Campaign advice

By Ebil Piwat, in Game Masters

Well the players threw me a curveball, and now I'm scrambling to adjust. So I figured why not come to the boards here, and get som outside suggestions, and advice to spark the creative juices to mess with them. Buahahahahahhahahahahaa...

So I ran EotE Beginner box at my local game store, and then we did episode zero where they made characters to go forward with if they didn't wanna be the pre-gens from the box.

My plan was they would be hired by Teemo, to track down Pash, Oskara, 41-Vex, and the return the Wookie to the gladiator pits, while recovering the Kyrat Fang could be a bonus ( especially as Trex lived ) This would allow me to use Long arm of the Hutt as a resource, while beginning to craft my own story as it would have played out differently than the printed adventure.

The players however, have a different idea, as we have:

Bothan- SmuggPilot

Human- SmuggThief

Klatooian- Hired Merc Soldier

Duros- Tech Modder

An one comment while we were wrapping up. "No Hutts!"

I have 3 of the supplement books, Hired Gun, Explorers, & Technicians, but because Bounty Hunter has not been released they decided to avoid that career, and go more thief route, with a professional soldier type if it goes south.

So now I have to start from scratch, scrap my plan, and devise a thief centric campaign that if anything goes against the Hutts, not in their employ. Or avoids them altogether Guess I could go out, and pick up Jewl of Yavin, but I kinda wanna go different to begin.

Thoughts?

Suggestions?

Preciate the feedback.

Swap out Teemo the Hutt for Vigo Talgashi a human Black Sun Crimelord.

Keep the Hutt rival but emphasise they're as bad as each other except your PCs are on the run at the start because Talgashi framed them for Teemo's murder.

The adventure becomes more about getting Black Sun off their back and insuring the Hutts are more concerned with Talgashi's coup than going after them.

Could still have them go after the pre-generated if you want, but what are your PC motivations and obligations consist of?

Edited by copperbell

I was totally going to suggest Jewel of Yavin until I re-read your post. :ph34r:

If "No Hutts!" means no working for Hutts, take a nod from the end of the "The Long Arm of the Hutt" and have the players hired to steal something from Teemo as their first big heist! If it means "please keep Hutts far away from us", then you'll need a different idea...

Do these characters have detailed backgrounds? If not, why don't you have them be in the employ of a criminal cartel who trades in valuable artifacts. They are given a ship as "licensed agents" of the cartel, but are little more than slaves or - at best - expendable new employees to the group. The pilot could be assigned as... well, obviously, the pilot. The thief could act as main focus point/contact for the cartel. The soldier could be an enforcer assigned to assure that the party stays safe... and, potentially, loyal (leaving the PC room to roleplay becoming attached to the crew and eventually taking their side over the cartel's!). The modder can be the mechanic/gear wizard of the party, like your own Q from James Bond, making sure the party is equipped for the heist.

If you did this, you could go a number of different routes with themes. You could make the cartel likable, and have them work up in ranks and trust. You could make them cruel, arrogant, and/or ultimately incompetent, so the PCs want to get out from under them and start their own thing. In fact, they could literally be slaves to the cartel, all or most of them, and working to gain them riches/etc. while secretly hoping to escape. Perhaps even the PCs are moralists and discover that he cartel is really bad - they don't just thieve from the rich and vapid for profit, like they've been lead to believe... the PCs have uncovered other arms of the cartel that have been kept from them, trading in slaves and drugs. Now the party must steal from their employers, hoping to get evidence and materials to bring the cartel down!

I'm sure I could go on, or throw around more ideas, even knowing nothing more about the PCs. For example, Mask of the Pirate Queen , ostensibly about hunting down a bounty, mind you, apparently has some intense space combat... at least, according to the page. The modder (who likely messes with the ship) and pilot would love that! Finding a way to work towards it as a middle point in the campaign, adding/changing details, might be a good thought.

For any more advice, we need to know more about your PCs. Do they have backstories? Do they already have Obligation picked our, or ties to each-other? What plot has been established by the players? What doesn't make sense, or is demanded by the existence of the characters your players have presented?

Your group certainly sound like they could be competent ship jackers. Instead of involving them in Hutts have them dealing with Bounty Hunters and Conartists. Get then some "Gone in 60 seconds" style ship lists to collect.

Or just reskin "Long Arm of The Hutt" to "Long Rays of Black" or "A Corporate Arm".

Thank you the replies, and suggestions. It helps me begin plotting, and figuring out how to begin.

Some additional about the Players:

Bothan Pilot: Family Obligation ( 15 point ) Parents relationship Ambition. We spoke briefly on 'what that means' and decided His family runs a legit trader service that he was expected to join the family business, but that was oh so boring. So he lives constantly seeking their approval of his less honest pursuits. Obligation in play, they require his ship for a legal run of freight, Family business ran afoul of Pirates that jacked a shipment, and they turn to him for assistance in recovering the loss to avoid the negative impact. etc..

Human Thief: Addiction ( 10 point ) Oath ( 10 point ) Obligation. Religion/Spirituality Ambition. This guy played it close to the vest. Asking does addiction have to be a substance, or can it be Klepto? If he unlocks enough Jedi/Sith artifacts can he become force sensitive? Asked alot of criminal tool questions. Codebreakers, lockpicks, slicing, droid restraining bolts. He I felt will be the most social of the group, he seems the most experienced as a roleplayer, and he is the one I am most nervous about letting down, or being bored with mental challenge encounters.

Klatooian Merc: Favor Obligation ( 15 point ) Immediately asked about the Hired gun debt option for a few thousand credits for gear. So we added 2 points Debt, and he picked up the Protector 1 Combat armor. I forget his motivation, but he wants to be part of the Klatooians that wander away from Hutt service/slavery, and his Mentor was who took him from that life, and began his para-military training. Perhaps a mine consortium, and the mentor was part of the security division.

Duros Modder: Dutybound ( 15 point ) Expertise motivation. Asked if he could be bound to the Merc, followed him from that service, into his current, and just wants to tear apart all the toys he will get to make em better.

More to follow:

Hmm...

Bothan Pilot: Family Obligation (15pt)

So because of the hijacked shipment they want his ship or his services for legal shipping.

Does this mean the hijacked shipment included the ship that carried the shipment?

Who was aboard that ship?

What was the shipment and who was it for?

Was the hijacking the result of an inside mole within the Family or another organisation?

What is the Pilot's relationship to the others?

Human Thief: Addiction (10pt), Oath (10pt),Obligation: Religious/Spirituality Ambition

So is he seeking a way to become Force Sensitive?

Should this become an Obsession with the Force and perhaps a link to the Church of the same?

Clearly looking at a thief type character maybe developing an interest as some kind of Scholar in Jedi, Sith type subjects.

So why are they interested?

Are they a member of the Church of the Force?

How is this character related to the others?

Klatooian Mercenary: Favor Obligation (15pt), Debt (2pt)

Formerly a servant of the Hutts?

Who is or was his Mentor?

Is he linked to the mine they go to later in the adventure?

Is he still a slave or was he freed and is actually escaping as of the beginner box game?

What is his relationship to the others?

Duros Modder: Dutybound (15pt), Expertise Motivation

In the service to the Klatooian Merc?

Also a slave or former slave?

Maybe his love of tearing gadgets apart is how he's linked to the Thief?

What is his relationship to the other two as he is linked to the Merc?

So are they escaping together?

Maybe Trax has the Duros's ship?

Perhaps the Duros is in service to rescue their missing family member revealing the Hutt or the Vigo was responsible for the hijacking and was the only means to locate them which leads maybe to the mine or replaces the Twil'ek's story from the beginner game?

How does this relate to the Thief?

Was a family member Force Sensitive and they're following in their footsteps?

Interesting set up would love to see what you make of this!