New Campaign

By whiteape1, in Star Wars: Force and Destiny RPG

Hey Guys.

Been on the forums a while here. Its also been an incredibly long time since I have posted.

So I finally make my return.

Anyway, this will be a part post and part question, for you guys to answer.

So here it is, I will soon be running a campaign of my own creation, a story and such. the basic premise is that the characters start out sith, and after a few possibly morally compromising acts, they see the errors of there ways, and then the rest is up to them.

Now i have a small amount of adventure, including hunting former jedi padawan that survived Coruscant. And such, others including the escorting of Sith weaponry, to protect against attacks from a possible rebellious uprising and the such, all under the guise of a Sith Inquisitor. I am going through their character choices, and asking for what they want out of the game, so I can fulfil what they want and make sessions dedicated to how they like playing and what their characters have and want to face.

My questions being,

1. Is there any adventure tips, that I could fit in whilst they are Sithish that you believe would be fun, that you think I should add in.

2. Is there any tips that you could give me to ensure a smooth running of Force and Destiny alongside the other core games?

3. How would I stat up a Sith Inquisitor? note, I don't need this immediately as I can hold my players back at the moment from a battle with him, but I know its inevitable.

Thanks in advance. Whiteape1

Sounds neat.

Not knowing the time line-- I'm assuming after order 66.

1. Sith have a really cool history and rich set of morality and rules. But it also depends on your time line...old republic they'd adhere to the code of the Sith. During Sheev Palpatine it would be whatever he has told them or telling them what to do-- unless your Sith are from the lost tribe or have their own background why they aren't with Palp. Now all those options can give really cool background and stories to your game. You could have them search for their lightsabers or do task for palp or their mentor or from the tribe etc etc to earn their sabers. They can delve into ancient tombs of Sith battling the Sith hounds or ancient guardian droids to find lost knowledge of the Sith for whoever they are taking orders from...maybe they find info that tells them a out the true Sith and how palp is way off course and they need to kill him? They could search for holocrons or search for ancient Sith alchemy or sorcery. Again all must be brought before their masters--- they are pawns and puppets, they haven't earned the titles of Darth or Lord etc. IF under palp they will most likely be expendable assassins like Maul.

The biggest compromising thing i can think of that would make them change their minds is killing innocent children. I don't even think I'd want to be part of that scene and if put int that position IC they may disobey the order and start their path back to redemption.

2. It is a smooth system anyway. They are all independent of each other and can borrow things from each other so can't really suggest anything here.

3. Depending on the power levels and xp amount I would stat him up to counter your PCs talents. That or make it MMO boss style. One idea I had given is make the boss powerful but have him come with some other 'replacement' apprentices fight with him. Solo is not the Sith way--- Sith are smart. Striking when the time is right and when they know they can win and striking from the shadows. He wouldn't be a dumb monologuing bad guy...he move quick and sweep up quick and with power. Sending waves of apprentices at your heroes and when they are exhausted he will strike-- or while they are fighting move in. Or trap them in a force field making the pcs watch in dread as he fights each PC one at a time killing them. Or have some apprentices in the background chanting (mechanic wise they each give him a special talent and skill) so he's really beefy and the PCs must realize the apprentices are buffing him so now they must kill the buffs to weaken him-- or like KOTOR he has innocent lives in chambers who he siphons health from killing them...so now they have a delima of freeing these innocents before they die or freeing them so he has less health to heal while battling him. Don't just make a single bad guy who thinks he can take on 200xp characters by himself--- it won't happen. Don't think dumb Darth maul...think Darth Bane...Bane had a plan...maul didn't...Bane wiped out the Sith and a crap ton of JEDI in one move and lived. Maul killed one JEDI and died...because he thought he could handle two JEDI at once...one of these Sith is not like the other...

Hmm... so these characters are they aware of each other?

That they serve the same tutor?

Do they take orders from Imperial Officers?

Because that's one way to start a game to say they've been assigned to this ship and unless receive orders from their superior they have to act as part of the crew since one way to hone their skills is to have a suitable cover.

Also like Agent Carter's use of the Black Widow programming are they expected to fight each other whittling down their rivals until they graduate as the only remaining member of their class?

How about using the knight level rules to design their superior and gradually upgrade them as their characters become more experienced until they become a true nemesis though no where near the big two?

Edited by copperbell

^ good point. If they are to be Sith they need to realize they are rivals. One spot by their Lord's side. Which can also play into the redemption. Maybe there is a point where they are pitted against each other to the last man. Down the line mind you so they have another choice to make...disobey ad redeem themselves by pushing away the Sith teachings. They probably won't kill eah other but their mentor will make them-- they will probably have to fight their way out.

Hey Folks, thanks for the great responses.

I have read and taken all suggestions into minds.

First the adventure tips. they are awesome,and have taken a particular interest to what Clash posted:

" They can delve into ancient tombs of Sith battling the Sith hounds or ancient guardian droids to find lost knowledge of the Sith for whoever they are taking orders from"

This will definitely be used, as all my players have an incredibly deep interest in retrieving a lightsaber or lightsaber crystal, I've broken this down, and will be using it to make an adventure where each of them find their own crystal. Which will be great, maybe just before or after the encounter with their inquisitor tutor.

Since my post, thankfully all of my players have chosen to become some form of Jedi or something similar, so at the moment its only the singular core book, which is a large relief, cause now I can work on morality and the impact on the group.

The campaign will be centred around all the players at first being part of a Sith school, which i'm saying is on Athiss. All the players will be beginining at the Sith school and be chosen to be an Inquisitors apprentices, as all Sith are only one will be eventually chosen and that student will be the most competent and strongest, the others will probably die, which will be a tempter for the players to correct their ways.

I have been in discussion with one of my players in secret to the other players. I have asked,and they have agreed to eventually becoming a sacrifice, to show the other characters and players that only one of them is likely to survive. I hope that the manner in which I am going to run the players death, (An execution where the players is stabbed through the back of the head with the inquisitors lightsaber and the lightsaber coming out through the characters mouth), will be eought to have them realise what may become of them.

Hmm... so these characters are they aware of each other?

That they serve the same tutor?

Do they take orders from Imperial Officers?

Because that's one way to start a game to say they've been assigned to this ship and unless receive orders from their superior they have to act as part of the crew since one way to hone their skills is to have a suitable cover.

Also like Agent Carter's use of the Black Widow programming are they expected to fight each other whittling down their rivals until they graduate as the only remaining member of their class?

How about using the knight level rules to design their superior and gradually upgrade them as their characters become more experienced until they become a true nemesis though no where near the big two?

There's a fantastic idea in here. Maybe they are all young trainees to a Sith but of course, there is the Rule of Two (one master, one apprentice). The PCs have been set up to kill each other as the Sith wants to see which of them is worthy of being her apprentice. But maybe, just maybe, they can find a way to avoid this. Maybe they escape together, maybe they manage to kill their Sith superior by working together. It would be an excellent way of both introducing the players to just how ruthless the Sith are, but at the same time bringing them together as a party. Maybe you could quietly tell one player to try and bring the others together so it seems more natural when only one of them comes up with this radical idea to work together.

I'm picturing some deadly environment filled with predators and traps designed to weed out the weak in which they are dumped.

If from the get go you let the players know it's a Highlander situation, I would have them all build their sith-trainee character, and a backup. The sith is trying to kill the other sith to be the best and all, the backup would be if their character dies, someone who is loyal to the sith Empire as a whole and would serve the new supreme sith PC. If you tell everyone this from the get go, there shouldn't be any hurt feelings or anything, especially if you outline some rules.

Rule 1) Don't get caught, murdering a sith is punishable by death.

Rule 2) There are no more rules

Ok guys I've read through and love the admissions here. what.... We seem to be finding each other's posts a bit of recent.

Ok here's the down low?

There has already been one seeion, with the next scheduled in the next four days or so. That party has had a neutral reaction so far to being sith, some have taken to it, others not so much.

The party consists of two Shi cho Knights, one ambassador and a ataru striker.

Now the Knights are made of a zabrak and I ahte to say it an ewok. The ambassador is mon calamari and Nautolan striker.

A nice mix and the ewok make for some weird **** so far, however there is a mutual agreement that the ewok will eventually die. Hahha

It's unfolded like this so far, the ambassador has hired these somewhat padawan sith as a too, for protection, whilst he works on behalf of the sith/ empire to go through meetings on other planets and the sort. The first mission was for delivery of some goods, to a HUTT. The goods were weapons and a slave that the sith found to be force sensitive but too feeble to bother training . The gifts were a prize and settlement for continued presence without resistance on the planet. Howeve whilst in the midst of delivery the players found out that the hutts daughter/ son had been kidnapped by a group of rogue bounty hunters associated with a mercenary group that has been causing trouble with stormtrooper patrols of recent.

That's pretty much where the session ended, we had already been playing for almost five to six hours, and had one encounter.

I have an overarching story, that the Inquisitor that they are all apprenticed to has been under palpatines rule and guise for quite some time, and has become overambitious. As such he has secretly been hiring criminals and the such to form a small crime syndicate that spans a few different planets, this is to upset politicians, stormtroopers and civilians alike, so that the inquisitor can approach palpatine win an argument that sending a number of his trained sith apprentices to these planets, can help bring them under control. But instead is spreading his own sith throughout the Galaxy to be able to overthrow palpatines when he feels ready. Using the events as cover.

Throughout the sessions I'll hide clues, like keywords npcs and enemies will say, that sound similar to others. And symbols as well. It won't be obvious for a few sessions, but after a while I hope that the clues will click.

As for your suggestions, I have written them down, and am throwing them throughout my story as I go, one or two of them I think can be used later down.

Knasser II I like your in particular, in parts it sounds almost hunger gamesish. Which I'm not going to incorporate later down the line, the players will eventually go Gray jedi, which I'm think it would be great for them to discover a planet where fallen jedi and jeneassari are being taken captive and being put into a gladiatorial pit like arena, or hunger games esque like sealed off dome. I'll dig out more details, but I reckon it would be great to have the players discover or get thrown In there as unwilling contestants.

Thanks guys

Killing children as a morally unsound choice?nbahah, that decision is too diet coke to be truly evil, like presenting a moral choice without meaningful consequence or reward. I mean, the only people that would are those that want to immediately fall to the darkside since there needs to be an appossing consequence for not doing this. I don't feel that sith are evil for the sake of it, but rather for the sake of efficiency. Do they deal fairly like the Jedi do, or do they use their powers to force people into grossly disadvantageous situations to exploit to their own benefit

Instead, perhap consider putting a well meaning community between the party and the objective, a living breathing entity for evil to flourish and propheitrr from, weaknesses to exploit, factions to play, then suddenly that whole chestnut of evil becomes a whole new ball game beyond the act of slaying. Instead, ransoms, mind tricks into detrimental decisions, muddying the waters to escalate high tensions, all these and more can be used to twist powerful beings into your pocket and generates a situation where a lot of people will suffer for the fews collective or individual gain.

Only then does good and evil become a choice, just how far are you, the player, willing to go? True sith would play the situation for all its worth, crushing the weak minded into becoming pawns of an scheme that is mainly designed to benefit themselves and any other that are useful to you. The alternative should always strictly be impossible or for lesser reward, since just because your character is respectful of npcs doesn't mean they have to return that. Going the good path should always be immensely difficult and the player should never, ever get everything they want unless they are truly geniuses or intuitive.

I can't seem to edit my previous post, so I will add another quickly:

Of course the party mightn't be all aboard with using everyone as disposable tools, that might be one perfectly valid reason why they would either chose to make a change or find an alternative way of doing things.