I'm starting a new campaign in AoR set during the Cold War/Galactic War era (3642 BBY) which, as they're all new players, I was going to start off with the beginner game and Operation Shadowpoint ported to the new setting. But I was wondering where to go from there in terms of scenarios? AoR is obviously (from my reading) not just a game of fighting. I was wondering how to open it up to other classes (I'm allowing characters from EotE and the F&D beta) so that the Diplomat or Colonist get their turn alongside the Soldier and Commander.
Non-combat scenarios
That era is during the time that The Old Republic game takes place, correct? Once they have their base set up, the group could move onto currying favor of local planets to fight of their cause, or subvert enemy actions to do the same.
I ran a session once where the team (mostly social with I think one or two combat) arrived at a diplomatic "convention" and worked to gain the favor of the heads of state there while the combat specced characters worked (with some help from the social characters) to uncover an Imperial plot to sabotage the meeting and have the players' faction look responsible. It resulted in a small firefight through a concourse that the PCs were able to spin as proof that the Empire couldn't be trusted.
That could be easily changed into a purely social session quite easily, with challenges being enemy agents/diplomats with silver tongues and sharp wits.
Edited by ImperialSpyI like that as an idea. I'm dithering on when to set it chronologically but the Cold War fits the spec ops style of Age of Rebellion. They could be persuading neutral planets to side with the Republic.
A great way to do social in this system is to use social skills to "attack" opponents, inflicting strain for each success rolled. This works particularly well for scenes of tenses negotiations. Minion groups and rivals can be used to assist the NPC, as well as distractions
Great to see people thinking outside the box! I think there's tons of ways to play. Here was an example of when I wanted my players to not resort to combat, but use their resources and skills to get through a mission:
- In my AOR game, players are garnering favor within the Rebellion. There are several smugglers working for corrupt authorities within the empire, helping them ship goods for their own gain.
- My players were tasked with changing the drop location onboard the ship of one of these smugglers. That man would then inadvertently help the Rebellion, and at the same time destroy the relationship with his client.
- To do it, the players had to alter the drop codes on that smugglers ship without anyone knowing. If they were discovered, the ruse would be up, and the entire plan would fail.
- The players ended up sneaking, using stealth and social skills to break into the hangar. It was a wonderfully dramatic game where the players used skills in new ways.
There's tons of ways to have social skills dominate the game! Maybe your players:
- Need to convince a resource baron to join their side in the civil war
- Talk their way off a space station (where they're hunted, but the hunters don't know their identity)
- Talk their way into a space station
- Help solidify the cover of an NPC (by designing and creating additional fake identities that lend credence to the NPCs)
Those are just some quick ideas!
If I would like to emphasis the social skills in an encounter, I do the next 3 things, the first I consider the most important-
Establish-
The set needs to be be epic like fights. Social encounters require interesting scenery and dynamic set pieces. It should have some or all of the interactions of the social rainbow- politics, charmers, business vs personal, unrelated drama and of course entertainment.
Party? Make it a social gathering of the scum and villainy of the higher echelons, where a misstep is death sentence. The performance is deadly, and the drinks are poison without the antidote in the invitation, etc.
Negotiations? Make it in a court of a noble, where the local socialist already dominant, and the ire of the main players of the game is a slippery slope.
Rivals-
No challenge is worth without opposition. enough said, no?
Conflict-
It's never what it seems in the world of silver tongues and wits. Always make it complicated for the PCs... the unexpected rival, unseen back room deals control the action, bystanders, consequences that can not be avoided, etc.
All of these ideas seem excellent. How about jobs for someone like a Technician or Spy that don't involve actual shooting?
Both those careers are great for running interference for the group, keeping them appraised of developments beyond the negotiation table. They could plant and listen in on bugs to catch any backroom dealings, or fabricate distractions to keep rivals (and perhaps even future allies) off-balance to give the social PCs the better position in the dialogue.
Edited by ImperialSpyI definitely like that as an idea. I think I'll include a negotiation mission in the campaign. I could even have it follow on from Operation Shadowpoint - the team could be ordered to bring the Onderon monarchy over to the side of the Republic.
Next up: how does one integrate Explorers or Colonists into games? Especially ones with a spec-ops/government work theme?
All of these ideas seem excellent. How about jobs for someone like a Technician or Spy that don't involve actual shooting?
Spies are essentially a "split the party" situation. Most of the time while the social encounter is happening, a spy has the opportunity to get the upper hand with acquiring information.
Technician is more of an "enabling element", like a co pilot or a bodyguard. He makes sure the party successes in its social endeavor, like sabotage.
Also what ImperialSpy said. I concur ![]()
So the other classes can go around performing tasks (bugging rival ambassadors' rooms, slicing their comms for useful information, etc.) which in turn grant Boost dice to the social characters while stopping their rivals from doing otherwise?
So the other classes can go around performing tasks (bugging rival ambassadors' rooms, slicing their comms for useful information, etc.) which in turn grant Boost dice to the social characters while stopping their rivals from doing otherwise?
Bingo.
I've been doing a lot of GTA V style "heist" scenarios lately, where players have had to collectively prepare for things like breakouts, prison rescues, etc... The game structure is much more loose, as the players generally have a time constraint to prepare (IE, 10 turns, or 8 hours or something), and they've got to do as much as possible before they'll miss their window of opportunity.
I've created a series of hooks where players do the math on their own- I'll tell them there's a TV station and a fuel depot in the area, and most often players connect the dots, break into TV stations and co-opt the signals, reprogram fuel trucks, or even put new things together that I didn't think of.
I'm also of the philosophy that players splitting up isn't a bad thing- exactly like you said, having them go different directions sometimes gives them a moment to shine. I'll pinball around the room, each person on their own mini-quest, resolving tasks on their own. Sometimes, I feel like when the group is together, it's easy to stumble over each other (or have one person take the lead).
That breaks up the tension, gives everyone the opportunity to rock!