Okay, so I've gotten my campaign together now for Force and Destiny and I have run into some obstacles I wanted to get the community's feedback on.
First, the website for the campaign so you can read the wiki, the adventure logs up to this point (which contain the backstory so far) and the pre-gen characters (get more into that in a second).
Next, the pre-gens. So, I have players who are first time FFG players, and whose grasp of the movies is not strong. I also have been wrestling with the conundrum of Force users in the OT. Obviously it gets to be a bigger problem the longer the campaign goes, as sooner or later the PCs get to the point that they won't rationally be able to be overlooked by the Emperor and Vader. Especially if they join the Rebellion. So I decided to kill the two birds with a single stone, by forging new cannon for the game. To this end, I decided to "play" through the prequels, a few sessions only per movie. To accomplish this, I am using Belated Media's awesome take on the prequels, whose links can be found below.
What if Star Wars: Episode 1 was good?
What if Star Wars: Episode 2 was good?
What if Star Wars: Episode 3 was good?
I asked all the PCs to roll up characters that they wanted to play for the Campaign, and once they did, I took the careers and specializations that they chose and made Knight level pre-generated Padawans that would take part in these updated Prequel movies. In Episode 1, they'll be Padawans ready for their Trials, in Episode 2, they'll be full Jedi Knights, and in Episode 3, they'll be closer to end-game Masters. This way, they players can see what their chosen specializations will look like at different power levels, and get a chance to change their minds before we get into story that might be disrupted by them switching characters.
A side benefit is that they will also be able to learn the system through controlled scenarios and learn the "history" of the Star Wars universe as a group. The pre-gen characters will also potentially make appearances in the campaign later on as Mentors, residents of holocrons, or even Inquisitors (should they fall or plot demands a twist). It also relieves to the pressure to some degree, as the Original Trilogy timeline will be totally intact, but we will also have established a separation of sorts from cannon. I'm hoping this will allow everyone to stay excited about operating in the same universe as Luke, Han and Leia.
K, so now you're all caught up (if you've survived my wall of text up to this point, thanks for hanging in there!) my questions for you all;
I'm planning on running the Beginner Sets adventures; Mountaintop Rescue and Lure of the Lost. I read over the adventures a little, and I'm thinking about having one of the pre-gens replace Romund as their mentor, but that would require Malefax to be considerable more potent in order to capture them. Do you think this would represent a mentor that is too powerful? Do you think it would be believable to have Malefax use trickery and deceit to overcome a more powerful mentor instead of increasing his power level (perhaps by showing the influence of Rav Naraan)?
Next, once the PC's get through those two, I'll be moving them on GM Kit adventure and Core Rulebook adventures, but at some point I plan on having them both complete the Jewel of Yavin and join the Rebellion. How long is too long to wait for these? I don't want them to be too powerful for the adventures, but I don't want them to feel "rushed" into joining the intergalactic civil war either.
Thanks for all the feedback!
Edited by Kyla