Colonist Campaign Ideas

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

I and some friends are looking at getting a Colonist focused campaign set in the Unknown regions.

Our idea is to explore and find a suitable sector, and eventually colonize and build a small region.

Exporting goods and such back to the core worlds. I was wondering, do any of you have experience with this?

More specifically, how about traders and business? Has anyone ran a business oriented group? Any material?

Pretty sure I worked on an entire book dedicated to this sort of concept called Far Horizons, the Colonist splatbook. You might consider looking into that for campaign concepts?

It has rules for setting up a business for the party.

After you get that, be sure to check out the Order 66 Podcast, episode 59, where they dig into that goodness.

Pretty sure I worked on an entire book dedicated to this sort of concept called Far Horizons, the Colonist splatbook. You might consider looking into that for campaign concepts?

It has rules for setting up a business for the party.

Yup, there is a whole section of a book answering your question exactly. :-)

After you get that, be sure to check out the Order 66 Podcast, episode 59, where they dig into that goodness.

Thank you for the Order 66 Podcast link. As a consumer of this "new" product, I'm obviously seeking additional information.

I do own all of the FFG books. Far Horizons seems more like a book of ideas vs. core concepts when it comes to running a player business.

I was mainly looking for homebrew tables, charts, things like this. Although the book does have "pay scales" available.

The book is pretty and has 3 pages worth of business information. Thanks for the hardwork.

One piece of advise I would offer is, since you are setting it in the unknown regions, I'll assume you will be encountering new cultures/species. I have found random NPC character traits useful for getting the creative juices going when creating them. Using the chart in AoR 331 can serve this purpose. Rolling or randomly choosing 2 to 3 traits and letting your imagination run wild can give you all sorts of alien cultures possibilities,

As an example

23 - Silent

38 - Gluttonous

95 - Conniving

Could be a a patient species of plant-based sentients that trap and absorb their meals Venus fly-trap style, possess no vocal cords, communicating completely via vine sign language

Could be a a naturally telepathic species of gourmand traders

Could be a race descended from pack predators that are silent hunters and possesses a robust tradition of teamwork based assassinations.

I find throwing in a bit of randomness helps me avoid the anthropomorphized species of the week (no beaver, rabbit, bat, wolf, cat - people here if I can help is :) )