Your Dream Campaign

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

If you could play in any star wars campaign what would it be? What are the broad strokes for your dream campaign (i.e. theme, time frame, etc...)

I am currently running two PbP FFG Star wars Games (1 EoE, 1 AoR), but am thinking of starting a third game here in a month or two. I have not yet decided what type of campaign to run and am not sure what everyone is interested in playing.

Examples.

My current games are.

Fight or Flight

a group of EotE characters are hired by a young inheritor to help recover the last remnants of his Grandfathers shipping empire; a crashed capital ship in the unknown regions. Their employer has inherited the title and a set of coordinate to find the ship. He can get the party to the planet, but unknown to them was unable to afford a return trip should they fail.

Prakith Cell

A group of imperial prisoners working in a prison mine on the fortress planet Prakith have found a hidden entrance to a natural Lava Tunnel leading to the surface. With no way off of the planet they will have to decide if they want to fight the empire on Prakith or fight long enough to find a way off planet.

If anyone is interested in how the games are going they can be viewed at nemeses.freeforums.org

EoE. Height of the Empire. Fast ship an a star to steer her by, my own wits an plenty of Corellian whisky...

Thanks for the reply 2P51. I'll admit that would be an ideal type of campeign to run. With my live action group(s) I have tried giving them similar amounts of freedom to take the game whereever they wish to go. I find this to be exciting as a gm. Unfortuanly my experinces have not gone to well, as the players always seems to get stuck not knowing what they wished to do. This leads to me developing the plot lines and letting them pick between a few. Granted this is still fun, but I enjoy the challange of being surprised by the players.

The one where I'm not running it.

EOE-Privateer campaign starting with stealing, or perhaps stealing the credits to buy a Kossak and a mix of fighters

AOR .Alliance sector force naval campaign set in a sector where virtually all of the capital fleet consists of Sil 5 and 6 vessels. :

Edited by RogueCorona

EOE-Privateer campaign starting with stealing, or perhaps stealing the credits to buy a Kossak and a mix of fighters

AOR .Alliance sector force naval campaign set in a sector where virtually all of the capital fleet consists of Sil 5 and 6 vessels. :

very interesting ideas.

For the AOR game would you want to play a group on one of the capital ships (Like the captain and officers or perhaps a fighter squadron) or would you want the group to be each player in charge of one of those ships (i,e they control the ship and its crew). Both sound like very interesting games.

jedi and sith battles!! i am going to write one with the jedi order surviving and they are being hunted by darth vader :ph34r: :ph34r:

EOE-Privateer campaign starting with stealing, or perhaps stealing the credits to buy a Kossak and a mix of fighters

AOR .Alliance sector force naval campaign set in a sector where virtually all of the capital fleet consists of Sil 5 and 6 vessels. :

very interesting ideas.

For the AOR game would you want to play a group on one of the capital ships (Like the captain and officers or perhaps a fighter squadron) or would you want the group to be each player in charge of one of those ships (i,e they control the ship and its crew). Both sound like very interesting games.

We usually mix both in our SW Naval focused campaigns. We draw up one set of characters who are the captains and commodore of a small task force (Except for a couple of players who hate playing command roles and play subordinates on the other players' ships) then draw up characters for the officers of a separate ship which we do everything within reason to keep out of any battles our task force is involved in. The players who want the same slots say Commodore of the Squadron or Captain of the solo ship draw for it but you can only have one of those two roles per campaign. We often draw up a third set of characters as members of a fighter squadron as well, based on a carrier kept away from the rest of our groups.

We are playing in quite a big group, 6 1/2 players and 1 1/2 Gamemasters. I would love to have a big Ship, like a C90 Corvette. YT-Frighters are cool, but also... a bit boring. Or living on a Nebulon-B and doing excursions with a shuttle or smth would be cool too.

Of course, the campaign should be fitted arround that. The Nebulon thing could be in a rebel campaign, the C90 thing maybe in some deepspace exploration scenario.

The site i'm playing my PbP games on has an AoR adaptation of the Far Orbit Project going on. It is about the "first" Nebulon-B to go rogue form them empire and become privateers for the empire. That campaign has many players each with multiple characters. That may be something worth looking into Seguleh.

I forgot to mention my "live campaign" this one has been on hold since my players live hours away and we haven't been traveling as much.

A group of EotE characters are hired by an Archeologist to help him investigate a Debris field from a battle which technically doesn't exist from the clone wars. Legend has it that this battle was decided by a new weapon which was never heard from again. their are also pirates and others looking for the same weapon. their investigation lead them to a base inside an asteroid in a radioactive nebula which was used for growing and training force sensitive clones. ( I know not cannon) Oh and the archaeologist was a front man for the rebels performing recruiting and procurement operations....

There are just sooooo many frickin possibilities for theme and setting and I think many of them can be absolutely amazing. That's part of the reason why I don't see myself getting bored with this game any time soon.

I'm curious to try a campaign from the Imperial side of things. One of the current campaigns I am running, I allowed the players to choose from a list of several possibilities, and "Imperial Anti-Terrorism Team" received the 2nd most votes. I think it could have been interesting to view the Rebels as terrorists from the point of view of a bunch of Imperials who are just trying to do their job.

The site i'm playing my PbP games on has an AoR adaptation of the Far Orbit Project going on. It is about the "first" Nebulon-B to go rogue form them empire and become privateers for the empire. That campaign has many players each with multiple characters. That may be something worth looking into Seguleh.

Yeah Far Orbit Project is pretty much the only officially published campaign which a single group I've been part of has run more then once while I was part of the group )A few times different groups I've been part of have run the same published campaign though.) The first ran it since while I was there, and was planning to run it again in the near future when I moved away,, one only ran it once, and the third has run it twice. I don't thin Far Orbit was the first Nebulon-B to defect though it was the first Alliance High Command sanctioned privateer Nebulon. (A few Sector forces started their own privateer programs before the Hugh Command did and while I'm not certain that any of those privateers used Neb-Bs they might have.)

I was going based off of what i had heard. I haven't actually read through the Far Orbit Project or even followed the game as it progressed. It seemed a little much for a PbP game but like it would be a lot of fun for a live group.

Yeah I don't think its ever been officially established which Nebulon-B was the first to mutiny successfully honestly but given the number that have been shown in Alliance hands in pre-Far Orbit Project stories I would be shocked if they had all been captured, stolen, or purchased under the table.

Naturally, the one I wrote. It's an Imperial campaign where the PCs are storm commandos in the 501st, attached to the Death Squadron.

Check out my signature if you'd like to see more.

--Lagspike

The players are hired to assasinate some alien called Jar-Jar Binks before he encounters Qui-Gon Jinn, therefore creating an alternate timeline where the audience is a lot happier but maybe Naboo falls quicker to The Trade Federation

Act 1: force and destiny

Group of Force Sensitive Teens running after the fall of the jedi order, trying to survive.

Act 2: edge of the empire

Said teens have grown into pirates/smugglers/whatever.

Act 3: age of rebellion

the (in the meantime rather powerfull) Crew runs afoul of the empire and joins the rebellion.

All the while running behind just past the screens of the movies.

Edited by derroehre