Ok, so first I hope no one from my store and in this campaign will be here lol If they sneak in I'll live, but *shrug*
So we have an 8 player group which is a challenge in itself, having a rough time scaling combat for that many PCs, especially when they are quite thorough about environmental threats, one is a droid and immune to many such threats, and they have an obsession with gathering NPC droids. I have a sub group named Brown Town; An Ace Pilot (Clone), Ace Gunner (Dug), and Engineer Modder (Droid) that came as a 3 man team at character creation with an Arc 170. ((I should note we're playing 1 year before Order 66)) A Soldier Commando (MonCal) also from the Republic. A Colonist Doctor (3 fingered race from the homebrew thread here?) and Bounty Hunter Assassin (Mandalorian - RSB) are both civilian additions to the team from day 1. After their first mission (detailed below) a Spy Infiltrator (Honestly forgot, will update when I find it) and Explorer Archeologist (Chiss) joined up. After that I put on the brakes for joining. The Spy is playtesting a modified version of a lightsaber technique to allow Agility (Melee) for light bladed weapons, to-hit only, not damage. They've all been given the Recruit universal for free and it does not count towards their total specs. Finally, their party ship is a heavily modified Gozanti class with a Spy Slicer AI that gains XP at a much reduced rate from them. The AI's primary job is to defend the ship's computers from hacking, should I decide to incorporate ship to ship EWAR. Any other time she automatically counts as a Boost die when acting on the ship in a skill she could conceivably aid with. The Modder droid has also added a B2 Battle droid to the crew, reprogrammed to operate ships guns and defend it while the team is away. So far the AI and B2 are nice for unoccupied players to take over, otherwise they function as friendly NPCs. The ship's CO and team leader is also an NPC who largely gets forgotten in his office aboard when things start happening, which is as planned.
Hopefully that's a good primer on the team. We are very combat oriented and that's part of the problem, my campaign idea was planned out before the team was built and I'm not entirely sure how to skew it more into their area of expertise, if I should at all. In fact it was heavily tech and artifact related, and so far the only player skilled in those is the droid, so, much of the attention is accidentally falling on him.
The campaign, set just before Order 66, largely deals with the government organization of G.R.H.I.D. (Grand Republic Hazard Intervention Division), an agency that dates to the original Republic and which has been acting in the shadows to protect the Republic from extreme threats and unallied force sensitives (Forcers) for thousands of years. Recently, Mace Windu became the first ever Jedi director when he stepped down as the Jedi Council leader. he's been slowly changing the agency to be more friendly towards Forcers but there is a lot of opposition. He recently promoted one of his strongest supporters, Agent Simfeld, who was given a team of his own, the Party. The first section of the campaign will involve the Party going on GRHID missions throughout the galaxy, detaining Forcers or other threats as needed and bagging and tagging artifacts to deliver to the Warehouse 87 crew in the Outer Rim for safe keeping. Largely to get used to the game system as half or more are new to it, and those that aren't have only limited experience. Once Order 66 hits though GHRID will be shattered as the immense clone presence turns on it and Windu goes missing.
The Party will lose almost all ties to GHRID and thus lose access to most of the fancy toys and databases and etc they had access to, spending a fair amount of time just trying to survive in the chaos while the Empire forms (this part will probably be fast forwarded) Agent Simfeld will eventually come across rumors that Windu is still alive somewhere, and will gather the team together again to try and track him down. They'll probably be based out of Warehouse 87 and it may feel very EotEesq (They've already managed to form lose ties with a Hutt and we're only a month in so I fully plan to keep him around) I want this part to be a very hard struggle for the party after playing so long with so many crutches, so help knowing when to trigger this section will be appreciated (as far as "when are they ready?") Around the same time Agent Simfeld gets his rumors, he'll be contacted by a small handful of other old allies who will want to pull GRHID back together, queueing the building of a rebellion. The party will have to decide if finding their leader or building the rebellion comes first, or if they'll try to spread themselves equally between the two.
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So this all sounds great in my head, but am I biting off more than I can chew? I've run large DnD groups before but this is my first time GMing AoR. What concerns am I going to run into? With many of the missions I had planned involving abandoned temples or Separatist R&D facilities and hidden labs where knowledge skills and possibly stealth are far more useful than raw combat potential, should I stay as is and they'll just be very prepared for the worst case scenarios while the 2 or 3 "experts" do the major work? Or should I shift the missions into a more military role to make combat more of a focus? How do I go about making a Big Bad that makes sense being an agent inside GRHID but that would remain relevant post 66? Or would that be a good time to victoriously kill one Big Bad only for a Bigger Badder Bad to rise from the ashes and torment the Party during Act 2? Some knowledge of Warehouse 87 (where they'd be hiding) would become known to the Empire when Warehouse 2 on Byss falls to the Emperor (He had to jumpstart his jedi/sith artifact hoard somehow), so I could see him sending people to look for W87, Inquisitors would fit well here I think. Also the remains of GHRID that turned sides would likely be the beginning of the ISB.
On a related note, what's a good way to go from a very large scale, vague campaign idea like this and narrow it down to the individual missions? I usually work from the other side in a very sandboxy way, letting the party guide the story where it wants to go, and I tell them what happens, but this group wanted much more structure than that.
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Where we stand now, the first mission was an emergency call to a secret Republic Phrik mine in the south of the Galaxy, on Kirdo II. The mine was attacked after mining into what appeared to be a temple. Upon arrival queue a modified version of the EotE GM Kit adventure where a CIS strike team attacked the base with a pair of Acolytes. Only when they reach the doors to the Mine, they're welded shut. The party has to find the original entrance to the temple. They spend some time in an abandoned city hidden in the terrible atmosphere of the planet and eventually complete a puzzle to get into the temple. I fast forwarded a ton from this point because I also wasn't used to having to end for a store to close, I usually play in basements lol. They find an old Jal Shey artifact, and a digital force ghost of a Jal Shey guardian who's battling the acolytes. The party soundly defeats the acolytes due to me not having a firm grasp of scaling and the Inquisitor rules, taking one of them captive, the other dying.
From there the party heads to a hidden Republic prison planet, nicknamed Space Australia, to drop off the acolyte. While there a massive Ion storm grounds the team until it's over. They learn that inmates have been committing suicide lately and having hallucinations. As the storm worsens, so do the hallucinations, to the point where even some of the party is affected. Guilt is the enemy of the day as those affected are haunted by those they've lost but could have saved. A riot ensues, the warden is overcome with fear and attacks the party, and a convenient archeologist visiting discovers the prison was built out of a kyber mine from centuries ago, tainted by the dark side, and when the new warden arrived she removed the old decorations from the office. One of those decorations acted as a force sink to keep all of this from happening, once it was replaced everything went back to normal. The team left for their next stop.
They made a stop on Glottal, deep in Hutt space, and the location of Warehouse 87, hidden from the galaxy. Here they dropped off the mysterious artifact they found on Kirdo II for further study, and were given their first real mission; to steal a prototype cyborg soldier about to be debuted on Antar 4. Meant to be the trooper equivalent to General Grevious, this prototype must not be allowed to stay in CIS hands. With orders to steal or destroy both the prototype and all data, they must infiltrate what remains of the CIS base on Antar 4 after its almost total destruction from a Republic attack months before. The party landed outside the bases shields, the Doctor choosing to stay behind in the ship (red flag) while the others made their way inside. The Mechanic rolling triumphs all night managed to get the entire team all the way to the top floor with only the minorest of hiccups, slicing every computer he came across and even falsifying credentials to assure a B1 commander over comms that he was just doing routine maintenance. (I actually made him burn 2 triumphs with that roll) The session ended as the party was face to face with a huge, mutated cyborg. Standing well over 7 feet tall and with a Sidewinder repeating blaster surgically attached to his arm they learned it was remote controlled, and sentient, always conscious even, but unable to control itself, or disobey commands if unlocked from remote control.
The plan is for them to take the cyborg from floor 25 back down and out to the ship, while fighting the entire time. The enemy will have slicers on hand trained (training?) on how to use the cyborg and will attempt to hack control of it, turning it on the party until that slicer can be dispatched. This gives the mechanic something to do during the fight, and I'll probably give control of the cyborg to the player of the Doctor who stayed behind. The B1 commander who was originally fooled, basically reported the odd event to his superior, who was not fooled and sent a proper security team.
Another option, that I'll hint towards but not give away, is that a lab on floor 24 could be used to blow out the side of the building, filling the air with the right gasses and igniting them, and the Doctor could fly the ship (with help from the AI) over to the blown out wall, giving to a much quicker escape. The only party member trained in Education (chemistry) is the Doctor though, and no one is trained in explosives otherwise.
Finally, regardless of how they choose to escape, just to make sure they don't stick around I'll be having Dooku's shuttle show up on scanners, and they already fully understand out of character that much like Vader in the future, if they tangle with Dooku, they will die.
If they choose to execute the cyborg, to put it out of its misery, GRHID command will be upset, and they'll earn minimum Duty, but they'll probably feel good about themselves. If they do so before escaping, I'll /have/ to point them towards escape option 2.
The security leader they meet during escape will become a recurring adversary, now that I've learned I can spend Destiny to allow an adversary to escape, without that I have no idea how to build one powerful enough to stand up to them and escape legit, without tearing them to shreds, and/or without relying heavily on the force.