Camapign "demo" and knight level (and lightsaber and stuffs)

By kelpie, in Game Masters

Hi all

i'm asking for some advices more than answers...

i'm starting a "demo" mini campaign, a run of Operation Shadowpoint, Perlemian Haul and Dead in Water adventure with starting characthers (we already played Beginner game)

One of them whanna play Guardian/Soresu from FaD so i'm wondering if it's good to let him have the lightsaber (lot of talents from soresu requires lightsabers). Also, 'cause is a short run i'm wondering if is better to let them start at knight level

(the other are all from AoR)

"Problem" is, we are playing this run as a "demo" to test the system and see if it meet our liking and requirements for a bigger future campaign, so it would be good both testing the game with starting characthers and with advanced chars.

So long, i'm not really confident to play the game with experienced (ie knight level) chars and also that could spoil our "test". However, testing if the game is good enough also at higher level would be really good.

To solve this, i was thinking about:

0- start the game with starting chars

1- start playing operation shadowpoint, with all event seed except conclusion (or just some event seed)

2- give normal xp

3- play perlemian haul

4- give normal xp

5- play all remaining event seed from operation shadowpoint, maybe adding a "special event seed"

6- play conclusion of operation shadowpoint

7- give huge xp reward, enough to bring them to knight level. Also give them lightsaber for Jedi and suitable rewards for others

8- play dead in water with knight/advanced characthers

what do you think? is a good plan?

is advisable, or starting adventure are just too straight forward to be challenging with "advanced level" chars?

i could move the conclusion of operation shadowpoint to the end, maybe after dead in water, or a completely rethinked version of it, just to give campaign a proper "conclusion", maybe with a major battle and starship chase/flee from onderon with blaster cannon on their tails :D

thank you for your advices!!

i really appreciate :)

It sounds like it would work. While you are playing the first few sessions, you will get an idea of how good your players are at meeting challenges, and perhaps you'll want to scale up the difficulty in later sessions.

Maybe, instead of a huge jump at step 7, you might want to just give somewhat larger than normal xp awards in each. (20, then 30, then 40 and 50) That way both you and the players can get used to the stronger abilities, especially the introduction of lightsabers.

Maybe, instead of a huge jump at step 7, you might want to just give somewhat larger than normal xp awards in each. (20, then 30, then 40 and 50) That way both you and the players can get used to the stronger abilities, especially the introduction of lightsabers.

I like this idea, but I would also recommend that you tell players that the first few games won’t have the “normal” amounts of XP being granted, as you want to give them an accelerated growth path to get up to “Advanced Level” or whatever you want to call it.

That way, when you do go back down to giving them normal amounts of XP, they won’t be too unpleasantly surprised.

Hi

i'm starting a "demo" mini campaign, a run of Operation Shadowpoint, Perlemian Haul and Dead in Water adventure with starting characthers (we already played Beginner game)

One of them whanna play Guardian/Soresu from FaD so i'm wondering if it's good to let him have the lightsaber (lot of talents from soresu requires lightsabers). Also, 'cause is a short run i'm wondering if is better to let them start at knight level

(the other are all from AoR)

Alternatively you can give the Guardian the antique sword that works like a lightsaber but can't reflect blaster bolts. It doesn't look like a lightsaber so it's easier to disguise.

Edited by Lareg

First of all: thanks to everyone

For the lightsaber, my player decided to start with training one. Now i need to decide when a proper crystal will end in his hands (maybe as something inside Perlemian Haul's cargo bay, or on Onderon shortly after...) and if creating a proper "enter inside the cave" adventure/session (with high chance of boredom from other players) or just letting him found a krystal in some place

As for adventure order, i just need to figure out when planning the ending of Operation Shadowpoint, and eventually if planning a bigger ending

First of all: thanks to everyone

For the lightsaber, my player decided to start with training one. Now i need to decide when a proper crystal will end in his hands (maybe as something inside Perlemian Haul's cargo bay, or on Onderon shortly after...) and if creating a proper "enter inside the cave" adventure/session (with high chance of boredom from other players) or just letting him found a krystal in some place

As for adventure order, i just need to figure out when planning the ending of Operation Shadowpoint, and eventually if planning a bigger ending

A basic unmodified Illum crystal in a standard saber will (after factoring in breach) do roughly the same damage per hit as a Blaster rifle or heavy blaster rifle. So you don't need to wait that long to give him a crystal, as in most campaigns the other players will likely have rifles and heavy pistols after one or two adventures.

Also remember that there's other ways to get crystals. Look at the adventures and instead of trying to shoehorn some touchy-feely cave scene see if there's another source. I'm sure one of those adventures includes something like a transport ship full of rare and valuable items....

The GM screen adventure leads to finding suitable crystals, and has some very nice visions to guide the players to them. It need not be a long scene, and your other players could be involved by the task of playing their reflections in the Force users visions (so they play their charcters without being literally part of the vision); also yo ucan say that those crystals are also very valuable as smuggleld cargo to give a good reason for non force sensitives to follow the jedi player. Or put a bounty on the adventure end boss, that is reasonable enough for the other players to tag along the adventure.

Well, in Rebels first season Imperials are gathering kyber crystals for unknown reasons (hint: to build some sort of superweapon?)

there is a way someone got their hands on an ilium crystal

so there could be someplace on Onderon (maybe during an event of Operation: Shadowpoint) where someone (living or not anymore) could have an ilium crystal

also, in Perlemian Haul they could found some valuable cargo and that could include a fancy blu crystal the jedi could recognise

this just to say i know there are a lot of way to put crystals in his hands;

i was just wondering if, story-wise, could be better playing a jedi-centric adventure where the jedi need to find his crystal, or just easier (and less boring for non jedi PC) let him found a crystal inside a stash, crate, corpse, or other source?

Well, in Rebels first season Imperials are gathering kyber crystals for unknown reasons (hint: to build some sort of superweapon?)

there is a way someone got their hands on an ilium crystal

so there could be someplace on Onderon (maybe during an event of Operation: Shadowpoint) where someone (living or not anymore) could have an ilium crystal

also, in Perlemian Haul they could found some valuable cargo and that could include a fancy blu crystal the jedi could recognise

this just to say i know there are a lot of way to put crystals in his hands;

i was just wondering if, story-wise, could be better playing a jedi-centric adventure where the jedi need to find his crystal, or just easier (and less boring for non jedi PC) let him found a crystal inside a stash, crate, corpse, or other source?

But that way it's boring for the Jedi to have a crystal without doing any spiritual work to get one. A compromise would be to le thim find the crystal in a stash or whatever but then he has to attune to it (lorewise Kyber crystal now are transparent and gets colored during the attunnment) and that leads to a series of visions that guide him through the attunement procedure. There is also a veru nice fan made chart by Kyla somewhere on the F&D forum that gives a series of tests to help sort out the color.

But that way it's boring for the Jedi to have a crystal without doing any spiritual work to get one. A compromise would be to le thim find the crystal in a stash or whatever but then he has to attune to it

Exactly my point...

playing the part where the Jedi go into a cave, visions, or like, and attune with the crystal is too good and too cool.

However, the non-Jedi will become easily bored

i know there are some suggestion about letting the other player playing, then discover this is just a vision-version of them, but they could be still bored 'cause the Jedi has to be the center of the adventure (plus: i don't whanna make this too long...)

(lorewise Kyber crystal now are transparent and gets colored during the attunnment) and that leads to a series of visions that guide him through the attunement procedure. There is also a veru nice fan made chart by Kyla somewhere on the F&D forum that gives a series of tests to help sort out the color.

oooohhhhhh

where is this thing? :)

also, did you know where can i found some suggestion? something easy, not too long, for one single session

Here is the link to Kyla's Color Crystal Chart. All credit goes to her for coming up with this awesome idea.

The vision suggestions for the crystal finding are inside the GM Kit's adventure.

Thanks for the link

as for the suggestion, i'll look forward to the kit's adventure then. TY

Here is the link to Kyla's Color Crystal Chart. All credit goes to her for coming up with this awesome idea.

The vision suggestions for the crystal finding are inside the GM Kit's adventure.

Ok thank you

i did some test on the chart but something not really clear for me for how colour work:

- if i get 5x yellow; 2x red; 2x blue, color is yellow ('cause both red and blue are more than 2 less than yellow)

- if i get 4x yellow; 4x red, 1x blue, color is orange (blend of yellow and red)

- if i get 4x yellow, 4x blue, 1x red, color is green (blend of yellow and blue)

- if i get 4x yellow, 3x blue, 2x red color is green...?

- if i get 5x yellow, 3x blue, 1x red color is...???

Edit: training lightsaber is standard color (i assume white, and with some weird irregolar pulsing effect, so it's easily seen that's just training saber)??

or there is something in canon (or in the book) i miss?

Edited by kelpie

- if i get 4x yellow, 3x blue, 2x red color is green...? --> correct (the difference between yellow and blue is 1, so the combined secondary color is chosen, a blend of yellow and blue)


- if i get 5x yellow, 3x blue, 1x red color is...???--> the color is yellow (the difference between yellow and blue is 1, so the primary color is chosen)



No idea for the training lightsaber, as the training emittier seems to be artifical (maybe a syth crystal?) in that case i guess you, or the player, chooses the color. It's not like ti requires an attunement anyway. From the films there seems no visual difference from normal sabers except for the training ones being so much shorter (but they were also used by small children).


Edited by Lareg

- if i get 4x yellow, 3x blue, 2x red color is green...? --> correct (the difference between yellow and blue is 1, so the combined secondary color is chosen, a blend of yellow and blue)

- if i get 5x yellow, 3x blue, 1x red color is...???--> the color is yellow (the difference between yellow and blue is 1, so the primary color is chosen)

Ok thanks

No idea for the training lightsaber, as the training emittier seems to be artifical (maybe a syth crystal?) in that case i guess you, or the player, chooses the color. It's not like ti requires an attunement anyway. From the films there seems no visual difference from normal sabers except for the training ones being so much shorter (but they were also used by small children).

mmmhhh

i thought training lightsaber would be something like the lightfoil (sporting weapon based on lightsaber used on tapani sector)...

Well it might be similar to a klightfoil but i really don't think Yoda would let small children train with a lethal weapon. But it coul be anormal lightsaber with the power toned all the way down to make it kinda harmless.

Originally, I think the training sabers were supposed to be white in color, to indicate that they had not aligned themselves with a particular person, and that what was inside was just a training emitter and not a full kyber crystal.

But with the Prequel Trilogy, we saw what are pretty obviously training sabers that came in multiple colors.

And with the Canon as it sits now, the whole color alignment thing has been thrown out the window.

So, I think it comes down to what you think works best for your story. Do you want there to be a visual distinction between a training saber and a regular lightsaber?

If so, do you want it to have a white blade, or a much thinner blade, or maybe a much paler blade, or what?

uhm maybe the jedi still attune to a crystal and the training emitter is just a very low power powercell, that would explain the colored blades and the harmless part.

But your game your rules, Kelpie, so choose whatever you like more.

mmmhhh looking back for the file... it appears to be no longer here x_x

Yes ok thank you!

i used it to make a specific mission for jedi where he will get the crystal (i hope)