Player Backstory vs. Campaign Concept

By HernerJade, in Game Masters

Hello everyone I'm new to this forum as a member but have used ideas and resources on it frequently. However, I would like some advice on a certain dilemma I've run into.

I've done two campaigns in the past: a PCs as pirates one, and a Corellian sector one. I've got a new group together and was thinking about doing a Hutt Space centric campaign with the Nal Hutta book, but one of my players decided the backstory for his klatooinian outlaw tech the other day and determined he hated hutts with a passion. Even though it would be easier to stay out of hutt space with a backstory like that, I've already got good story ideas for the campaign that I don't exactly want to put away just yet.

What do I do? I don't want to ask him to change his race or backstory but I really want to do this hutt space adventure while the story ideas are fresh in my mind, what do all of you think?

Thanks for the advice

My number one rule with this stuff is to talk with the player. My crew wants to see the story I have crafted and if I come to them and say, "hey, I love your concept, let's sit down and figure out how to make these two ideas mesh" they are usually willing to work with me.

My first thought is to make this an opportunity not a problem. He wants to play a species tied to the very plot you want to run!! That's great! Maybe he hates on Hutt or better yet, a whole Hutt family more then all the others. He can work with whatever Hutt you want to be the "PCs Hutt" to take down the Hutt that ran over his dog (pun intended).

Throw in the fact that most Klatoonians literally worship the Hutts. Maybe his little sister has signed on as an enforcer for a Hutt and to act directly against him would put her in danger..

More or less what I'm saying, is try to work with your player on this... And/or find out what matters to his character and wield that as a terrible weapon of control.

Good luck! And let me know how it goes!

Sure, it would be easier and less dramatic or less prone to conflict to have your Klatooinian character stay out of Hutt Space.

Were your players hoping their characters' lives would be easy with little drama and no conflict?

There could be all kinds of reasons for a character who doesn't like Hutts to be in Hutt Space, in my opinion it's a fertile ground for the kinds of drama and conflict which could make a fun campaign.

Wow thanks for the advice this definitely helps a lot. And I really think I'm going to steal your sister concept zypher you'll get credit though don't worry.

So I'll definitely talk to the player about it, he already told me he was initially enslaved to Desilijic so maybe Besadii will be the PCs hutts as you say, I guess I needed another opinion on it.

Another quick question: I was planning on the final boss of the campaign to be a hutt they eventually betray/surpass, something like that, would it make sense for say a besadii hutt to steal and use a shell hutt's armor? I'm sure that could be worked narrative wise but would that be nice for an epic fight or too powerful?

Another quick question: I was planning on the final boss of the campaign to be a hutt they eventually betray/surpass, something like that, would it make sense for say a besadii hutt to steal and use a shell hutt's armor? I'm sure that could be worked narrative wise but would that be nice for an epic fight or too powerful?

There's really no way to say. There are a ton of variables: How much XP do your PCs have when they face him, what'd they spend the XP on, what kind of gear do they have, what sort of environmental things are in play, and a plethora of other things too. But the good news is that as the GM you can decide what goes into the combat encounter to make it the right fit for your group.

I'm only good for general advice on this one. You've already evidenced more knowledge on Hutts then I have, so I won't be much help. I steered my game toward the corporate sector and the core.. haven't actually gotten the Hutt book yet.

Definitely revisit this thread, when you get a few sessions in and let us know how it goes tho!

I definitely will thanks for the advice guys

One last quick question on this thread I'm loving the feedback here.

So for my campaign I'm thinking of adding a Entrepreneur like NPC that will help the party build up business contacts and be able to start a crime syndicate or something of that nature, but I can't decide on what race to make him.

I basically want him to be like Saul Goodman from breaking bad except in the star wars mythos, I don't think toydarian exactly fits or quarren which were my initial thoughts, what races do you all think would work in this sense?

Again thanks this is really helping me flesh out the campaign I want to perfect.

In my current campaign, I've got a Rodian lawyer who is basically Saul Goodman. He represents and advises a number of minor criminals and fringe characters. Beside actual legal representation, he often works as a go-between for various parties with roles ranging from messenger to recruiter. Being a lawyer in the underworld, he is used to threats. He is always watched by at least 4 bodyguards and usually wears a portable shield unit.

Getting on his good side means earning the advantages offered by a being well connected in the underworld, but will require paying his fees and doing some favours. The opposite is true of getting on his bad side. He is well off and well connected, so he can afford the best bounty hunters and is motivated to maintain a reputation for being impossible to cross or cheat.

Rodian or Toydarian would seem great to me. I could see a Devaronian being a fun slimy lawyer-type character too. They already look like devils!

I like the idea of your NPC being a Bothan. Bothans, despite being covered in fur, always seemed slimy to me. They are well-known for being spies, so having lots of info about the current underworld would not be out of place. Maybe people see him as a 'trusted' 3rd party because they know he has dirt on everyone equally? So he's not taking any one faction's side.

Anyway, Bothans can do stuff besides die, so I like to throw them in wherever possible.

Consider Chevin for the Entrepreneur. Their species is all about making deals and business-type maneuvering.

As for the concept, I'd caution against making it too central to the focus of the campaign. Else it will wind up as the Mad Klatooinian and his pals tick off a bunch of Hutts -- the series.

Make sure there are opportunities to work it into the story, but try to keep it from overwhelming the plot.

Thanks everyone this helps a lot I will definitely post to update you all on how everything goes and will ask for advice if the need arises

Good reading here. I'm coming up to my first session GMing (we're planning for this Sunday). My group is brand new, I have at least experience as a PC with EotE.

I have Act 1 of my 3 Act beginning campaign (it's just 1 large beginning story told in 3 separate sessions) all written out.

I have encouraged my group to come up with some backstories before we get down to actually creating their characters. 2/5 have come up with some fantastic ideas, the others haven't said much so far.

When we sit down to create their characters, I will give a brief overview of the type of stories I plan to tell, encouraging them to create a diverse and varied group.

I will be pretty darn vague to them about the campaign's specifics but I will tell them it begins in Hutt space.

That's exactly what I'm planning this Wednesday night GroggyGolem I am always surprised how unique backstories can get when you let your players just use their imaginations.

I once had a wookiee assassin who believed in a religion that basically worked like Christianity, with the One being God and he collected the teeth of his fallen enemies to rid the universe of evil for his God. And the best part is when they do all they can to emulate their character, including wookiee noises.

Let us know how it all goes and if any problems arise these guys on here are super helpful

HernerJade, on 27 Sept 2015 - 3:41 PM, said:HernerJade, on 27 Sept 2015 - 3:41 PM, said:

Hello everyone I'm new to this forum as a member but have used ideas and resources on it frequently. However, I would like some advice on a certain dilemma I've run into.

I've done two campaigns in the past: a PCs as pirates one, and a Corellian sector one. I've got a new group together and was thinking about doing a Hutt Space centric campaign with the Nal Hutta book, but one of my players decided the backstory for his klatooinian outlaw tech the other day and determined he hated hutts with a passion. Even though it would be easier to stay out of hutt space with a backstory like that, I've already got good story ideas for the campaign that I don't exactly want to put away just yet.

What do I do? I don't want to ask him to change his race or backstory but I really want to do this hutt space adventure while the story ideas are fresh in my mind, what do all of you think?

Thanks for the advice

Just to come back on the original question a little. Somebody is going to need to make a concession. Either he tweak his character backstory to make his hatred less extrem or you are gonna need to change your setting. So it is best to talk with him about your feeling and I am sure you will find an agreement.

Edited by vilainn6

HernerJade, on 27 Sept 2015 - 3:41 PM, said:HernerJade, on 27 Sept 2015 - 3:41 PM, said:

Hello everyone I'm new to this forum as a member but have used ideas and resources on it frequently. However, I would like some advice on a certain dilemma I've run into.

I've done two campaigns in the past: a PCs as pirates one, and a Corellian sector one. I've got a new group together and was thinking about doing a Hutt Space centric campaign with the Nal Hutta book, but one of my players decided the backstory for his klatooinian outlaw tech the other day and determined he hated hutts with a passion. Even though it would be easier to stay out of hutt space with a backstory like that, I've already got good story ideas for the campaign that I don't exactly want to put away just yet.

What do I do? I don't want to ask him to change his race or backstory but I really want to do this hutt space adventure while the story ideas are fresh in my mind, what do all of you think?

Thanks for the advice

Just to come back on the original question a little. Somebody is going to need to make a concession. Either he tweak his character backstory to make his hatred less extrem or you are gonna need to change your setting. So it is best to talk with him about your feeling and I am sure you will find an agreement.

I've actually met with him and discussed it already, he was all about the species for their backstory with loyalty anyway so when I explained to him he was cool to lay off the hatred but still want to free his family who are still enslaved. This is his first time playing so he's up for anything pretty much if I talk to him about it.

If I run into any problems with the other two in my group who I plan to meet with tonight I'll let the forum know ;)

Do remember that story where there was a comfortable Hobbit "Living the good life" and a wizard shows up with a dozen dwarves to invite him on a journey to steal the treasure from a dragon and the Hobbit says "I don't do that" and stays home?

Work with the player to bend their background to suit the story. If the player insists then he stays behind and needs to make a new toon

As for the concept, I'd caution against making it too central to the focus of the campaign. Else it will wind up as the Mad Klatooinian and his pals tick off a bunch of Hutts -- the series.

So they become the A-team hunted by the Hutt Cartels for crimes they most certainly did commit (against bigger criminals, but...). That doesn't really sound like a bad option from the GM side.

Okay so my first session was a success! The group was 5 (one didnt make it, may not be one of the regulars in the group). Took about 2 & 1/2 hours to create characters. The first one was the longest but the others caught on quickly.

3 & 1/2 hours into my first session along with 2 side missions they went on and they had to stop around 2/3's through it to leave. Nobody was really interested in putting their backstory together too much but that will be saved for next time when I have them roll for Obligation. Good stuff!

I would say work it into the story...maybe he doesn't hate all Hutts, but theres one that just cannot be allowed to continue, in his opinion. He gets a job offer to work for said Hutt and in a flash of inspiration decides, 'Why not take down this Hutts' operation from the inside?'. So he swallows his hate, plays the 'good soldier', all the while figuring out how the Hutts operation works...who the movers and shakers are...which schemes make the Hutt the most money. And when the time is right, he turns all that information over to the Hutts rivals, stands back, and smiles as his employers cartel is picked to pieces.

I would say work it into the story...maybe he doesn't hate all Hutts, but theres one that just cannot be allowed to continue, in his opinion. He gets a job offer to work for said Hutt and in a flash of inspiration decides, 'Why not take down this Hutts' operation from the inside?'. So he swallows his hate, plays the 'good soldier', all the while figuring out how the Hutts operation works...who the movers and shakers are...which schemes make the Hutt the most money. And when the time is right, he turns all that information over to the Hutts rivals, stands back, and smiles as his employers cartel is picked to pieces.

Just as long as he's willing to accept that the Hutt is like to be playing him far more effectively than any con he's trying to pull.