Game Ideas

By theclash24, in Star Wars: Edge of the Empire RPG

It has been a long time since I've really played any RPGs. I used to play LARP for 7-8 years and before that maybe only Table Top LARP'd a handful of times. I was ST/GM/DM for maybe a total of 4 years within my LARP stint. I took 2 year break from any type of RPG/LARP gaming.

I was wondering if anyone has any hints on game ideas. Maybe just a few sentances or some plot ideas to get the ol' juice flowing again. After a whole lot of gaming sometimes things tend to blend together and seem like "the same ol' same ol'."

Maybe like; players need to find X thing but Y and Z are problems before hand. Or Empire pull them out of hyper drive to harass them...but why? etc.

I will be starting with the beginner game module to get their ship. I will be giving them a 'special ship' though. So I have plans for the ship for future game sessions as well.

Any hints/topics/threads you guys want to point out is most appreciated.

I've found in EotE, a lot of the best adventures are "somebody else's problem" that you get dragged into. This could be law enforcement using you as a deniable asset, a hutt who needs something smuggled when none of his regulars are available, an archaeologist (read hidden jedi) and his team that need a ride to a forgotten planet and some help setting up base camp or even a farm boy and an old man who need to get to Alderaan...

Obligations, Duty or Motivations are great places to start planning an adventure.

Use your first session to make characters, then look over the character sheets, and think 'how can I do a story that ties all these things in together?'

Obligations, Duty or Motivations are great places to start planning an adventure.

Use your first session to make characters, then look over the character sheets, and think 'how can I do a story that ties all these things in together?'

Yeah I was going to do some subplots eventually just didn't want to jump into them right away.

Also note that FFG has put out some Adventure modules of their own, and in the back of some of the other books are a number of adventure seeds that they provide.

So, there are lots of options here. Some officially from FFG, some available here on this forum.

One idea I've been working on is a bizarre little mystery. A local high-ranking Imperial, Moff Kolnhoff, has had a terrible crime occur on his estate, and your party looks awfully suspicious. However, this Moff is more generous than most. He's willing to forego executing your whole party in exchange for you finding out who is truly responsible for the terribly criminal act that has occurred. Was it the Bith who played a few bars of music that sounded a bit too much like a popular Rebel recruiting anthem? Was it the Aqualish hired gun whose disruptor pistol is warm to the touch? Was it the Rodian slicer who does his best work while on glitterstim? Could the rivalry between a Toydarian bounty hunter and Bothan hunt saboteur have something to do with it? Could it be the work of that protocol droid that begins every conversation with, "If I were a smuggler"?

Which of them could have done what Moff Kolnhoff calls the worst crime to happen on this planet in decades? Which one of them... stole his felinx's milk dish?

I've been toying with the idea for a while now. I'm trying to find a way to turn it into a full campaign, with Imperials, Rebels, Black Sun, bounty hunters, Trandoshan slavers, and perhaps even a self-proclaimed Sith apprentice vying for this milk dish. Should be lots of goofy, high-octane fun once I flesh out the details a bit more and figure out how to make the mystery portion of it have enough twists and turns to be a full session.

One of the strong suits of this game, as opposed to Age of Rebellion, is that it allows you a lot of freedom as a GM. in Age, you're really set fighting the empire, but in this you can run a gammit of scanrios. the group can take on many types of jobs, that bring them to many different worlds, and on those worlds have many different adventures and subplots. what I recommend is to take a page from Firefly. you can keep this as a modular adventure, and focus on a group trying to survive in the galaxy. taking many jobs to try to keep their ship running. on one world they might need to fight a duel to get a shippment. on the next, hunt down a bounty. on a third, raid supplies from an imperial base for a crime lord that is holding one of their own hostage.

There's a Twitter feed devoted entirely to Star Wars adventure seeds. They've talked about it on the Order 66 podcast. I'm having a hard time finding it right now. Anyone got the link?

the twitter feed is @SWRPGAdventures

There's a Twitter feed devoted entirely to Star Wars adventure seeds. They've talked about it on the Order 66 podcast. I'm having a hard time finding it right now. Anyone got the link?

Really? I Need To Get On Twitter

@SWRPGAdventures does have some pretty awesome little gems.

I find EotE works well in a semi-free form state, where a few opportunities to make money (or fulfill their motivations) are made available from the start and their Obligations serve as additional conflict beyond that of the jobs or adventures themselves.

You can inject a lot of conflict into a session that would otherwise be a low-risk smuggling run by having bounty hunters gunning for one of the PCs staking out their destination. Or create a whole extra side episode to fulfuill a family obligation.

Many of the games in my group tend to follow the Mass Effect 2 Story Method:

Part 1: Learn the system/plan/get the team together

Part 2: Introduce the metaplot

Part 3: Rotate between a plot mission, a side mission and a Loyalty Mission more-or-less equally

Part 4: Resolve metaplot in epic way.

Part 5: Start new game, or return to Part 2.

Hmm... Thinking About It, Get The Beginners Guide. It Teaches The Rules, Has Dice And There An Adventure In It That's Pretty Fun. Plus A Free Downloadable Continuation Of It. I Got Mine For 10 Bucks On Ebay. In Tue Back Of The Core There Is Another Adventure, And The Sector BookS Ha A Couple Of.adventures In It As Well. Well... Seeds Of Ideas really. But I Think There's One ActualAdventure In It. Side Quests Are Also A Good.Idea Too. Give Your Players A Chance To Make The World.Better One Character At A Time. Also, Roll Their Obligations. You Can Get A Good Idea From That.

the twitter feed is @SWRPGAdventures

Thanks-- yeah these seeds spark some ideas!

Hmm... Thinking About It, Get The Beginners Guide. It Teaches The Rules, Has Dice And There An Adventure In It That's Pretty Fun. Plus A Free Downloadable Continuation Of It. I Got Mine For 10 Bucks On Ebay. In Tue Back Of The Core There Is Another Adventure, And The Sector BookS Ha A Couple Of.adventures In It As Well. Well... Seeds Of Ideas really. But I Think There's One ActualAdventure In It. Side Quests Are Also A Good.Idea Too. Give Your Players A Chance To Make The World.Better One Character At A Time. Also, Roll Their Obligations. You Can Get A Good Idea From That.

Yup, I got the Beginner game and the Core book for X-Mas. Asked for them from my fiance and her parents. I was going to start with the beginner game introducing 'module'...i don't like linear 'on rails' STing. BUT it's always a good start the way they wrote it and let players get used to new dice system and the simple rules. BUT I will be helping them create new characters not the folio ones so they can go straight into their adventure with 'their' character. Also they will be getting the 'Ebon Hawk' they won't know it of course as it will look like a P.O.S. It will be owned by Trex from the module of course, so instead of the ship from the book it will be the Ebon Hawk...with a new name from the book of course.

There was suggestions in the book about hidden gems within the ship as game/plot seeds. So I will definitely start their next adventure with the hyper-drive crapping out mid space but most likely it reached a pre-determined destination. The players will have to investigate of course why their ship did this etc. But there will be other little gems and seeds littered in their unknown ship.

Oooh, if you want to keep with the connection, you can replace the "broken R2" on the ship with "Broken T3". I mean, statistically it's identical, but i'd be a cool secondary connection beside the ship itself.

The KOTOR connection actually provides you with a dozen or so seeds itself, including positions of lost planets, Jedi info, old captain's logs, etc.

As a second note, if Trax makes it out of the Adventure, He and Teemo make great recurring Nemesis. He's already appeared a couple times in our game to make life difficult. (He's basically formed his own five strong rival adventuring party, including his Force Sensitive Gammorian Girlfriend... don't ask.)

I do the opposite sometimes, instead of building the adventure..I'll invest some time building the characters and what their background might be. I've "run" 3-4 sessions where players are just creating/talking background..building characters and then roleplaying how the characters will meet or have met. After that..sometimes the campaigns build themselves.

Yup was planning on doing some nifty kotor type stuff when players unearth info-- that and I hope trax lives even if they smoke him he'll be back -- maybe some cybernetic updates or maybe his brother out for vengeance etc. just takes a nudge sometimes to get the juices flowing.

I'm working on an adventure set 5500 BBY where a team of specialists (the PCs) are hired by a mysterious benefactor to investigate a derelict ship (a Hammerhead-class cruiser, as seen in Knights of the Old Republic) which has been found floating on the outskirts of a settled system.

The first adventure will revolve around exploring the ship and dealing with the technical problems on-board, such as a faulty docking bay door preventing their shuttle docking, a coolant leak in the engine room which has made the area hazardous and an invasive AI computer virus which has been messing up the ship's systems. Some combat may be involved when dealing with any remaining crew, who've been driven mad by their long-term isolation and torment at the hands of the AI, and the ship's complement of droids, who've become infected by the AI as well.

Eventually the team will be faced with having to choose between trying to resolve the problem which led the ship being abandoned by its original crew, which will involve having to research crew logs from various places on the ship (bridge, med bay, engine room, crew quarters and science lab) to discover what actually went wrong, or simply blowing the thing up to prevent the computer virus spreading any further. Depending on their actions this may not even be enough since their own shuttle may have been infected at some point, which will have to be dealt with later on.

Following on from this mission there's the option to repair the ship so they can use it themselves (which will lead to an adventure where they have to procure replacement parts and supplies before making the vessel spaceworthy again), try and hunt down the previous crew (who took an alien artifact from the ship when they left which had been the source of the invasive AI) or investigate exactly who it was that hired them in the first place and what they knew about the ship's state and cargo.

Not to give the game away but the 'alien artifact' is an ancient holocron which seems to be malfunctioning, it's gatekeeper infecting other computer systems it encounters in an effort to make contact. Once it's recovered by one of the players they'll be able to use it to teach themselves an advanced skill or ability, as detailed in the Core Rulebook.

That Sounds Awesome, John. I Wish I Could Join! How Are You Dealing With The Lower Tech?