My first RPG-campaign ever! Reports, questions, my ideas and so on

By sennaho, in Game Masters

After just around a week here on the forum, I really feel like it's a nice place to be, with some great people and good responses.

This sunday I am starting my first ever RPG-campaign and I am really looking forward to it.

I was thinking that I could make a thread to keep you posted on how it goes, my ideas for more adventures, my thoughts as a fresh GM and so on. I have no idea if anybody would read or think it was any interesting, but I will try to make it anyway and we'll see what will happen!

Congratulations on getting a game together! :D

We shall await your game report with anticipation.

Congratulations on getting a game together! :D

We shall await your game report with anticipation.

That's great to hear :D I was thinking of putting out some ideas and some thoughts about my campaign as well, what kind of adventures I want to put in there/make and what I want my players to experience!

I will make an update sunday evening or monday if I have the time!

Try to to kill the players.... unless they're really asking for it.

Try to to kill the players.... unless they're really asking for it.

Hehe, I feel like I've heard that from you only yesterday, so I suspect that's pretty important for you! Is it anything you wanna talk about? Did it happen to you in the past? (sorry if bad joke)

I'll guess I'll have to skip the plan about them meeting 13 rancors in the first mission, but besides from that, I'll do my best to not kill them :)

Try to to kill the players.... unless they're really asking for it.

Hehe, I feel like I've heard that from you only yesterday, so I suspect that's pretty important for you! Is it anything you wanna talk about? Did it happen to you in the past? (sorry if bad joke)

I'll guess I'll have to skip the plan about them meeting 13 rancors in the first mission, but besides from that, I'll do my best to not kill them :)

No history to that, just an observation that players don't like being dead.

So, today we did our first real session of an RPG!

We started out with finishing the characters, and then we went on to start the campaing I have been working on.

The first adventure was the "Trouble brewing" one from the corebook, with some added elements as to why they where on Formos, who sent them and so on.

It was a bit hard to get the flow today, but we all had a great time. One thing we decided to work more on was the roleplaying aspect, trying to work harder to describe what you do in interesting ways, just speak with NPCs without thinking too much and so on. We all agreed that I should be harder on pressing this and I will help them a bit next time with giving them some ideas on what they can say and do if they need to (I am a professional actor and performer and have worked a lot with improv.)

All in all we had a blast. It was a bit hard to get my head around all the rules, but that will come with time I guess!

We used 5 hours and 40 minutes on the whole adventure, and that shocked me a bit after getting a response that the adventure would take maybe 8-12 hours.

We have a new sessions planned in about two weeks and I am looking forward to dip my feet even deeper in the water and work on the next adventure :D

Sounds like your first session with the system is a lot like my own. New system takes a little getting used to. I don't think we managed to get through Trouble Brewing in a single evening, but the group still had a good time.

Edited by Shawnacy

The planning for next session is afoot!

I am working with the "Depts to pay" adventure from the GM kit. In this session the campaign story will be introduced, but I will still use this adventure as kind of a learning tool for us all. This adventure will be something they have to to for a hutt to get information about the item they are to retrieve in the end. I am really looking forward to work more on the campaign.

Here are some ideas and thoughts I have and would love to get some feedback for:

-I want to make encounters and adventures that are linked to both their obligations/backstory and their career. I will sprinkle these in, and maybe use the oligation ones when the obligation is triggered and it works well with the story.

-I just got bitten by the idea of doing a prison break adventure. Has any of you done anything similar? Any ideas or hints/tips that would be great to have when making an adventure like that?

I am also very unsurtain about how long the campaign should be. The campaign is in three parts and I really want to be able to finish it. We are thinking of doing a session a week most of the time. I guess it will take a year or something like that, so hopefully we still think it's fun for that long.

This is a lot of ramblings, so thank you for bearing with me and reading what I have to say! :) Have a great week!

About campaigns. TV shows (Metaplot vs. episode plot) are a great model to use for these kinds of things. You want to make sure each adventure has a plot to itself - the "problem of the week". Sometimes this is enough, sometimes, you sprinkle in a piece of information about the metaplot. Then, every once in a while, you have a "Metaplot episode" that's centered around that campaign idea. Eventually the metaplot is resolved and you have your season.

It's very tempting as a GM to front-load metaplot a campaign. I've found, however, this is often the opposite of what works best for the story. Although it's going to torture you (because you know where the story is going) I've found it's best to start with "problem of the week" adventures with a sprinkling of metaplot, then gradually accelerate how important/screenside it is. That way, when you get to the second half of the 'season' you still have a lot of metaplot to make it feel climatic.

Adjust according to how long your groups stay together and on one game. The nice thing is, you can always keep adding in problem of the week episode to extend. Or, if it looks like you've got them for a while, close out your season and start up the next.

As for the prison episode. I haven't had to do one yet, but I know many GMs to keep a prison break episode and a "Mad Doc" episode built and in their back pocket for when the party needs it. Mortal wound beyond what the party medic can handle? Time for the "Find the rogue doctor episode" Screwed up and got captured by the Hutt/Imperials? Time for the "Prison break" episode.

Thank you so much for the great reply, Quicksilver, it is really appreciated! I love that way of thinking and I will use that in my story.

This is the idea I have for the next adventures:

Adventure 2: Debts to pay

This is the adventure from the GM kit. It's nice to do a couple of pre-written adventures for me, so that I get a bit more of the feeling for this.

Adventure 3: Getting information

The main quest for the group now is to find an amulet. They find out that they can find info on the amulet in a rare book and that the only known copy of the book is owned by Moruth Doole, the leader of Kessel. They have to find a way to get to the book. When they get to the book, they find a hooded character standing with the book, ripping out some pages and disappearing. The alarm sounds and the players are captured.

Adventure 4: Escape from kessel prison

I have not thought long on this adventure yet, but I hope to make an interesting adventure where the players have to plan a way to escape the prison.


Do you think this will work?

Getting players captured is a hard thing to do without breaking character and explaining that it's intended. Most players, having less of a sense of self-preservation for their characters than in real life, will fight to the death in almost any situation. The two solutions that come to mind are as follows:

-Explain to the players that this isn't a fight they can win, and let them describe putting up a good fight and dishing out some pain before they get stunned.

-End with the alarms as a cliffhanger, and then explain that the next session will just start with them captured.

Really, honesty and open conversation are key.

Adventure-wise, I've done an escape from Kessel before. I started the session in media res (in the middle of affairs) with a bunch of other prisoners picking a fight with the players. Everyone got assigned to "lower tunnel duty", where lots of prisoners go missing, due to working in the dark with spiders. When the spiders came out, they had to subdue the guards that didn't immediately get eaten, arm themselves, and get back on the hoversled that brought them down there in the first place, all while chained together. On their way back towards the prison, they found an alternative shaft that led directly to the thin atmosphere of the surface. The rest was player creativity... Food for thought.

Adventure-wise, I've done an escape from Kessel before. I started the session in media res (in the middle of affairs) with a bunch of other prisoners picking a fight with the players. Everyone got assigned to "lower tunnel duty", where lots of prisoners go missing, due to working in the dark with spiders. When the spiders came out, they had to subdue the guards that didn't immediately get eaten, arm themselves, and get back on the hoversled that brought them down there in the first place, all while chained together. On their way back towards the prison, they found an alternative shaft that led directly to the thin atmosphere of the surface. The rest was player creativity... Food for thought.

Woah. Am I having a Fight Club moment? This is exactly how I started the PCs out in my first EotE campaign.

Edited by kaosoe

Adventure-wise, I've done an escape from Kessel before. I started the session in media res (in the middle of affairs) with a bunch of other prisoners picking a fight with the players. Everyone got assigned to "lower tunnel duty", where lots of prisoners go missing, due to working in the dark with spiders. When the spiders came out, they had to subdue the guards that didn't immediately get eaten, arm themselves, and get back on the hoversled that brought them down there in the first place, all while chained together. On their way back towards the prison, they found an alternative shaft that led directly to the thin atmosphere of the surface. The rest was player creativity... Food for thought.

Woah. Am I having a Fight Club moment? This is exactly how I started the PCs out in my first EotE campaign.

Really? Mine was even a first session of the game... :huh: ... Did you ever read the Jedi Academy trilogy by Kevin J. Anderson? I'm pretty sure Han and Kyp Durron were my source of inspiration.

That might be it. It's been a long time since I've read those novels, though.

OK. Han and Kyp wound up serving in the deepest tunnels, and where some of the first people to witness a Bogey and live to tell about it, since they were jumped by spiders very quickly thereafter and made an escape... It gets hazy at the point.

Please excuse the derailing of this thread. Nothing to see here.

So, this topic died a little, but that's because I have been working a lot and also prepping for the next game.

The next session will be tomorrow and the players will get their main mission for the first part of the campaign. They will probably also wander a bit around and do things I haven't planned, so it will be interesting and fun to work on my improv skills as a GM.

I have one questions before tomorrow, so if anyone sees this and can answer, I will be happy.

How does shopping work in the game?
I understand from the rules that the players have to roll for rarity and the like, but how does the actual shopping work? Do they go to find a weapon shop, try to roll for what they want and if they roll good enough they can buy the item?

I can't really get my head around it, and felt like there was not enough about it in the rulebook, but that might be just me.

Thank you all once again for the help!

I feel like you can do whatever you'd like.. For more roleplay flavor, you could set up a shopping area with a few minor NPCs that sell specific items and have the PCs roll Negotiating rolls to haggle prices. If they want a specific item with a high rarity, they could order it and pay for it and a few sessions later a new weapon arrives. Up the prices for faster delivery. Or you could just let them purchase per the rules.

I can't really get my head around it, and felt like there was not enough about it in the rulebook, but that might be just me.

This is a game that depends heavily on the narrative, so you should use whatever makes sense for your Universe.

Do you want it to feel like some back alley near Mos Eisley? Do you want them to feel like they’re haggling with Watto? Or do you want them to walk into something that feels pretty much like a modern pawn shop, just a bit more futuristic where blasters are like semi-automatic pistols are today, and any kind of slugthrower is probably considered an ancient weapon?

Decide what you want from a story perspective, and then figure out how you want to describe that and role-play that.

Everything went great last week! We played for about 6,5 hours and got trough debts to pay.

We areplaying again tomorrow and it will be the first adveture that I have made completely by myself. I am excited and frightened, but I am thinking it will be great! :)

For rarity, we often roll it as "looking" so it involves a lot of walking around, asking around for shops that sell that kind of thing, etc.

For rarity, we often roll it as "looking" so it involves a lot of walking around, asking around for shops that sell that kind of thing, etc.

Most of the time this is how I handle it with my group, usually when they're in a town or area that would have multiple merchants. Sometimes there'll be one specific person that they know who has a specific kind of product or a list I've prepped beforehand (that's more uncommon).

I am excited and frightened, but I am thinking it will be great! :)

Welcome to GM'ing! It is a scary and dangerous land that only becomes more rewarding as you delve in.