So I've been watching a lot of car flipping shows, the ones where they buy the old and broken car, fix it up, and sell it for lots. I'm wondering if anyone has thought of doing that for a campaign? I know it's probably not everyone cup of tea. But I can imagine that you would have the characters start out working on say a fighter and selling it to buy something larger and going up and up. Gaining riches and renown. Could even have them do side quests for parts. George down the strip has part we need to complete the engine, he knows it and sends us on a chain of events. The other could be that the only way to afford parts sometime is to take side jobs as mercs. Does that sound like fun for anyone else?
Starship Buy And Flip Campaign?
Sounds like it could be interesting. You could probably also do a lot of subplots with ships of dubious provenance ("Sooooo, while we were redoing the bulkheads, we found a compartment full of spice...") or less-than-upstanding buyers ("I think that last buyer might have been a pirate, because suddenly the Imperials want us for 'questioning'").
Oooo I like those ideas. Kind of buying a car without a title thing. "Yeah sure I own the thing", the guy says. Imperials show up a few hours later with someone saying it's his. Taking it with days of works into it.
Our current campaign does something similar to this. We are salvage privateers for the Republic. We warp in after space battles, grab what ships/pilots/cargo we can and warp out before the Empire shows up. We split what we find with the Republic and then repair, sell/keep the rest.
Arrakus that sounds like a fantastic campaign! Are you GM or PC?
Our current campaign does something similar to this. We are salvage privateers for the Republic. We warp in after space battles, grab what ships/pilots/cargo we can and warp out before the Empire shows up. We split what we find with the Republic and then repair, sell/keep the rest.
You grab pilots? so you're a bunch of slave traders?
Yup, I am the GM.
And no, they are not slave traders. The rescued pilots/crew are returned to the Republic. One of the players has a really good leadership skill, so sometimes he gets lucky and is able to keep some of them as NPC crew members. But most of the time they are all returned. Some of the other players have duty or obligation that gets adjusted based on what or how things are completed.
There is a lot flexibility on what, where, how, who needs to be rescued, salvaged, etc. Had them once warp in while a large battle as going on and they had to race to a particular large ship, board it, do a smash and grab, and then warp out with out getting blasted. Other rescues or salvages are on desolated planets. Other times, the cargo that they take turns out to be really really hot and they are being tracked/target until they can get rid of it or figure out why.
Our current campaign does something similar to this. We are salvage privateers for the Republic. We warp in after space battles, grab what ships/pilots/cargo we can and warp out before the Empire shows up. We split what we find with the Republic and then repair, sell/keep the rest.
Sounds like you guys should be competing against the Squibs and Ugors!
Yup, I am the GM.
And no, they are not slave traders. The rescued pilots/crew are returned to the Republic. One of the players has a really good leadership skill, so sometimes he gets lucky and is able to keep some of them as NPC crew members. But most of the time they are all returned. Some of the other players have duty or obligation that gets adjusted based on what or how things are completed.
There is a lot flexibility on what, where, how, who needs to be rescued, salvaged, etc. Had them once warp in while a large battle as going on and they had to race to a particular large ship, board it, do a smash and grab, and then warp out with out getting blasted. Other rescues or salvages are on desolated planets. Other times, the cargo that they take turns out to be really really hot and they are being tracked/target until they can get rid of it or figure out why.
Wow, sounds like a fantastic campaign! You must have fun coming up with what needs to be there for the players.
Our current campaign does something similar to this. We are salvage privateers for the Republic. We warp in after space battles, grab what ships/pilots/cargo we can and warp out before the Empire shows up. We split what we find with the Republic and then repair, sell/keep the rest.
Sounds like you guys should be competing against the Squibs and Ugors!
That looks like an interesting read. I may need to dig around for a copy. Thank you!
There's also an Imperial salvage operation at Yavin according to Galaxy Guide 2: Yavin and Bespin.
This sounds like a fun campaign, especially if you find an eccentric who's collecting rare starships, or if there's a buyer who needs a ship designed for a very unusual purpose (pirate galactic radio station? champion tractor beam puller?)
Oh really! Hmmm well have to check that out thanks. I'm trying to figure out where to best put an operation like this. Mind you I don't have the EOTE core book yet. Just AOR core book.
Finding some people like that would be awesome. Kind of a "I heard of you from a friend of a friend of mine" deal, now I'm here with credits to burn so sell me something cool. (Love the tractor beam puller idea lol)
All I can think of is "Pimp My Ride". Yo, we put turbolasers in your turbolasers so you can turbolaser while you turbolaser
This seems like a great time to plug my Ship Wear and Tear charts. If you need randomized conditions to roll for and "color" your random salvaged craft with conditions, that's what it was designed to do.
This idea could be more interesting if you're also a bunch of shipjackers. Not only are you looking at parts and trying to fix ships up, but you're also employing legal guys to try keeping the law off your back and misdirect the real owners when they come looking for what you've stolen. And then there's dealing with the other stuff in the ship that you stole...
This seems like a great time to plug my Ship Wear and Tear charts. If you need randomized conditions to roll for and "color" your random salvaged craft with conditions, that's what it was designed to do.
This idea could be more interesting if you're also a bunch of shipjackers. Not only are you looking at parts and trying to fix ships up, but you're also employing legal guys to try keeping the law off your back and misdirect the real owners when they come looking for what you've stolen. And then there's dealing with the other stuff in the ship that you stole...
The chart looks really cool. I'll give it a better look tomorrow. I'm sure it'll come in handy, thanks!
So they would have a larger ship and take over smaller ships, possibly even using the larger ship as a base of operations. Using it as a mobile repair shop going from system to system. Selling where they can and picking up new clients. I'm liking that idea, if that's what you meant lol.
So I've been watching a lot of car flipping shows, the ones where they buy the old and broken car, fix it up, and sell it for lots. I'm wondering if anyone has thought of doing that for a campaign? I know it's probably not everyone cup of tea. But I can imagine that you would have the characters start out working on say a fighter and selling it to buy something larger and going up and up. Gaining riches and renown. Could even have them do side quests for parts. George down the strip has part we need to complete the engine, he knows it and sends us on a chain of events. The other could be that the only way to afford parts sometime is to take side jobs as mercs. Does that sound like fun for anyone else?
It does sound interesting and different and potentially very fun.
It would also let you work in all sorts of people with needs for random sorts of ships, parts, maintenance and modding, and no-questions-asked disposal of ships too "hot" to keep using -- and willingness to work outside the normal markets. Smugglers, crime syndicates, rebels, etc.
This seems like a great time to plug my Ship Wear and Tear charts. If you need randomized conditions to roll for and "color" your random salvaged craft with conditions, that's what it was designed to do.
This idea could be more interesting if you're also a bunch of shipjackers. Not only are you looking at parts and trying to fix ships up, but you're also employing legal guys to try keeping the law off your back and misdirect the real owners when they come looking for what you've stolen. And then there's dealing with the other stuff in the ship that you stole...
The chart looks really cool. I'll give it a better look tomorrow. I'm sure it'll come in handy, thanks!
So they would have a larger ship and take over smaller ships, possibly even using the larger ship as a base of operations. Using it as a mobile repair shop going from system to system. Selling where they can and picking up new clients. I'm liking that idea, if that's what you meant lol.
Glad it could help!
The party could run their own ship I guess, but the entire mode of operation is renting a temporary place, going to another system (or systems) to steal spaceships, bring them back to the operations place to "fix them up" or give them fresh coats of paint to disguise them, then sell them for inflated prices and book it before the authorities or legal owners could catch on to them.
They could either sell the ships wholesale that they stole, scrap the ships for parts and sell them off there, steal some ships and fix them up to sell to higher clients, and so on. The whole idea is this unethical shady business operation that steals ships, changes them, and sells them to new clients. All staying ahead of the legal authorities and powerful owners who would be trying to recover the ships. Oh, and fabricating new identities wherever they went so that Bounty Hunters don't come for them.
Kind of like a mirror universe version of house/car flippers, where the items for modification are stolen instead of volunteered or bought. ![]()
I'm having a hard time putting things down on paper at the moment. Like where do I set this game, coming up with things for the PCs to do (although I'm wondering if I need some PCs first), I dunno maybe everything lol. Maybe I should put it on the back burner....
Excellent campaign concept!
I'm having a hard time putting things down on paper at the moment. Like where do I set this game, coming up with things for the PCs to do (although I'm wondering if I need some PCs first), I dunno maybe everything lol. Maybe I should put it on the back burner....
I would think Raxus would be a good base of operations, what with all the spare parts just waiting to be found there. For some variety, throw in a disgruntled customer who wants revenge, or have a flipped ship go to the Rebels to open up more Rebel-type jobs.
Hmmm I had to look Raxus up. Looks promising! I will need to watch more clone wars now lol.
I like both those ideas! Thank you.