Empire Building Campaign...

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

Just looking to hear others stories of star wars rp campaigns that have involved the building of some sort of mini-empire or group (rebel faction, smuggler guild etc...).

My group and I have had a quite a few like that, one of the most Memorable ones involved a galactic ally famous singer (yeah you heard that right loll) gathering a large group of like mind people and their ships and forming his own breakaway mini-empire.

The campaign then deal th with the interactions with the other galactic power players. Lots of fun.

Let's hear your experiences or your ideas involving Star Wars to campaigns where the players build a large group

The campaign I play in is only four sessions in, but in that time, we've--

  • Taken over a zone in Gallisport from the gang that ran it, including the factories the Alliance had hired them to use to manufacture weapons. (Amazingly, this was all done through 100% RP...no dice needed, because the one doing the talking was doing an astounding job of laying out the positives of working for us.)
  • Got the power back on in that zone, configured the factories to produce items that we now sell, and already begun improving the quality of life in the zone.
  • Been handed the keys to a business at the other end of the Rimma Trade Route by a (now former) Imperial governor for helping him fake his death instead of actually killing him like we were hired to do.
  • Established several retail and entertainment businesses, as well as a few other bases.

No telling what we'll expand to next.

Many of the other players in the group are part of another run by the same GM, and they've amassed quite a sizeable fortune, fleet, and other resources.

Just looking to hear others stories of star wars rp campaigns that have involved the building of some sort of mini-empire or group (rebel faction, smuggler guild etc...).

My group and I have had a quite a few like that, one of the most Memorable ones involved a galactic ally famous singer (yeah you heard that right loll) gathering a large group of like mind people and their ships and forming his own breakaway mini-empire.

The campaign then deal th with the interactions with the other galactic power players. Lots of fun.

Let's hear your experiences or your ideas involving Star Wars to campaigns where the players build a large group

havent so much as done an empire building thing (yet!) but on what you said of the galactic famous singer.

One of my characters was an Ex-Stormtrooper who defected, Jekt Swift. Well part way through the game, Jekt made an off handed comment about how his sister was Taylor Swift, the other character was like "WAIT THE TAYLOR SWIFT? IMPERIAL PROPGANDA POWERHOUSE TAYLOR SWIFT?"

and that was how on the cuff, Taylor Swift became of the voice of the Empire in my Campaign.

However I can't just do my girl, Taylor, that way, so this next arc will involve them discovering shes a deep cover rebel operative when her brother and friends is sent to extract an unnamed but very knowledgeable rebel operative.

Sorry, ending the thread derailment now! xD

Hahaha thanks for the examples.

That's awesome!

I think major galaxy wide entertainers make for great NPCs to flavor a campaign.

My group is only ~5 sessions in, so they haven't accomplished much yet, but they do plan on establishing their own crime syndicate.

Part of my game-prep is to track several major and minor factions between sessions, like a Grand Moff and his Fleet, or a Rebel Commander and his Platoon, just to name some obvious ones.

Kind of like a GM-only mini game between sessions, to move to universe along, independent from the players.

The intent is, that the players themselves are able to form such a faction, wich is part of my personal high-point of a campaign.

The ragtag gang of PCs is fun, but it's also fun to eventually see your players accomplish something major that goes beyond making a lot of credits.

In another campaign, wich was a gritty low fantasy game, they formed their own village wich eventually became a major military force that went to war with an invading kingdom, wich gave them legitimacy to the lands they claimed under the King they defended out of their own volition.

From Mercs to Knights. :)

Galactic Gladiator Games(GGG) might be an upcomming organization in a game I`ll be playing in. One player is playing a Droid Performer/Marauder and will play "him"(it sees iself as very male) as a pro wrestler. His name is MAC-0, or Macho if you will. My brother will be playing a wookiee Mechanic that most likely will be the droids maker or at least "his" mechanic. My character is a Herglic Big-Game hunter that also is working for or in service to the organization, maybe he even was a wrestler too, if not a beast tamer/catcher or something... The droid player wanted the GGG to be the good guys, or at least not bad guys(whatever that means on the far edgest of the Galaxy), because he objected to the notion that my character might be a slave own by the organization...

You`ll find art of the Herglic, Droid and Wookiee here: https://community.fantasyflightgames.com/topic/204646-my-collected-edge-of-the-empire-commissions-and-personal-artwork/

First campaign I GMed was roughly 20/25 sessions long. Unfourtanetly there was a gambler. We kicked off with UaBS, and he won a butload of credits. They then restarted the factory. Made a ton of credits, bought a private fleet, attacked the Imperial fleet over Mandalore built a few space stations orbiting the planet used that fleet(Manned by a mix of droids and Mandalorians.) to destroy the Zann Consortium, Obliberated the Black Sun, and(In the second part campaign following the same characters) destroyed the Veiled Sorority. THey ended up helping the Rebels destroy the death star(At this point we had pretty much trashed Cannon) using hundreds of fighters as well as 20 something Kelbade's. They ended up calling themselves The MandoMerc Syndicate, as most of them were "Mandalorians" Total of 3 Campaigns on roughly the same characters, we lost 3 during the second campaign, but got 4 new people.

Well **** Shadowguard, your players were busy. Lol.

I've had an organization I call "The Orphans of Alderan" that I sort of have as a shadow organization. They work against the Empire, but operate as counter-intelligence, espionage, assassination, etc. If it's "Behind the Scenes" they have a hand in it. They started as a support group for the people who were off world when Alderan was destroyed, but they decided to pool their resources, and fund a shadow organization to fight the Empire behind the scenes.

They use literal children as their eyes frequently.

I introduced them in a previous campaign very subtly. I would have every location the PC's went to, have street urchin children running around. At every port, at least one child would come up to them, and ask for credits. It helped to establish the harshness of the galaxy under the Empire, but it also made them ubiquitous. The player of the Twilek pilot, always gave them some credits (which is a great way to slowly bleed your players of credits btw, keep them hungry) whenever they showed up. Then, when they were at a location to meet an informant for a job, I had the urchin come up to their table. When the Twilek gave the kid some credits, he said "The Orphans of Alderan thank you for your generosity, proceed to Hangar 27 in 10 minutes" and then the kids all just vanished. The players looked at me and were like "Uh...what? Have they been tracking us all this time?! Like EVERY port?!" I just grinned at them and said nothing. :D It was a fun reveal.

Edited by KungFuFerret

I've had an organization I call "The Orphans of Alderan" that I sort of have as a shadow organization. They work against the Empire, but operate as counter-intelligence, espionage, assassination, etc. If it's "Behind the Scenes" they have a hand in it. They started as a support group for the people who were off world when Alderan was destroyed, but they decided to pool their resources, and fund a shadow organization to fight the Empire behind the scenes.

They use literal children as their eyes frequently.

I introduced them in a previous campaign very subtly. I would have every location the PC's went to, have street urchin children running around. At every port, at least one child would come up to them, and ask for credits. It helped to establish the harshness of the galaxy under the Empire, but it also made them ubiquitous. The player of the Twilek pilot, always gave them some credits (which is a great way to slowly bleed your players of credits btw, keep them hungry) whenever they showed up. Then, when they were at a location to meet an informant for a job, I had the urchin come up to their table. When the Twilek gave the kid some credits, he said "The Orphans of Alderan thank you for your generosity, proceed to Hangar 27 in 10 minutes" and then the kids all just vanished. The players looked at me and were like "Uh...what? Have they been tracking us all this time?! Like EVERY port?!" I just grinned at them and said nothing. :D It was a fun reveal.

/copy

/paste into my files....

Fantastic idea Ferret. Love the slow introduction of the supporting characters (street kids).

And, frak!

I just realized that, unless the campaign goes long enough or I push our timeline ahead, I can't steal borrow that idea. We're set about 1-1.5 years BBY.

The campaign I play in is only four sessions in, but in that time, we've--

  • Taken over a zone in Gallisport from the gang that ran it, including the factories the Alliance had hired them to use to manufacture weapons. (Amazingly, this was all done through 100% RP...no dice needed, because the one doing the talking was doing an astounding job of laying out the positives of working for us.)
  • Got the power back on in that zone, configured the factories to produce items that we now sell, and already begun improving the quality of life in the zone.
  • Been handed the keys to a business at the other end of the Rimma Trade Route by a (now former) Imperial governor for helping him fake his death instead of actually killing him like we were hired to do.
  • Established several retail and entertainment businesses, as well as a few other bases.

No telling what we'll expand to next.

Many of the other players in the group are part of another run by the same GM, and they've amassed quite a sizeable fortune, fleet, and other resources.

I should probably also mention that, in that first bullet point (and events leading up to it), we "Remington Steele"'ed it...as we made our way through the job that took us through Gallisport and gave us the idea to take over one of the gangs running a zone, we kept referring to our powerful, impressive employer to get better payouts and get some of our opponents to fold without firing a shot (although there were also plenty of shots fired, and a swoop finding itself wedged into our delivery van after we detoured onto a racing track...). Said powerful, impressive employer doesn't exist.

Fantastic idea Ferret. Love the slow introduction of the supporting characters (street kids).

Thanks! The truth is not all of the kids were their agents. Plenty of them simply were street kids, in fact, all of them, except the ones at that particular station were just kids. But you know how players are, they are frequently genre savvy. If you have them "meet an untold agent" and then have a random kid show up, they're going to connect the dots on a meta level. It's just how players are. The trick is to predict their expectations, and play to them, but then twist them a bit. That's why I had the urchins be something I described in every location they went to. Otherwise "The GM took the time and effort to describe this thing to me, it must be important!" knee jerk reaction kicks in.

Trope reversal is an integral part of my GMing style, as my players are just as trope-savvy as I am. It helps keep the plot twists fresh.

And, frak!

I just realized that, unless the campaign goes long enough or I push our timeline ahead, I can't steal borrow that idea. We're set about 1-1.5 years BBY.

Doh! Can you do a fast forward with a screen wipe or something? Or just save it for another campaign. :D

Fantastic idea Ferret. Love the slow introduction of the supporting characters (street kids).

Thanks! The truth is not all of the kids were their agents. Plenty of them simply were street kids, in fact, all of them, except the ones at that particular station were just kids. But you know how players are, they are frequently genre savvy. If you have them "meet an untold agent" and then have a random kid show up, they're going to connect the dots on a meta level. It's just how players are. The trick is to predict their expectations, and play to them, but then twist them a bit. That's why I had the urchins be something I described in every location they went to. Otherwise "The GM took the time and effort to describe this thing to me, it must be important!" knee jerk reaction kicks in.

Trope reversal is an integral part of my GMing style, as my players are just as trope-savvy as I am. It helps keep the plot twists fresh.

And, frak!

I just realized that, unless the campaign goes long enough or I push our timeline ahead, I can't steal borrow that idea. We're set about 1-1.5 years BBY.

Doh! Can you do a fast forward with a screen wipe or something? Or just save it for another campaign. :D

Screen wipe advancement may or may not be possible. Heck...since we haven't started play yet, I could always bump the timeline up with no problem, but there was a group consensus to at least start play prior to the beginning of the original. I'll have to see how it goes.

The other campaign I'm working on has the exact opposite problem...it's about 250 years after RotJ, and there's an established Alderaanian presence in the galaxy. The group will, in fact, be based out of the University of Alderaan, which is built into one of the larger pieces of the planet's remains (for which, I'll be using a shot of the Thermian spacedock from Galaxy Quest as visual reference).

33-Secrets-You-Probably-Never-Knew-About

But, this concept of yours is too sweet to pass up...it will turn up for us in some way, shape, or form, at some time. :D

In one of our games we're doing a survival campaign just after the fall of the Rakata. We've just (barely) made planetfall on a ship full of refugees and freed slaves, and we're basically the Cain and Abel of the setting.

The other campaign I'm working on has the exact opposite problem...it's about 250 years after RotJ, and there's an established Alderaanian presence in the galaxy. The group will, in fact, be based out of the University of Alderaan, which is built into one of the larger pieces of the planet's remains (for which, I'll be using a shot of the Thermian spacedock from Galaxy Quest as visual reference).

33-Secrets-You-Probably-Never-Knew-About

But, this concept of yours is too sweet to pass up...it will turn up for us in some way, shape, or form, at some time. :D

Oooh, I like the idea of colonizing the remnants of the planet. That's cool.

So many great ideas getting thrown around in this thread.

The other campaign I'm working on has the exact opposite problem...it's about 250 years after RotJ, and there's an established Alderaanian presence in the galaxy. The group will, in fact, be based out of the University of Alderaan, which is built into one of the larger pieces of the planet's remains (for which, I'll be using a shot of the Thermian spacedock from Galaxy Quest as visual reference).

33-Secrets-You-Probably-Never-Knew-About

But, this concept of yours is too sweet to pass up...it will turn up for us in some way, shape, or form, at some time. :D

Oooh, I like the idea of colonizing the remnants of the planet. That's cool.

That must have been one small planet!... And was it all crust? ... Oh, that`s right, space opera! Carry on.