My group are thinking about starting a new campaign and playing as imperial characters. Who else have done this and what careers and specializations have you guys gone into? Myself I am thinking about making a character that wants to become a Moff. Don't really know what career to chose though. Politico would be the obvious one but I am thinking maybe Big Game Hunter would be fun. Seeing him as a youngling from a rich family that loves travling to diffrent worlds and go on hunting safaris until his family had enough and forced him into a career with the Empire =) What characters have you guys come up with?
Empire campaign
There aren’t any resources from FFG that directly address the issue of creating characters for an Imperial-world game.
Age of Rebellion is going to have the most Imperial-related stuff that FFG does have, but it’s all going to be from the perspective of the Rebellion against the Empire, and so while Imperial equipment and ships and other things may be referenced or made available in a way that would be useful to the GM, those kinds of things would probably need a lot more fleshing out to make them useful to a player.
I think there are some resources from other publishers that cover the Imperial side, and you could look those over and decide if they are useful to you in terms of borrowing their descriptions and fluff, but you might need to do some work to do conversions.
Between AoR and the other non-FFG resources, I think you could potentially put together a quite interesting game. But it’s not going to be as simple as setting up a standard EotE, or AoR, or FaD campaign.
The Commander Career would be the obvious choice. Start off with either Squadron or the Ground one, throw in Ace or Commando, then move to Commodore (fleet actions) then Figurehead That would be the basic career path. But remember that there are only a handful of Moffs and they do not usually take a regular retirement. They either are killed by a rival or as a result of failure.
Yeah totally doable, and if you're up to it you can do some really neat things too.
The parties core competencies will likely come from AoR, though "outside contractor" types could come from EotE, and "Special talents" from F&D. Mixing and matching is also quite viable. So a bounty hunter: assassin can be either a hired gun brought on board to deal with "problems" in a less official capacity, or just an especially stealthy trooper type.
One of the really cool and refreshing parts of a campaign of this type is you can provide resources normally not applicable for normal campaigns. The GM will need to take this into consideration when designing adventures of course, but it's kinda a fun feeling when the players find out they can just pull a blaster rifle from the armory, or take along a squad of Stormtroopers "just to make sure the locals are paying attention."
Get the AoR GM kit. You'll need it.
Edited by GhostofmanYeah totally doable, and if you're up to it you can do some really neat things too.
The parties core competencies will likely come from AoR, though "outside contractor" types could come from EotE, and "Special talents" from F&D. Mixing and matching is also quite viable. So a bounty hunter: assassin can be either a hired gun brought on board to deal with "problems" in a less official capacity, or just an especially stealthy trooper type.
One of the really cool and refreshing parts of a campaign of this type is you can provide resources normally not applicable for normal campaigns. The GM will need to take this into consideration when designing adventures of course, but it's kinda a fun feeling when the players find out they can just pull a blaster rifle from the armory, or take along a squad of Stormtroopers "just to make sure the locals are paying attention."
Get the AoR GM kit. You'll need it.
Yea I already have the AoR GM kit ^^ Think its going to be great fun playing something else than scum of the universe. Even though we are going to play the "bad guys" of the Empire, I think the campaign will be more sane because everytime we play Edge of the Empire, everyone takes the role as criminal scum way to grissly. Having space pirates that wont leave any witnessess and assassin droids that make HK-47 seem like a pacifist
Yea I already have the AoR GM kit ^^ Think its going to be great fun playing something else than scum of the universe. Even though we are going to play the "bad guys" of the Empire, I think the campaign will be more sane because everytime we play Edge of the Empire, everyone takes the role as criminal scum way to grissly. Having space pirates that wont leave any witnessess and assassin droids that make HK-47 seem like a pacifist
I'd imagine those kinds of players would be even more nefarious with the authority of the Empire behind them.
Yeah totally doable, and if you're up to it you can do some really neat things too.
The parties core competencies will likely come from AoR, though "outside contractor" types could come from EotE, and "Special talents" from F&D. Mixing and matching is also quite viable. So a bounty hunter: assassin can be either a hired gun brought on board to deal with "problems" in a less official capacity, or just an especially stealthy trooper type.
One of the really cool and refreshing parts of a campaign of this type is you can provide resources normally not applicable for normal campaigns. The GM will need to take this into consideration when designing adventures of course, but it's kinda a fun feeling when the players find out they can just pull a blaster rifle from the armory, or take along a squad of Stormtroopers "just to make sure the locals are paying attention."
Get the AoR GM kit. You'll need it.
Yea I already have the AoR GM kit ^^ Think its going to be great fun playing something else than scum of the universe. Even though we are going to play the "bad guys" of the Empire, I think the campaign will be more sane because everytime we play Edge of the Empire, everyone takes the role as criminal scum way to grissly. Having space pirates that wont leave any witnessess and assassin droids that make HK-47 seem like a pacifist
If you can find it (check D6 Holocron) Dig up a copy of the old WEG Darkstryder Campaign and/or the Far Orbit Project. They are both campaigns set aboard capital ships with the players in command (A rebel corvette and a pirate frigate respectively). While not quite what you're looking to do, they both provide a lot of good little details about how one can run a campaign centered around a larger ship crew and mission.
Darkstryder especially since it brings up how to run a campaign where the players control multiple characters, allowing the action to move around the ship a bit and opening the door for more player options as the campaign progresses. Think about how in Star Trek the action bounces around between Picard and pals on the Bridge fighting off the Ferangi, Riker and his away team on the surface negotiating with a sexy alien queen, and Data, Wesly and Geordi off at some other space station growing lima beans as part of a Klingon/Federation peace agreement.
In each case the players control the characters, even though the action moves around. You can do the same in a campaign like this.
Yea I already have the AoR GM kit ^^ Think its going to be great fun playing something else than scum of the universe. Even though we are going to play the "bad guys" of the Empire, I think the campaign will be more sane because everytime we play Edge of the Empire, everyone takes the role as criminal scum way to grissly. Having space pirates that wont leave any witnessess and assassin droids that make HK-47 seem like a pacifist
I'd imagine those kinds of players would be even more nefarious with the authority of the Empire behind them.
Yes but no but yes.
On the one hand the Players will have a little more freedom to address more challenging situations. No begging the Hutt for a favor, they can just go in with a platoon of stormtroopers and force the issue. If the Rebels have fortified themselves in a village you can totally blow the dam and flood them out, there's no such thing as "civilian causalities" when you're fighting guerillas.
On the other, they are part of something much larger then themselves now. You can't just up and Base Delta Zero Chandrilla because the local governor is being uncooperative, or arrest the senior VP of research for Blastech because he is trying to track down the same lost artifact as you. Or blow that unmarked freighter out of the sky after getting specific and clear instructions from the Admiral himself that under no circumstances is that freighter to be damaged in any way, even if it does nothing but fire torpedoes at you and send you messages about how fat your mother is.
My current campaign, Shards of Alderaan , started off with characters as Imperial in both background and affiliation. They are no longer affiliated with Empire, but neither are they with the Rebellion (or the Shard, in this case).
Character classes won't be a limiting feature of a campaign like what you're choosing: the Empire is big -- REALLY big -- so there's room for all types, assuming you're not setting up a strictly military endeavour. (In which case, you've got a slightly more complicated problem on your hands.)
Some of the game systems (Duty, Obligation, Morality) are geared towards a particular "karmic" (if you want to call it that) direction, making "evil" choices somewhat skewed in terms of their results. (This is particularly the case with Morality.) It's not an insurmountable problem, but it does raise the associated issue of tone, which you cannot ignore in a Star Wars game: while it is entirely possible to play a moustache-twirling villain in any of these games, it does clash somewhat with a lot of the available game content. Which isn't the same as saying it clashes with the universe itself: the books and the comics and the cartoons offer rich examples of complex villainy which can serve as good examples for Imperial campaigns.
One lesson I would say I have learned from GMing an Imperial campaign (or what started out as one, at least) is that you will need to be diligent about enforcing the consequences of "evil" actions outside of the game systems themselves. The Empire is actually quite strict about most of its laws, and many of its military and representatives will harshly penalize anyone who breaks them. Including PCs: just because they're the protagonists doesn't mean they can get away with (too many) murder(s). Many Imperial officers are what we'd consider morally good -- they're just serving evil interests without knowing where those interests trend. So, more so than a non-Imperial campaign, you might find yourself setting some limits. Roleplaying evil characters is really, really hard to do well, so don't be afraid to declare -- within the confines of the story -- psychopathic bloodbaths a crime in law AND in gameplay, and correct accordingly.