So is it me or?

By The Storyteller2, in Star Wars: Age of Rebellion RPG

So I run a rather large campaign/mmrpgpvp gaming group of 15 players, split up between 3 groups, the rest solo and teams. Occasionally I like to have backup quick adventures in case the player/players are struggling with the sandbox, free roam free choice aspect of my campaign..ie they are stuck on what to do next (ie when they actually have to think for themselves.)

(happens more often with the players who have been spoon fed pre built adventures and weekend encounter railroading)

SO FINALLY had an Imperial join...and ive spent the last 2 days searching and searching and going thru pdfs back all the way to WEG and cant find any Imperial Oriented adventures....all Rebels and Smugglers etc etc....

please tell me Im just missing something somewhere or having a brain fart? Ive been GMing Star Wars and various other games for 10+ years and Ive had it easy with my SIth/Imperial players before being my veteran players i never had to worry about having a back up adventure...but now that i have a somewhat new player on the side of Imperials and i had to look for a backup adventure ...there arent any?

Talk about prejudice against the empire lol....anyone know of a resource for Imperial Adventures? books? anything?

To the best of my knowledge all of the current material is focused on either the Rebel Alliance or the fringe elements of the galaxy. Nothing Imperial related.

That being said, I can't imagine it would be hard to create an imperial officer using the material in AoR.

No Imperial materials that I can think of.

WEG had an Imperial Sourcebook, and a Death Star Companion that would provide supporting fluff, and D20 had a darkside sourcebook IIRC. Nothing really that actually says "Here's how to run an imperial themed campaign" though.

Remember that previous versions of the game suffered from surviving, or being written by people who survived the D&D panic of the late 70s/early 80's. As a result the concept of playing a villainous character was ignored if not outright banned by RAW as a way of protecting the game and it's players from the controversy. Lets be honest, immature jr. high and high school age players running a villainous campaign can get pretty bad, pretty easy. Some people tend to interpret the "You're the bad guys" concept as "Be complete raving psychopaths."

Thank you both for reply, just to clarify you guys are saying there is not adventures, when you use the words campaign, materials etc? Just wanted to make sure my post wasnt confusing as I was looking for adventures.

@Papy, Yep, totally right, and I use FnD to make my Sith, Imperials etc etc. Very neutral oriented Careers that can be used for both sides of the story.

Also I totally agree with you Ghostofman, that a Imperial focused campaign could turn bad when not controlled properly. On the one hand I agree and on the other hand we are playing Role Playing Games....and for the producers back even since WEG not viewing all roles playable across the board (this is assuming they printed those Imperial Sourcebooks over the years just so a GM could properly run a opposition to his rebel heroes etc.) disturbs me...that the very people creating these great works, are well...not even competent (or purposely try to narrow mind us) to know that playing the bad guys is a role as well, and the material should be as neutral as possible and/or cover all bases. But as Im sure everyone already knows this is the case in so many RPG's releases they either dont mention pvp or touch on it in only a few paragraphs. I will tell you this, playing a bounty hunter who is chasing an actual player across the galaxy is the most challenging, rewarding experience in my playing career, let alone watching it unfold as a GM. The same goes for an Imperial Inquisitor player hunting down a group of rebels...so let them keep their hero concept lol.

But to anyone reading this who didnt reply or just incase it wasnt clarified definatly looking for adventures that would work for Imperials/Sith so i can have a quick thing to grab in a pinch...

Edited by The Storyteller

I don't remember any imperial oriented adventures, but I took one of the rebel ones, and changed it for the imperials. They played the ISB agents trying to stop the rebel infiltrators. You just turn the adventures around. The rebel commando team took heavy losses in the first act, but still got away with the data, players had to chase them down.

Imperial based?

That really depends on whether you want to play an evil pc game or something much more interesting... actual good guys fighting both the corruption inside the Empire and those Rebels who are true monsters...

For example have you been watching the Dark Matter TV series?

They have a character called the General who assigned one of the cast and his then team the task of stealing a warship unaware once they jumped out of the system the shuttle they left behind exploded taking out the station and 10,000 innocent lives purely to make a point.

Now imagine Star Wars Rebels and picture Hera and her crew actually terrorists and your players have been assigned the job by Agent Kallus himself to hunt them down before another Empire Day tragedy occurs...

Imagine being the crew aboard an Imperial Customs ship in Alderaan and witnessing the Death Star blowing it up!

What will they do?

Ignore the plight of the survivors or actually inact emergency rescue to save as many people as possible?

What if a Separatist convoy hits the world your players are currently based on?

Desperately fighting waves of droids with seemingly no word of any help coming... how do they handle that?

Imagine being stuck with clean up on Hoth only to discover evidence that some dark Jedi cult has infiltrated the Empire and now they're after them because they know they've been found out!

What do you have a hankering to run?

The Imperial sourcebook is a definite must-read if you're trying to run a game from the Imp's point of view, but I think the more helpful book would be Heroes & Rogues. It's mostly a ton of character archetypes complete with supporting examples of said archetypes, but in a break from tradition it also addressed playing Imperials. I would highly recommend it for the amount of ideas it could generate.

Also, and it must be said, there are some archetypes in there that are worth the price of the book (like new, not in the collector's market). The Rodian Pacifist and Snivvian Playwright stand out, but I think anyone will get a kick out of it.

All great ideas, and have been already review the possibility of flipping a few rebel adventures to work for my situation. Definitely plenty of material there.

I for one dont view the Empire itself, as that "evil"....take the whole Sith/Darkside of the force aspect out....and look at it from its development of what it once was. The Republic....could it just be that what the Empire developed into was a government that just stopped caring what people thought and went to the rescue of everyone that cried help or my rights have been violated?

I mean after all The Republic did plenty of relief missions, protecting the civilians of various planets etc. I think alot of people are to quick to judge it being evil based of a few Sith leaders and actions of a few within its structure...which every organization will have its bad apples. So the same leaders, clones, military officers still held positions etc as it progressed into what we all know as the Empire from 4, 5 and 6. Also noting the military going from clones to normal civilians being recruiters from local offices...much like recruiters do here in the states. These were normal people who just joined the Galactic Army....just like Luke was convinced to join the Rebel Alliance...

My point is....as GM's we have to look at the big picture and the small picture and keep ourselves open to different views of players that come to our tables....I for one cannot refuse a player wanting to play something because its declared by most as evil. I bet some of the enlisted men on that Death Star when they blew up Alderaan was going, "we just did what? ok definatly not writing back home to mom about this one.", then his buddy "hey we just follow orders, this is just my day job." lol

sorry, his evil comment made me think about some things and go on a ramble lol..

Nope - no imperial games. Certainly not from the WEG side of things. The Sith sourcebook has stats and guidelines and force powers and fluff, but no stories or canned adventures. So you're on your own (flipping the rebel games, not withstanding).

I think that you're pretty much on your own as far as imperial-centric adventures, There is still hope however. Flipping rebel adventures or using established materials as a jumping on point could be very beneficial for you.

Slight Spoilers below.

I recently ran a con game for my friends (Empire-loving bastards that they are) at Gen-Con, I used the Beyond the Rim module as a starting point, the PC's were a newly assigned ISB Special Operations team on the Wheel under the npc agent in the book tasked with tracking down a finger crew who may have gotten a lead on a certain treasure ship. Their end goal was to track the crew to Cholganna and ascertain the fate of a certain Arkanian, capturing her alive if possible.

Also you might check out the Triumph and Despair blog as I believe they have some entries on running an imperial game.

All great ideas, and have been already review the possibility of flipping a few rebel adventures to work for my situation. Definitely plenty of material there.

I for one dont view the Empire itself, as that "evil"....take the whole Sith/Darkside of the force aspect out....and look at it from its development of what it once was. The Republic....could it just be that what the Empire developed into was a government that just stopped caring what people thought and went to the rescue of everyone that cried help or my rights have been violated?

I mean after all The Republic did plenty of relief missions, protecting the civilians of various planets etc. I think alot of people are to quick to judge it being evil based of a few Sith leaders and actions of a few within its structure...which every organization will have its bad apples. So the same leaders, clones, military officers still held positions etc as it progressed into what we all know as the Empire from 4, 5 and 6. Also noting the military going from clones to normal civilians being recruiters from local offices...much like recruiters do here in the states. These were normal people who just joined the Galactic Army....just like Luke was convinced to join the Rebel Alliance...

My point is....as GM's we have to look at the big picture and the small picture and keep ourselves open to different views of players that come to our tables....I for one cannot refuse a player wanting to play something because its declared by most as evil. I bet some of the enlisted men on that Death Star when they blew up Alderaan was going, "we just did what? ok definatly not writing back home to mom about this one.", then his buddy "hey we just follow orders, this is just my day job." lol

sorry, his evil comment made me think about some things and go on a ramble lol..

The thing with an organization or government like the Empire is that if the upper ranks are evil the organization as a whole is even if the average member is not. And the upper ranks of the Palpatine era Empire were rotten as can be,.

I believe WotC had one module that was focuses on Imperial Characters; Murder on the Executor. I don't recall if it was ever made available to the public, or if it was a GenCon-only module.

The Imperial sourcebook is a definite must-read if you're trying to run a game from the Imp's point of view, but I think the more helpful book would be Heroes & Rogues.

WEG's Imperial Sourcebook would also my primary recommendation for Imperial material, it's not a 'campaign guide' though. There was also some interesting material in WotC's Rebellion Era Sourcebook, but it was mostly just GCW stuff, not Imperial specific.