Tell me about YOUR Galaxy!.. Flavour & Fluff

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

How do you Flavour or Interpret your version of the Star Wars Setting? How do you make locations tangible to non-Star Wars geeks who only remember what Tatooine and Hoth looks like(if even that).

My Galaxy...

We have had 9 sessions and the characters have visited three planets and spent some time in hyperspace..

Tatooine: Well, still Tatooine, but what does that mean? Sci-fi western. Space cowboys and dewback ranchers. Sand-people = indians?(not sure yet). Town = Mos Kydon(have you seen the Knights of Cydonia mucic video?..)

Nar Shadda: Swoop Gangs and Street Thugs are inspired by the movie The Warriors(1979).. Also inspired by The Bladerunner city.

Nal Hutta: The Baresh kajidic are inspired by old southern fallen nobility, aka redneck nobles.. Dirty, smelly, nasty. Also, there`s huge gators and dinosaurs(chemlizards) in the swamps.. Deep south. Oh, and mosquitos!

Edit: I describe all gank npc`s as some version of one of the two guys from Daft Punk.

Edited by RodianClone

Personally I don't think there's much need to have to use analogies because most star wars locations, races and things are so well covered by media, our imagination doesn't need to work very hard ;-)

Personally I don't think there's much need to have to use analogies because most star wars locations, races and things are so well covered by media, our imagination doesn't need to work very hard ;-)

I don`t think any of my players had heard of Nar Shaddaa or Nal Hutta before they encountered those places in my game. Also, I don`t want all Hutts to be Jabba or all Rodians to be Greedo, so I like to throw out a few other hooks and references to give a quick and memorable character description, same with locations.

I'm in the planning stages of my fifth campaign, and I'm looking at using the setting of Star Wars: The Old Republic as a starting point. In particular, I like the diverse character options that are open during the Cold War period. I do plan to dramatically reduce the superweapon factor that seems to be present, and I also don't plan on making the PCs be at the center of every galactic event, just at the center of their particular stories.

I'm hoping to have a group of fringe characters (Edge-type careers) with ex-military backgrounds (Age-type careers) being fairly common. I also expect that some "failed Padawans" (Force-type careers) might be running with such a group. I'm planning this campaign with the idea that the PCs will be sympathetic to the Republic without being officially attached to the Republic government.

I'll often print out a picture of a location, character, ship or item and give it to the players to help visualisation.

I'll often print out a picture of a location, character, ship or item and give it to the players to help visualisation.

I'll often pull such up on my monitor, but printer ink is just too **** expensive for me to do too many printouts.

I'll often print out a picture of a location, character, ship or item and give it to the players to help visualisation.

Me too:) I post pictures on the campaign`s facebook group. I still like tp give them a distinct feeling of the place, and for me, the best way to do that is to give them more tangible or iconic references. It also helps us make the setting our own.

I guess it`s a planet of hats thing, but it works. We can tell different kinds of stories with different feelings and atmosphere(no pun intended) within the same universe, overarching campaign and game.

We respect Star Wars canon but after that we use to add elements from other games/movies that doesn't break up the SW "essence".

In my main game my players is leading the equivalent to the Normandy crew from Mass Effect series.

Every world he visits I try to give the maximum SW feeling with each one soundtrack, locals attitude and I use to care about local positions about the galactic conflict.

As I use to say, he lives on a trully alive galaxy :D

Much as my group loves Star Wars, our smuggler games both ended up feeling more like Farscape (minus the adventures in John's head bit) since we avoided Rebel entanglements.

Edited by HappyDaze

I tried running a game with non-gamers with one person that has only watched 1 star wars movie.

they wanted to watch TV while they played.

I gave them a book and said I'll run the game if they can make some adventures so now they will undestand how much work goes in.

I think GMing for children would be easier than adults sometimes they are less likely to bring egos and more likely to listen.

But anyway so far I try to just be descriptive as possible with thr environment its best to leave as much as possible to imagination I think. I will still show pictures if I have good ones and it can be hard to not repeat when describing things

I love the idea of Nar Shadaa street gangs being based on the Warriors.

I'm going for a Deadwood / Wild West feeling with my campaign. My players delivered supplies to a town just on the borde of the outer rim and wild space. The townsfolk moved far out to get away from the Empire. The town itself is made up of the settlers starships, which are used as buildings. For example, a wayfarer is the town hall and storage warehouse. A YV-560 is the medical bay/ communications ship. Half of a YT-1000 has been made into an open air cafe, while the cockpit is used as an office for the scrapyard, to name but a few buildings.

The town is, however located on top of a Cortosis vane, and the Zann Consortium are attempting to drive the townsfolk away. In one such incident, the Sheriff, Rex (yes, that Rex, this was conceited before Rebels) is killed when the sheriff office is bombed my Mandalorian commandos and one of my PCs took up Rexs dying wish to replace his identity (the PC was a clone) look forward to playing it out.