Campaign Help: Surviving Order 66

By Wruckis, in Star Wars: Force and Destiny RPG

I had an idea to run a F&D campaign were the group play as young Jedi who are trying to survive order 66 however I am having trouble thinking of ideas.

What I have so far:

1. The Group starts on a Ventor-Class Star Destroyer with their master when large group of clone troopers enter the command bridge seconds after order 66 is given, battle ensues and their master sacrifices himself giving the group time to find a way off of the ship. when they find an escape pod or hangar, the closest planet would be Kashyyk giving them a chance to meet with Yoda during his escape.

2. I was planning on having the group start with training sabers so they can quest for crystals.

3. Hunting down Jedi/Sith artifacts.

4. Some imperial agent uncovers the identity of Luke or Leia and the group stops them.

Any ideas would be greatly appreciated as obviously this is not enough for an entire campaign.

For starters, you're going to need a ship. Your intro seems to imply that they won't have immediate access to one. So they'll either have to steal it or do other things to get one. I like the training sabers part but it implies some things. They're very young (in TCW there is an episode where younglings build their first saber before they become a Padawan) or they're older and very far behind on their training, particularly lightsaber training. This is the Clone Wars and it's reasonable to assume that lightsaber training was a priority. Your players might feel slighted or cheated at playing Padawans and not having an actual lightsaber.

For idea 1. Maybe change the Venator to being in deep space and they get picked up by Senator Organa's ship. It's plausible and I think it works better than having them meet Yoda on Kashyyk, where they would have to steal a ship from under the Empire's nose with training lightsabers.

Idea 2 I've already commented on. It's interesting but it may not be the best way to go about things. Maybe have the players roll a d10 or d20. The highest one or two rollers will actually have lightsabers and the others will have to make do with blasters until they build their own. They could go to Ilum or run into somebody who shows them how to make synthetic crystals (Luke's ROTJ saber uses synthetic).

Idea 3 looks good. A search for a Holocron to continue their training would be fun to play. I can see this one taking two or three sessions to work out.

Other ideas: Going to meet Yoda on Dagobah and experiencing the Dark Cave. Joining up with a resistance group. Trying to find a safehouse to live and operate from.

Thanks for your input!

Maybe i will give them regular sabers and make them quest for better crystals.

Edited by Wruckis

Do they have friends and allies from the Clone Wars? They might be concerned for their safety and/or can use them as resources. Some might be in trouble, some might throw them under the bus, and some might be useful.

Then they need to start putting together a game plan. Do they lay low? Do they figure out a counter attack? That right theater is a sessions worth of role-playing.

Then they'll need resources and help (depending on the course of action they decide on). Some might be a trap, as the Empire lures in stray Jedi. Some might require throwing in with distasteful elements of society. They might be forced into action before they're ready when they hear rumor of a master captured by the Empire.

They might try and find some old War Surplus ships and technology. The CIS was large and widespread and the Empire can't be everywhere - there might be opportunity for the bold.


For idea 1. Maybe change the Venator to being in deep space and they get picked up by Senator Organa's ship. It's plausible and I think it works better than having them meet Yoda on Kashyyk, where they would have to steal a ship from under the Empire's nose with training lightsabers.

Or - who says they have to steal a ship and get off planet. Join the wookiee resistance, have them work underground for a while, as they get their feet under them again. And if you want to go with the quest for sabers, have them in a position where they have to ditch them - a checkpoint where they'll be able to get through, but the sabers will mark them as an enemy of the state.

Edited by Desslok

Why not open en media res? Boarding action of confederate privateer, kinda like EpIV? Say a citadel? When O66 goes through the players can take the Citadel.

Judging from what's being described I think just manning up and starting at knight level makes more sense.

Another option is to have the padawans away from the ship when the order is enacted, and when they return, the Venator has been attacked and the clones wiped out. The ship could be damaged in some way as to make it only a base, rather than something to be used for missions, but they would have the various resources available, and a mentor in their master. Perhaps the master was injured in the battle, before the clones had a chance to attack. It gives some good campaign-spanning options, like the background plot in a TV show, as they try to come to terms with what's happening around them, and also try and rebuild the ship's engines, etc.

Whichever way you go, it sounds like it is going to be really fun!

Another spin on the idea may be that these padawans feel obligated to warn/find other members of the order that may be unaffected by Order 66 as of yet. Perhaps the venator (or their late master) possessed the last known coordinates of other jedi?