How are you supposed to get around the galaxy? By passenger ships etc? Or are you expected to stay on the same planet for most of the campaign?
If you take a mentor/holocon instead of a ship...
you can make it a point for maybe the first adventure to get the group off planet
How are you supposed to get around the galaxy? By passenger ships etc? Or are you expected to stay on the same planet for most of the campaign?
Which ever suits the campaign. Just it would probably cost them credits to get A-B.
If your travelling via smuggling vessels or passanger, your PC's are not as secure as on a standard vessel as they might rat you out for a quick profit. In some circumstances they might be able to hire mercs if they need a more perniment arrangement for a job; long as they are being paid they don't really care why they are transporting this person around
Luke chose the mentor option and he managed to get off planet ![]()
Passenger liners, charter shuttles, smugglers, steerage, stow away, theft.
There's lots of ways to get from one planet to another, the only difference is, if you take a holocron/mentor, then the ship won't be YOURS. So you're at the mercy of the Company/Owner when it comes to certain things.
Honestly, if your group doesn't have an actual pilot it's less of an issue anyway since you probably won't really be able to make the most of a ship of your own. And having to rely on other methods of transport can really shake up a campaign from the norm. If you have to rely on Star Tours to get from point A to point B, that can change EVERYTHING, possibly for the better story-wise. Light repeating blaster, grenades, and a rocket tube? Yeah, try and get that through the starport passenger terminal security. Wanted posters of your ugly mug on every holoscreen in town? So much for just hopping on Imperial Starlines... I hear that one charter company is more... discrete... of course they also charge three times as much....
On the upside, not having your own ship can also be kinda liberating. Pirates hit your liner in transit? Eh, that's why Star Tours is insured. Yeah each time you change worlds it'll cost you a few hundred to a few thousand credits a head, but it'll be a set cost. So yeah that smuggler can go whenever where ever, but every time things go sideways that crew is paying 500c/HT plus any incidental costs the GM wants to apply for critical hits.
So really, taking away the players starship is, in the grand scheme of things, a simple, but fantastic way to shake things up. And in some cases it can actually be a fix for some problems.
How are you supposed to get around the galaxy? By passenger ships etc? Or are you expected to stay on the same planet for most of the campaign?
Question 1: By any means necessary, but most likely public transportation. Though I made a point with a few of my characters, to give them a skill that could be useful on a ship. A rank in Gunner (since apparently nobody ever takes gunner), and hire himself out on a ship that needs a skilled gunner for defense. "Those **** raiders keep attacking cargo ships on the last leg of our run! If only we had someone who knew which way to point the turret! Oh, you do? Well hell man, sure I'll fly you where you want to go if you insure this cargo gets to it's destination. Hell I'll even pay you!"
Or a rank or 2 in Astrogation, and hire himself out as a navigator for a run on a ship. Or, pull a Firefly and fix the busted engine of some old frieghter while having sex with someone, and get hired on as the mechanic! Or just spend some credits and purchase passage on a transport. They're millions of them out there, traveling to and fro all the time. As easy as hopping on a bus here in the real world.
Question 2. Yeah, by passenger ship, stow away on a cargo ship (or imperial vessel if you're feeling gutsy), hire yourself out like I mentioned above.
Question 3. Only if you want the campaign to stay on one planet. Seriously, transportation shouldn't be that big of an issue. Interplanetary travel is an everyday occurrence in the Star Wars universe. Some people likely regularly commute from one system to another, just like we commute to work. It won't cost billions of credits to purchase a seat on a ship. Maybe a few hundred credits (or less, depending on what your GM thinks is reasonable). But it's going to be slow going. The reason it cost 10,000 credits for Luke and Ben to get on the Falcon, was that they wanted fast transport, immediate transport, and avoiding the imperials. Public transports do none of those things. They will get there (eventually), they will get you there when they decide they will get you there, and you will probably get stopped by the Imps a few times for inspections, or whatever. But you can get there.
I mean, just look at Episode 4. Luke and Ben didn't have a ship...were they stuck on Tatooine for the majority of the campaign? Newp! They found a scruffy nerferder and bribed him to get them out of trouble. Viola! Plot hook!
Hm yeah sounds good. I just hope if I take a smuggler then the other players will want to take a ship for me to fly! As a GM though it'll be interesting for sure (My brother and I are swapping GM seat for the first few sessions), maybe I'll have to take that Marshal instead....
Hm yeah sounds good. I just hope if I take a smuggler then the other players will want to take a ship for me to fly! As a GM though it'll be interesting for sure (My brother and I are swapping GM seat for the first few sessions), maybe I'll have to take that Marshal instead....
Well you could have part of the fun be stealing...I mean acquiring a ship! If you are the PC, just talk to the GM and say "look, at some point, I want to get a ship for our group. I don't care if it's some 'I take a ton of Obligation to a Hutt to buy a ship', or 'I steal an Imperial transport when we are escaping this compound.' whatever. Just give me an opportunity at some point to get us a ship." If he's a good GM, he will do so, and do it in a way that will be fun and memorable for the players.
I personally love the idea of shipjacking some ship while at a starport, and flying out with your new ship (and new Obligations). Who knows what's in the cargo bay, lurking, waiting for an unsuspecting PC to open it up and unleash a new mini-plot arc. The possibilities are endless, and fun.