How do you run a game consisting of all Force User Characters?

By copperbell, in General Discussion

Curious to know if anyone has tried running this with everyone running a Force User?

How did you explain their reasons for teaming up and if it was more than a one shot what was the general idea for the campaign and by that I mean your initial idea compared to what it developed into?

With awesomenes :P

They can begin that where track down or even hunted by Imperial forces, but during they transport pirates or rebels attacked the transport trying to capture/free them.

Also you can create some kind of harmonic/spiritual convergence on a religious planet like Rishi where they meet "thanks to Destiny" lookinf for some answers, training, power.

I have my group going through a re-skin of the Age of Worms story line from dragon magazine some years back. so far so good.

The Force has a way of drawing those sensitive to its call together.

Also there's always the silly assumption that because they have Force talents and powers they are aware they are force sensitive. It's totally possible the "mundane" smuggler that's carting them around is a Starfighter Ace with ranks in Enhance....

Band of the Hand

Five Force-Sensitive youths living on the edge of the Empire are taken in by former Jedi Master Jobediah (or Joe) and taught the basics of using the Force while hiding off the beaten path on a little settled planet. Living off the land and learning to work together they are becoming a team. Then their master receives a message from a friend and leaves to help him only to not return. When the group decide to investigate they discover that he was discovered and hunted down by an inquisitor. Now all they have left are their memories and a holocron of their master. And the willingness to fight an evil Empire.

or an Imperial Knight game.

We put our group together in a Session 0 and came up with a backstory.

One thing you have on your side is the idea that the Force might guide people together. So even if there are veeeeery few Force sensitives left in the Galaxy, the Force finds these four or five individuals and guides them together as their destiny.

In our group's case, one of them was a guy who travelled around the Galaxy trying to make life hard for the Empire on his own. Another was a con man who used his powers as a kind of Robin Hood. Another was a Pathfinder who did an exotic animal show as a performer. Another was a pilot.

We didn't play this out, but decided that they'd all been on Naboo at some point when the Pathfinder was arrested after her animal show was a bit too outlandish and drew suspicion that she was using the Force. In the lockup she met the Con man and together they worked to escape and ran into the Pilot and the troublemaker.

Together they all escaped the planet and learned that they all knew about the Force and started working together.

For my group, each of them came under the tutelage of an Order 66 survivor (their Mentor), who was himself only a Padawan during the Clone Wars (in d20/Saga Edition terms, he'd have been a Consular and definitely more on the scholarly side of things than a combat expert), and has taken it upon himself to train these disparate group of individuals in the ways of the Force, as well as trying to establish a "refuge/safe haven" in the Outer Rim where those sensitive to the Force can develop their abilities far from the Empire's prying eyes.

The campaign is set about 3 years before ANH, and there's no big established Rebel Alliance, just a "growing resistance movement" against the Empire's injustices.

Given that the PCs took some very different Force powers, there's not been too much worry about overlap in terms of who can do what. There are two lightsaber wielders (a Makashi Duelist and a Starfighter Ace/Shien Expert), but thus far no major issues in challenging the group in combats, though the saber wielders tend to focus on what they perceive as "the major threat" of the encounter as opposed to cleaving through minions, and the SFAce/ShXprt is quite willing to default to using a blaster to avoid drawing unnecessary attention.

About twenty some years ago, I played in a Star Wars game at Gen Con (using the WEG system) where all the players were Force-sensitive. The scenario was we all suddenly awoke in a prison cell on a starship with hazy memories of being hunted down by the Empire and captured. After we escaped, we learned we were on an Imperial Dungeon ship heading for the Deep Core. It was a fairly desperate adventure as we tried to fight our way off the ship, using only our wits and whatever gear and weapons we could scavenge, and the climax involved us facing off against a Dark Jedi jailer armed with a lightsaber (which none of us had). It was an awesome game, and that's how I'd start a Force and Destiny campaign (making the original Dark Jedi an Inquisitor, of course). I actually planned out my own version of the adventure shortly after getting the F&D beta--now I just need to find some players!

For my group, each of them came under the tutelage of an Order 66 survivor (their Mentor), who was himself only a Padawan during the Clone Wars (...) and has taken it upon himself to train these disparate group of individuals in the ways of the Force, as well as trying to establish a "refuge/safe haven" in the Outer Rim where those sensitive to the Force can develop their abilities far from the Empire's prying eyes.

(...)

Given that the PCs took some very different Force powers, there's not been too much worry about overlap in terms of who can do what. There are two lightsaber wielders (a Makashi Duelist and a Starfighter Ace/Shien Expert), but thus far no major issues in challenging the group in combats, though the saber wielders tend to focus on what they perceive as "the major threat" of the encounter as opposed to cleaving through minions, and the SFAce/ShXprt is quite willing to default to using a blaster to avoid drawing unnecessary attention.

Hi:

It seems on this, we are of the same mind, Donovan.

The above quote is almost, to the letter, how I got my all-force-users group together. They were all students in a sort of "madrassa" run by an ex-padawan (or just another Force-user that has carved his own doctrine, himself guided by the Force, they haven't inquired yet so... I can keep it nebulous)...

The campaign proper starts at the master's funeral. All the adventures we've played have been flashbacks.

To test it properly, IMOHO, I've been careful not to introduce anything outside from the Beta book. Not even other race/gear options.

HtH

L

Band of the Hand

Five Force-Sensitive youths living on the edge of the Empire are taken in by former Jedi Master Jobediah (or Joe) and taught the basics of using the Force while hiding off the beaten path on a little settled planet. Living off the land and learning to work together they are becoming a team. Then their master receives a message from a friend and leaves to help him only to not return. When the group decide to investigate they discover that he was discovered and hunted down by an inquisitor. Now all they have left are their memories and a holocron of their master. And the willingness to fight an evil Empire.

or an Imperial Knight game.

Totally want to play in an imperial knight game

There was a Jedi Order ship collecting younglings all over the galaxy. When Order 66 was implemented and the Captain got wind of it, he marooned the whole lot on a bustling spaceport to save them. So, at BY there should have been a gang of Force sensitive spaceport urchins in their early twenties.

You choose whether they were met by another former Jedi, or some obscure Force witch, or whatever. Or, whether they developed their powers on their own.

Well my campaign is quite easy how they got together. They are now Jedi Padawans in the ending days of the republic, around the time om The Phantom Menace in the timeline. They all started out as younglings in the same clan/class and are therefore childhood friends. They have different masters, young recent Jedi Knights that all togheter form the Title Watchmen over the Auril sector. A title the is inherited from master to padawan when the padawan is dubbed a knight. These four jedi knights are friends and need to work close with each other sometimes because they are responsible for protecting the whole sector together with their padawans. So sometimes they end up on the same mission under the tutelage of one of their masters. So usually three of the jedi knights lend out their padawans to the fourth jedi knight to give some tutelage and lessons.

In the future the campaign will lead towards that the PCs become knights themselves and when that happens, they will inherit the title of Watchmen of the sector and will need to work together with each other on some missions. And later on, the clone wars, and the survival of order 66 and how to survive in the new order of the Empire. But that's a story for later on.

So the general idea is a long campign about what it really means and takes to become a jedi, with the philosophy and ethics involved and how hard it is to stand with the Jedi ideals in a corrupt republic and a arrogant jedi order that care more about politics than what is right. Going from younglings at a very young ago, playing through the years of padawanhood and knighthood and take on responsibility for a sector. See what it really means to be a jedi, both the good and the bad, and see that the choices they make will have meaning for the places they visit and see it all fall for nothing and burn as they desperately will have to defend their friends, contacts, and places they've almost grown up in as the clone wars come. See how different it is to be a jedi during peace time versus war time and in the end see that it was all for nothing, betrayed by the republic they served and see what they should do, and try to do, to survive or to keep up the jedi ideals in the days of the empire.

The group I'm playing in started as your standard group of novices under the tutelage of a Padawan in exile. It worked out really well, since we all chose lightsaber-focused specialties but in different careers. My character's a pilot, another's more sociable, and the third is just a big strong guy. It worked out great, even after we added two players, one of whom was a repeat of an earlier character's specialization and the other is non-Force sensitive.