to help him move up, by taking out and/or down those above him. He attempts to use the PCs as pawns at first without them realizing it due to withholding information or lying to them. If they catch on or resist, he "comes clean," either with the truth (mostly) or some other story about needing help taking out an organization promising the PCs a cut of their profits and businesses. The guy will be really cunning and attempting to play to the characters motivations. Really though, he just plans to use them and dump them, probably ties back to their obligations here.

I want it to be modular; a series of one-shots because I know some players will have regular inconsistencies in attendance. The modular nature means whoever is there for a session is who the shadowy, back-stabby figure called in for this particular mission, and whoever is absent is explained as being not contacted or not able to come (which could lead to... lighthearted difficulties later).

So after the prison break, _________________, steal a ship, take off, ship has problems! (basically adapting the start of Long Arm of the Hutt), tease first mission or give some options, end session. Still trying to figure some stuff to add in the blank. Probably some type of city exploration/social skill type section... As for ships, I think I might put some more enticing ones in there, but make them harder to steal, give them limited time, etc.

Thanks for the suggestions everyone!

Rather than arbitrarily rule that there's no way for the party to escape, I'd suggest granting them the option themselves. If they succeed, then they feel more in control of the world and their party.

Then, once out of the cell, they discover two unconcious guards and the droid in the process of freeing them. Just an alternative idea.

You could also take a similar approach to the whole escape process: whatever they try seems to work, leading them along a path to their gear, some information that looks important (think unattended data pad or flashing computer screen), then launch codes, then ship (one of them conveniently happens to have the loading ramp down but otherwise seems abandoned).

An explanation for that could be a battle that's raging (which the party can hear) outside the prison complex. An alternative and more spooky explanation is that there's no one there at all, but they see discarded medical equipment.

The crux of the situation is that their 'benefactor' has arranged the situation such that they're in his debt and he's more than willing to keep supporting them if they do a few favors for him. The alternative is that he provides the authorities with information (think security cam footage) documenting their escape, theft and support of the Rebels. This either gives them obligation to their benefactor (Debt) or the Empire (Criminal).

First task could be to take the data pad to a dead drop to get a reward (funny how the ship has only slightly more fuel than needed to get to X system) and their next mission.