A Question of Group Dynamics and Logistics of Setting

By NotTheBubs, in Game Masters

Hello all, i have several questions that i have been puzzling over that i was hoping fresh minds might offer advice in solving, If similar questions have been answered elsewhere i would appreciate being directed toward them.

My first query has to do with individual player expectations and the group as a whole. Specifically my group recently got our hands on a copy of Force And Destiny and one of my players has wanted to play a campaign set around one of the Jedi Vs. Sith Wars since we first got into Edge of the Empire , now with access to Force and Destiny he sees this as a viable direction for a new campaign.

After having discussions with the other members of my group, it seems everyone wants to go somewhere different; one of my players wants to go back to a more Edge styled setting, one wants to use Force And Destiny , but wants it set in the standard setting with being hunted by the Empire as a central focus, and then there is the previously mentioned player who wants the game set around a war between the Jedi and Sith. I feel that these directions are mutually exclusive, and that i cannot do all three, or even really any two of these within the same game and i don't really know how craft a compromise that everyone would find agreeable. I'm not entirely sure the best course of action and i worry that this is a no-win situation where no matter what there will be disappointment.

To summarize this question, my group wants to go in different directions for a new campaign and i don't know how to broker a compromise. How should i go about this?


If i may cut to a different question, hypothetically supposing my group decides goes in the direction of the War style campaign, i am daunted by the scope of the proposed setting- not that it is too broad, but that it is too narrow. For instance with a rebellion campaign i can rather easily understand where i can go with stories; the rebellion is a relatively small organization that's cash-strapped and low on friends and resources, with that being the case i can easily see how stories don't have to be about grand battles, but instead be about espionage, acquiring new allies or vital resources or even just hiding from the enemy. In the proposed setting however, i don't see those stories making much sense, and i can't seem to wrap my head around how to make the game interesting week to week when i can only come up with a small number of different avenues to tell the story that fit within the scope.

To summarize this question, i am only able to see a campaign with war between Jedi and Sith at the center to be focused on battles instead of a variety of different adventure types, am i looking at this the wrong way?

Thanks in advance.

First question: Don't try to devise, cook up, broker, or develop a compromise between all three. Sit them all down and tell them point blank that you do not feel you are capable of satisfying all three preferences in one go. Ask them if they have a compromise, or any other ideas that they might agree to do instead.

Second question: The simplest answer is that the characters are specialists, not front line combatants. In a war, you need allies, so the characters may act as diplomats, ambassadors, liaisons, mediators, negotiators, recruiters, etc. Reconnaissance missions, courier missions, sabotage missions, intelligence/counterintelligence missions. For the gunmonkeys, special commando ops are probably what you want to try instead of open combat. Even things like R&D, resource procurement, and so forth are easily done.

The biggest difference in setting, to me, would be the PCs can be a bit more upfront about who they are, who they work for, and what they're doing, as well as having a stronger support network behind them. Trying to broker a deal with a neutral planet isn't going to get the planet glassed if the bad guys find you're there, as you have a roughly equal support behind you preventing such things.

Perhaps do something like this:

It is in midst a war between the Jedi and the Sith. (Invent a new one, or work with an existing one.) The Sith (as they always seem to be) are workin on a dangerous new project/superweapon of sorts. However, this project requires a certain resource that is only available on a certain planet, so the project is based there. (This planet, by chance, is in Hutt space) Some of the players (the Jedi ones) are assigned by the Order to get on this planet, with help from an ally (the other PC, who wants an Edge setting) who has connections in this area of space. However, once on this planet, they find that the Hutt Crime Lords ruling it have been swayed into supporting the Sith. The Hutts inform the Sith, who then begin hunting them. However, all through this setting of being hunting by the Sith and their Hutt allies, they must somehow find a way to sway one of the Hutts to their cause, find the research facility, and destroy it.

This keeps all three of the elements your players want:

Edge setting: They are constantly dealing with Crime Lords, and while most are trying to kill them, they need to make one into an ally, that can tell them the information that they need.

Jedi vs Sith War setting: They are on a mission entirely devoted to a war between the Jedi and Sith. They face the Sith and their armies, but also may occasionally have support from Republic troops and possibly other Jedi.

Hunted by the Empire setting: They are really on their own on this planet, and must try to avoid letting the Sith find them.

Hope this works.

Also, for campaigns in the war setting, you might find some good inspiration in the Clone Wars TV series. 130 episodes (or something like that) to inspire you, even if you just read their summaries on Wookieepedia.

Sounds like you might want to check out some KOTOR MMO videos on YouTube regarding a Jedi vs Sith Empire setting with your smuggler working as the owner of their "ride"

Throw in an Imperial Agent backing up a Sith Knight in pursuit of your trio and go from there?

Maybe start on Tython or Ossus their Master was captured on some mission and any hope they have to find them requires them to discover what their missing mentor was working on unaware they're being followed worth adding a double agent aboard?

I recall a droid doing just that during TCW after R2 was lost for a couple of episodes... do your players pay attention to npc droids or auxiliary crew aboard their ship?

Could also ask your Jedi vs Sith player how they'd like Jedi survivor vs Inquisitor instead?

Not sure if this really helps but check out those videos in case it helps inspire your adventure ideas!

Edited by copperbell