Come help punch up this game?

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

Okay, I want to bounce something off you guys - but I dont want any unauthoriuzed eyes looking at my notes. Mike get the hell out.

And here is some spoiler space, just in case of accidental clicks:

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There, that should be enough. . . .

Okay, I've got this game ready to go - it hits all the bullet points I need it too and it sets up events down the road. But I thought I'd kick it to you guys, see if there was any ideas for punching it up a bit.


BACKGROUND EVENT ONE -

Pacca - the character who's story arc this is - is a street kid from Nar Shadda. Her and her pack of other street kids ran together for support and protection - so more of a family then an Artful Dodger press gang. The gang were rounded up by the Empire and wound up being scattered to the four corners of the galaxy. Having the touch of the Force, Pacca was sent to the Inquisitors for training, the others were sent to slavery and other similarly bad places.


BACKGROUND EVENT TWO -

The rebellion recently captured a Mad Scientist who did all kinds of unethical cybernetic experiments on sentient beings. The players found one of Pacca's clan-mates in the medical records, marked "Unsuitable for Processing. Rejected." So Frankenstein knows where at least one of the clan mates is (or knows how to find out where she's gone).


EPISODE ONE -

They probably want to get into see Frankenstein, either by sneaking or by subterfuge. They just joined up with the Alliance, so they have very low duty (probably 50-ish, depending on how this current game wraps up) - simply walking in and requesting to see Frankenstein probably wont work. But since the rest of the game hinges on seeing him, if they're reasonably clever, they can get access to the Mad Scientist.


He personally doesn't remember the subject ("The day Bison graced your village was the most important day of your life. But for me it was Tuesday.") but he guesses that the records will probably be found at the top secret research base where he was captured.


EPISODE TWO -

Getting back to the Top Secret Research Base (an deserted planet in the middle of nowhere), they find an Imperial capital ship in orbit (something small, like a Gozanti) and a task force dismantling the base. The wildly unethical research was Imperial funded and can perhaps be put to wildly unethical uses someday. So they have to sneak to the planet, sneak into the base, retrieve the data on Pacca's friend, probably fight some stormtroopers - and perhaps scrub the servers and sabotage the research somehow while they're at it.


EPISODE THREE -

Having gotten away from the Top Secret Research Base with what they need (and scuppered the Empire's insidious technology), they can get into the records - Pacca's friend was sent to the Spice Mines of Kessel. So now they either have to pose as legitimate traders with business at the facility, sneak into the facility or get captured and sent to Kessel. This is the part of the game I'll have to improvise the most - they'll probably Take A Third Option and some up with something I've not thought of.


At this point, there's three thing's they'll have to do, more or less simultaneously: find Pacca's friend somewhere in the mine complex, secure a way off Kessel (either by making sure their own ship's landing bay is clear of interference or finding another ship), and get into security control to keep the wheels from falling off. So yeah, the party will be split for most of this chapter.


The problem, of course - remember how I said Pacca has a bit of the Force. The Inquisitors, still very keen on getting her back, had a man on Kessel waiting to capture them. The Inquisitor himself has been keeping a tab on Pacca's friend and will go fight whoever comes to get her, there will be a boatload of Stormtroopers waiting for whoever heads to the landing bays, and some security droids will intercept the Security Control intruder.


So here's a pretty epic fight. I'm thinking the person in Security will be able to jigger the Guard Droids, tipping the balance of power in the hanger bay and the Inquisitor fight will have lots of conveyors and bottomless pits.


And that's pretty much it. They deal with the Inquisitor (who will almost certainly fall to his death in a bottomless pit, never to be seen again. Ever.), get past the troopers in the hanger and blast off. Perhaps I'll throw a couple of TIEs at them just as they hit Hyperspace or something. Otherwise, that's more or less my idea.


So - thoughts?

Well, my thoughts are that it sounds like a good story arc, but I'm not sure what advice you want from us? I mean, are there parts that you feel are lacking in some way and need bolstering? Just a sounding board for "it's good!" or "it sucks!" ?

I find it easier to give advice when I know what kind of advice you are looking for. :)

Naw, I had nothing particular in mind - other than using you guys as a sounding board. Like I said, I'm pretty happy - but I never underestimate the deviousness of other GMs to go "Oh, you really need to do this".

Any chance one of their patrons have a friend they want rescued?

So their initial visit will seem to be focused on the Patton's friend or business since their business can be quite legitimate to escape scrutiny as long as the one that Inquisitor is hunting for is well hidden or disguised?

Any of the other players have a good character reason to get involved?

After all it doesn't have to be Pacca who rescues their friend does he have any reason to expect an Inquisitor to be there?

You could pull some Leverage inspired tricks or allow them the chance to use Destiny points to pull off the rescue before using the now Dark side Destiny points to arrange the confrontation but the question is will it be during an Indiana Jones inspired escape?

Temple of Doom Minecraft ride comes to mind specifically!

I'd bump that Gozanti-class in the second part to a Nebulon-B or something with that kind of tonnage, especially if the Empire is trying to bring back samples or unfinished products or the like. In my experience, even low-level players will consider their chances pretty good at going toe-to-toe with a Gozanti and coming out on top. They're wrong most of the time, but Rebels took some of the shine off them. Alternatively, give it a larger-than-normal escort or have there be a second one to cover it.

Other than that, it seems like a solid outline. You're a good enough GM that you don't need the reminder, but here it is anyway: stay flexible for when things go sideways or a player completely misinterprets a clue and comes up with something better.

episode 1 seems a bit light? Why not have the team be the group that extracts the scientist probably while he's on route to some place (a "space hijacking" ) and then learn that he's got info on the lost friend (at the end of the episode) leading nicely into having to hit the research station?

Well, you could maybe take a page from Babylon 5's playbook, and have the group catch wind of "valuable cargo" on some ship, either as phat lewt if they are EotE campaign, or "military weapon components for the Empire" if they are AoR, and have them find bodies/suspended people instead of crates of guns. This would point them in the direction of Dr. Frankenstien (Frahnkenschteen!) and his involvement, which would then lead them to the PC's friend. If using the term "weapons components" would give too much away, give it some other misleading, but intriguing name, to catch their interest.

Uh, let's see. If you are wanting the force sensitive PC to be the one to fight the Inquisitor, I would have his location be dependent on where she goes, not to a specific room on the ship. And let the troopers fill the other location. The classic "You are at a pass, you can go up into the mountains or down into the valley." "We go up the mountains!" "You find an old man by the road." "We go down into the valley" "You find an old man by the road." :D

I'd bump that Gozanti-class in the second part to a Nebulon-B or something with that kind of tonnage, especially if the Empire is trying to bring back samples or unfinished products or the like. In my experience, even low-level players will consider their chances pretty good at going toe-to-toe with a Gozanti and coming out on top. They're wrong most of the time, but Rebels took some of the shine off them. Alternatively, give it a larger-than-normal escort or have there be a second one to cover it.

Other than that, it seems like a solid outline. You're a good enough GM that you don't need the reminder, but here it is anyway: stay flexible for when things go sideways or a player completely misinterprets a clue and comes up with something better.

I'm not too worried about the team trying to take on the capital ships. We've got a couple of people with some yellows in piloting (one or two ranks, but not all that much) but we don't have any dedicated pilots or anyone with a Ace Tree or the like. Plus they're probably a little gunshy about getting into a shooting match with another ship since we keep getting out ships shot out from under us.

As for the second part? Always! :)

episode 1 seems a bit light? Why not have the team be the group that extracts the scientist probably while he's on route to some place (a "space hijacking" ) and then learn that he's got info on the lost friend (at the end of the episode) leading nicely into having to hit the research station?

Episode one is a bit light, but unfortunately the Mad Scientist is already in Rebel custody. We rotate through GMing duties, and when the other GM (ironically, Pacca's player when he's not GMing) unleashed him on us and we were lucky enough to capture him, I went "Ooooh, I can use this!"

So we've already done some setup for this game.

I'm figuring that the meat of the evening will come from that we're still not done with the previous (unrelated) game. ALso, getting in to see the Mad Scientist and interrogating same could go in a couple of directions that I cant predict. Do they bust him out? How much of a morality do they take when he wont cooperate? So yeah, I don't mind under-writing Episode One a little bit.

Well, you could maybe take a page from Babylon 5's playbook, and have the group catch wind of "valuable cargo" on some ship, either as phat lewt if they are EotE campaign, or "military weapon components for the Empire" if they are AoR, and have them find bodies/suspended people instead of crates of guns. This would point them in the direction of Dr. Frankenstien (Frahnkenschteen!) and his involvement, which would then lead them to the PC's friend. If using the term "weapons components" would give too much away, give it some other misleading, but intriguing name, to catch their interest.

Ooooh, I like that. I may not use the B5 Special Cargo in this outing - but the Long Game that I'm setting up is that while this friend was not susceptible for the procedure, some of Pacca's friends were suitable for the Super Cyborg Augmentation Program - so they might have to go rescue them at a later date.

Uh, let's see. If you are wanting the force sensitive PC to be the one to fight the Inquisitor, I would have his location be dependent on where she goes, not to a specific room on the ship. And let the troopers fill the other location. The classic "You are at a pass, you can go up into the mountains or down into the valley." "We go up the mountains!" "You find an old man by the road." "We go down into the valley" "You find an old man by the road." :D

I'm hoping the way this goes down is that of the four characters I have to worry about, Pacca goes to find her friend (and subsequently the Inquisitor), the Technician/hacker/technology expert will go to the Security Station and the other two i the party will go to the Hanger. But wherever the Solo Act goes, they will get the Inquisitor!

Edited by Desslok

episode 1 seems a bit light? Why not have the team be the group that extracts the scientist probably while he's on route to some place (a "space hijacking" ) and then learn that he's got info on the lost friend (at the end of the episode) leading nicely into having to hit the research station?

And, if you go with this approach, it just so happens that the Inquisitors have a Seer. So, they knew you were coming. Just establish that those Inquisitors want the PC back early. And watch them get paranoid, as you leave hints and the such that Inquisitors might be there.(Even though they're not. :ph34r:)

Maybe anyone actually meant to be there long term has an implant in their food so they can be tagged but it needs to be redone every few months as it eventually passes out of their body!

So what alerts the bad guys is that the PCs aren't tagged so easy to lock onto once they realise they're not on the network but if the PCs grab one of their trackers will be able to detect where the Imperials are!

The Inquisitor of course isn't tagged, but he's only interested in the Force sensitive PCs... do they have more than one?

I don't get why the scientist would tell them anything willingly. How do you expect them to get him to talk?

Don't forget to make the inquisitor monologue, the PC's friends were scattered throughout the galaxy and yet the inquisitor happens to be in the right place. Spell it out for them to make it more believable. E.g. "we were alerted to an unauthorized access of your friends file... and I knew that only you would be stupid enough to come to the spice mines of kessel after him.

Read up on the kessel on Wookieepedia, it's a fantastic setting so make the most of it while you are there. The miners work in total darkness because any light activates the glitterstim. A lightsaber fight in that environment could lead to both combatants having drug fuelled hallucinations (also known as a Jedi vision) and could cause spice addiction.

The spiders that make the glitterstim make razor sharp webs capable of severing a hand and feed by draining the life force of others, all in the pitch black. People don't last long on kessel for a reason.

Glitterstim is very valuable, don't be surprised if the party try and take some with them when they leave. Shifting some spice requires getting involved with the underworld and is a whole different adventure.

I don't get why the scientist would tell them anything willingly. How do you expect them to get him to talk?

Don't forget to make the inquisitor monologue, the PC's friends were scattered throughout the galaxy and yet the inquisitor happens to be in the right place. Spell it out for them to make it more believable. E.g. "we were alerted to an unauthorized access of your friends file... and I knew that only you would be stupid enough to come to the spice mines of kessel after him.

Read up on the kessel on Wookieepedia, it's a fantastic setting so make the most of it while you are there. The miners work in total darkness because any light activates the glitterstim. A lightsaber fight in that environment could lead to both combatants having drug fuelled hallucinations (also known as a Jedi vision) and could cause spice addiction.

The spiders that make the glitterstim make razor sharp webs capable of severing a hand and feed by draining the life force of others, all in the pitch black. People don't last long on kessel for a reason.

Glitterstim is very valuable, don't be surprised if the party try and take some with them when they leave. Shifting some spice requires getting involved with the underworld and is a whole different adventure.

All. Of. This.

Pure gold.

I don't get why the scientist would tell them anything willingly. How do you expect them to get him to talk?

That's actually one of the more interesting points - how much conflict does the group get (nearly everyone is a Jedi in the party) when they fail to stop Pacca from intimidating and scaring the information from him. I'm sure that they're clever enough to some up with something - offer him up a deal (bust him out? Arrange an 'escape' with the blessing of the Rebels?), intimidate the hell out of him? Jedi mind tricks and subterfuge?

Don't forget to make the inquisitor monologue, the PC's friends were scattered throughout the galaxy and yet the inquisitor happens to be in the right place. Spell it out for them to make it more believable. E.g. "we were alerted to an unauthorized access of your friends file... and I knew that only you would be stupid enough to come to the spice mines of kessel after him.

Oooh, thanks for the reminder. I need to hammer that out during lunch! But yeah, I totally planned on doing that - a holo-message from the High Inquisitor. Gotta keep her on the player's radar after all!

Read up on the kessel on Wookieepedia, it's a fantastic setting so make the most of it while you are there. The miners work in total darkness because any light activates the glitterstim. A lightsaber fight in that environment could lead to both combatants having drug fuelled hallucinations (also known as a Jedi vision) and could cause spice addiction.

I've done some reading in the Core Book and the WotC Rimworld Sourcebook - but I forgot (and overlooked) the light activated properties of the spice. Yeah, tripping out while having a saber fight could be cool!

The spiders that make the glitterstim make razor sharp webs capable of severing a hand and feed by draining the life force of others, all in the pitch black. People don't last long on kessel for a reason.

Oh yeah, that's the other thing I need to do during lunch - build me a spice spider. You know there has to be a fight with one somewhere! (Hmmm, wonder if I can find and adapt the Young Krayt Dragon stats from the Beta book)

Glitterstim is very valuable, don't be surprised if the party try and take some with them when they leave. Shifting some spice requires getting involved with the underworld and is a whole different adventure.

Actually I'm okay with this. The group has been running with empty wallets for a while now, so a windfall of 10K credits or so would not be game breaking and make the players feel good. Plus, as you said - that's an all new subplot to stumble through!

All. Of. This.

Pure gold.

And THAT is why I kicked it out to you guys. :)

Edited by Desslok

I don't get why the scientist would tell them anything willingly. How do you expect them to get him to talk?

That's actually one of the more interesting points - how much conflict does the group get (nearly everyone is a Jedi in the party) when they fail to stop Pacca from intimidating and scaring the information from him. I'm sure that they're clever enough to some up with something - offer him up a deal (bust him out? Arrange an 'escape' with the blessing of the Rebels?), intimidate the hell out of him? Jedi mind tricks and subterfuge?

Don't forget to make the inquisitor monologue, the PC's friends were scattered throughout the galaxy and yet the inquisitor happens to be in the right place. Spell it out for them to make it more believable. E.g. "we were alerted to an unauthorized access of your friends file... and I knew that only you would be stupid enough to come to the spice mines of kessel after him.

Oooh, thanks for the reminder. I need to hammer that out during lunch! But yeah, I totally planned on doing that - a holo-message from the High Inquisitor. Gotta keep her on the player's radar after all!

Well the scientist, depending on how you have his mentality, could be just as Mustache Twirling Crazypants as an Inquisitor. I mean, you did use an M. Bison quote to describe his mindset about his test subjects. He could be just as prone to Villain Monologue Syndrome as an Inquisitor. "OF COURSE!"

If you are going to have him be some kind of reluctant scientist, forced into the work by the Empire, then you could have him be more than happy to share the information, now that he's been freed from the facility they had him in.

If he's doing it for the SCIENCE!! of it, he could be a coward, and well aware that he has zero chance in a physical conflict against an armed party of pissed off people. So he spills the space beans simply to not be killed or hurt.

Any of those would be perfectly logical to explain why he expositions at your PC's to give them their next plot hook.

Your party could have _illegitimate/illegal_ business on Kessel (take a job smuggling spice just to get on the planet/moon whatever it is)

Have plans for a few crazy scenarios that the party might come up with.

Don't get caught out if the party decide to rescue everyone from kessel or sell themselves into slavery just to get inside.