Does anyone even care about the story?

By patrickmahan, in Imperial Assault Campaign

Just curious. Usually it just seems like garbage and totally random to me. The fact that you'll be on a mission pursuing a new super weapon and then go on a side mission mission to help Luke get groceries completely ruins any suspense.

Plus its usually just "Rebels have to get that data!"

I agree that the side missions don't really help with the cohesive feel of the main story.

The main story itself is ok, in so much as it's a really basic story...

[very Luke Skywalker voice]

I care.

[/vLSv]

I recognize that in the format Imperial Assault has, it can be difficult to simultaneously emphasize customization (through side missions, for the Rebels) and keep the story structure consistent. I think the best way to handle that would be to put the side mission opportunities at points in the campaign where there is a reasonable break point in the campaign story.

Edited by Leveton

I love the story. I think i play the dungeon master role a bit more. i read the missions beforehand, and use the flavour text but also expand upon it if it is too vague. try to bring in unique characters and give them dialogue, if they get defeated and return in a later mission i build up the suspense of their return and that they tracked the rebels down. i try to connect why they need to go on a side mission. i try to make a narrative, a fun space adventure.

the example i use is with Mak's side mission. the royal Guard Champion is in that mission. in that mission they may defeat him, if they do, i usually say 'you pushed the champion back and an explosion sends debris burying the champion as you make your escape.'

there is a later mission in the core campaign , where you get captured by a star destroyer. in that mission the royal guard champion is in play as a late surprise. when he is revealed, i say he looks familiar and that he tracked you down as revenge for your encounter in mak's mission. maybe add some additional dialogue and descriptions of battle damaged Armour

its these little things i add that make my gaming group enjoy their adventure

Edited by Spidey NZ

Yeah, I'd like to have a little more theme and story in my campaign, but everyone else in my group is pretty focused on the tactical part and we end up spending all our time on that. Maybe next time I'll try to find people who want to RP it a little more, and worry less about coming up with optimal moves.

I love it! To help, I usually make interactive powerpoints for all the missions with related background music (FOR SELF USE DISNEY LAWYERS). And, everytime we restart I include some video cuts, images, and that famous scrolling text to summarize the current situation for the rebel team.

It's been a major hit and really keeps people hooked to see what happens next in their story.

It's not exactly different from most RPG games... especially video games.

I DO!

Which is especially bad, since the first 3 campaigns are very stereotypical "hunt the bad guy" scenarios. RtH did spice that up with the switcheroo of Belpex and Dengar, but I feel this stuff needs to be at the forefront, not pretty stuff to be glossed over at the side :( Most people probably never realized what went on with Belpex, which is a shame.

I love it! To help, I usually make interactive powerpoints for all the missions with related background music (FOR SELF USE DISNEY LAWYERS). And, everytime we restart I include some video cuts, images, and that famous scrolling text to summarize the current situation for the rebel team.

It's been a major hit and really keeps people hooked to see what happens next in their story.

link to powerpoints to share? :)

I try to also write a short mini battle report of each mission, so i can read it back to the heroes at the end of the adventure.

Yeah, I snatched the two intro scrolling texts off of YouTube for the core and twin shadow intros. They add flavor. I run it like a DM and try to add sound bites (like every time Vader joined in core, I'd have the Imperial March music and Vader FX play on my phone). My friends always got a kick out of that as they would "crap" their pants too bc Vader is a beast.

~D

Yeah, I snatched the two intro scrolling texts off of YouTube for the core and twin shadow intros. They add flavor. I run it like a DM and try to add sound bites (like every time Vader joined in core, I'd have the Imperial March music and Vader FX play on my phone). My friends always got a kick out of that as they would "crap" their pants too bc Vader is a beast.

~D

i have the vader voice changer chest plate. it adds a breathing sound and a few quotes. the voice changer modulator i use to do an IG88 impression

I love it! To help, I usually make interactive powerpoints for all the missions with related background music (FOR SELF USE DISNEY LAWYERS). And, everytime we restart I include some video cuts, images, and that famous scrolling text to summarize the current situation for the rebel team.

It's been a major hit and really keeps people hooked to see what happens next in their story.

I would also love to see this powerpoint :)

I generally read the flavor text for the start and end of the mission a few times before we play so I have it close to memorized and can summarize things more like a DM than just reading off a piece of paper. I also play Star Wars music in the background, I find that really helps, especially when the force theme comes on during the heroes turn or the empire music during mine. I do the opening scrawl for every story mission with the text from the card.. they are short but it will really help people understand what they are doing and why they are there if they read it themselves (Hence the great powerpoint idea).

I also try to get in sound effects when I can, especially for Vader or another boss. The odd storm trooper blaster shot or quote from the Star Wars app can help spice things up. But you need to be quick with it or it just seems clunky and breaks up the turns.

My players generally seem interested in the story though, if I am in a rush to start taking apart the mission they are asking WELL WHAT HAPPENED? READ THE ENDING! Especially for important side missions like Diala's.

But anyway, circling back to this powerpoint you said you were going to share with us...

In my campaign, I combine the story text from the mission book and the mission cards and post them in our Facebook group before and after each mission. This has made it much easier for our players to grok the story, since it can be difficult to piece it together when your only getting snippets read out loud to you once a week. I also take liberties to improve on FFG's writing when I post the story bits.

I think a lot of people don't realize that there is important story text on the mission cards themselves.

The side missions take place during natural breaks in the story, like when the rebels are waiting for information on their next mission.

The key is play up the story of the side mission itself. Again, most of the key background story for each side mission is going to be found on the mission card. If you don't read that card, most of what is going on in the side mission won't make much sense.

I want more story. The original main campaign felt a little sparse, and it felt like they upped it a little in the Return to Hoth campaign, which I am glad of. However, I understand why the Side Missions in particular are hard to add much to, as they have to fit into any campaign (I don't remember which one it is, but there is one where the story seems pretty much to be "You are attacking an Imperial supply depot. The End"), but a little more context would have been nice. Also, the way the Side Missions are set up it does sometimes feel like you are almost having a random flashback to some event, rather than it actually happening in the period when the mission is set.

One thing I wish they did get rid of was the main mission cards. I get the Side MIssions need to be randomised, but the cards for the main missions just seem unnecessary, and mean the story is a little split up. Just have the whole lot in the campaign book, especially as without the cards sometimes the campaign book text leaves you a little confused as to what is going on.

I want more story. The original main campaign felt a little sparse, and it felt like they upped it a little in the Return to Hoth campaign, which I am glad of. However, I understand why the Side Missions in particular are hard to add much to, as they have to fit into any campaign (I don't remember which one it is, but there is one where the story seems pretty much to be "You are attacking an Imperial supply depot. The End"), but a little more context would have been nice. Also, the way the Side Missions are set up it does sometimes feel like you are almost having a random flashback to some event, rather than it actually happening in the period when the mission is set.

One thing I wish they did get rid of was the main mission cards. I get the Side MIssions need to be randomised, but the cards for the main missions just seem unnecessary, and mean the story is a little split up. Just have the whole lot in the campaign book, especially as without the cards sometimes the campaign book text leaves you a little confused as to what is going on.

But those cards do give more storyline tho. So while I partial agree with you, I do like the additional story. Plus you can "build" a story deck while playing.

~D

I care!

One of the reasons I really like the mini-campaigns is because there is much more cohesiveness to the story. That, and I can actually get through one of them in a day with my friends.

Edited by Boba Rick

I like the story too. And knowing what happened and what the goal of the current mission is, helps usually to predict what will happen in the mission. For example, if the story says you're going to some desert outpost and it's going to be a hot day, I can guess that there's probably going to be an event at some point that's going to punish the heroes. Probably extra strain or test Strength and on fail, suffer something.

Also, I read somewhere about the theory that the rebel pilot is a double agent and that's why the Imperial player knows what the rebels are doing (since they're discussing their strategy in the same table). So I told the other players about that conspiracy theories and we had so much fun listening to the story not so much on what we were supposed to do but to uncover "the pilot's treachery".

E.g. The story often goes something along these lines:

"Your shuttle approach the base covertly but suddenly a TIE Fighter fire shakes the shuttle. Your pilot leaves you on the outskirt of the base before flying off.

'The base is still some distance away but you can make it. I'll try to shake off these enemies. Get the data!' the pilot yells before flying off. As the shuttle takes off, you're surrounded by Imperial troops guarding the base."

And then you start the mission with two stormtrooper squads aiming at you. That **** pilot. How did the base know we were coming? And the pilot dropped us right to waiting stormtrooper groups. Clearly a trap.

I like the story too. And knowing what happened and what the goal of the current mission is, helps usually to predict what will happen in the mission. For example, if the story says you're going to some desert outpost and it's going to be a hot day, I can guess that there's probably going to be an event at some point that's going to punish the heroes. Probably extra strain or test Strength and on fail, suffer something.

Also, I read somewhere about the theory that the rebel pilot is a double agent and that's why the Imperial player knows what the rebels are doing (since they're discussing their strategy in the same table). So I told the other players about that conspiracy theories and we had so much fun listening to the story not so much on what we were supposed to do but to uncover "the pilot's treachery".

E.g. The story often goes something along these lines:

"Your shuttle approach the base covertly but suddenly a TIE Fighter fire shakes the shuttle. Your pilot leaves you on the outskirt of the base before flying off.

'The base is still some distance away but you can make it. I'll try to shake off these enemies. Get the data!' the pilot yells before flying off. As the shuttle takes off, you're surrounded by Imperial troops guarding the base."

And then you start the mission with two stormtrooper squads aiming at you. That **** pilot. How did the base know we were coming? And the pilot dropped us right to waiting stormtrooper groups. Clearly a trap.

HaHa! I was joking when I said that! However, I do still find him some what suspicious, and it would make for a great shock for the last campaign.