Tell me about your campaign

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

Lately while i was thinking about a good place in the galaxy to base my campaign i got curious. How others play? Where your campaign is based. Do you put your players in one specific sector or maybe even on one planet or do they fly all over galaxy? Do they have a base or never stay somewhere for long? Do you use any official FFG material (like LoNH or SoF) or wookiepedia? Maybe you have you own homebrew part of galaxy?

Tell me about your campaign

I'll cede the floor to Marcy, and we can all step back and experience an A+ demonstration of world-building.

Aaaaand......GO! :)

EDIT: Warm-up act while we wait for Marcy...

My campaign picked up in 7 ABY but with a very different timeline starting right after the Battle of Yavin.

Episode IV is the only thing which I regard as 100% cannon; everything else I cherry-pick and re-purpose as I please; though I of course try to keep my players in the loop with what's what (most of them are only moderate Star Wars fan, so they don't know much beyond the movies anyway).

The players fly all over the galaxy; calling no particular place home (though the game kicked off in the Obana system; and several PC's have family / other ties in the surrounding systems of the Arkanis Sector). Our last major arc involved them transporting half a dozen tween-age force sensitives from Naboo all the way out to Ilum and back, so they get around.

I make heavy use of Wookieepedia; particularly with regard to planets. If a planet's only Wookieepedia entry is a stub stating that it exists, then I dive in and flesh out the world as I like. Otherwise, I try to at least remain in the ballpark of what's been officially established.

Edited by Vorzakk

Lately while i was thinking about a good place in the galaxy to base my campaign i got curious. How others play? Where your campaign is based. Do you put your players in one specific sector or maybe even on one planet or do they fly all over galaxy? Do they have a base or never stay somewhere for long? Do you use any official FFG material (like LoNH or SoF) or wookiepedia? Maybe you have you own homebrew part of galaxy?

Tell me about your campaign

Over the years I've had several campaigns. In that time I've found that a strong roster of recurring NPCs (both good and bad) and some familiar stomping grounds tend to give the game some stakes. So once the era and tone and whatnot of the game has been established, I'll set about brainstorming about 12 or so planets, keeping them in rough form: A volcanic mining facility world, a tourist pleasure world, a trade center, a repair space station, a primitive backwater native world being exploited by Big Business and so on. Nothing more than one or two sentences. Then I expend some brainpower to come up with a fully fleshed out world that will serve as a main base of operations.

Currently this main base - a reskinned Arda I - is an off the books Imperial listening post that was taken over by the players with an eye to expanding operations to act as the center-point for rebel operations in the sector.

The previous campaign we did centered around a wild west mining planet smack in the Neutral Zone between the Sith Empire and the Republic. Think Gold Rush San Francisco, 1885, mixed with Casablanca during WWII. They owned a bar/nightclub and were very protective of their home.

The home base we had before that was our Old Republic Padawan game, where four masters (and their PCs) were assigned to a rim world to do Jedi things. Actually they hung out at the embassy/temple meditating while sending their PCawans out to do the Jedi things that needed doing.

TL;DNR - start high level with broad brush strokes, enough to give your players in a handout and then fill in the details as the needs of the game dictate.

My campaign revolves around a group of mercenaries who work for a Rebel-aligned underworld figure known only as the Broker. We started out as an Edge of the Empire campaign. After a year, we transitioned to Age of Rebellion. A year after that (just a few weeks ago), we moved into Force and Destiny.


The group was originally stationed in Coronet City on Corellia, but around Mission 20, an Imperial team led by an ISB agent and 2 Inquisitors destroyed the base. The group spent a long time after in Hutt Space, before finding a new home in the Outer Rim.


I’ve thrown quite a few surprises at the players throughout the campaign. As a multi-GM group, I also have a PC spy. After 7 months of being embedded within the group, they discovered that he was actually the archvillain ISB agent who had led to the destruction of their first base!


Between two missions, two players gave me permission to end their character’s lives after the betrayal, as the situation seemed rather hopeless. One of the group’s greatest enemies had infiltrated their cell and turned them over to his ISB superiors. However, in the 7 months of adventuring with the group, the Imperial operative fell for one of the Jedi and became like family with the rest. He lured the campaign’s most dangerous adversary to the ISB facility, and then the group took it from there!




The second big surprise was how a side campaign ended. Since the main campaign wasn’t Force and Destiny for the first 2 years, there was a limit on Force users. Out of 12 active characters (we usually run 2 weekly sessions, sometimes a big joint session), 3 were Force Sensitive. Many in the group wanted to play Force users, but I wanted to keep them relatively rare given the time period (between Eps 4 & 5). So instead, I created a midweek campaign that was a fantasy reskin of FnD. Little did they know that it wasn’t a reskin at all :). The campaigns officially merged right before our Season 3 opener with this:




Here are the transitions from Edge to Age and Age to Force.

Edited by verdantsf

Broad brush strokes is always a good plan. I like to throw a bunch of things out there initially and see what sticks. Just remember that unless you're actually some kind of wizard, you'll never be able to predict what the players will decide is important, so it's best to aim wide.

We don't have a base just yet. The two player 'teams' are both flying tramp spaceships, which is cool, as the introductory scenerio "The Legacy Run" revovles around the introduction of "Benten," a formerly-forgotten Rakata colony world.

Some of you may remember when I pitched my crazy idea about a great space race from one rim of the galaxy to the other. If you don't: an old "Smuggler King" announces his retirement and a wish to pass on his legacy in a pirate holonet broadcast. (He also slyly hints at some kind of grand reward.) Hyperlane soff-laws, scoundrels, and gawkers show up at the illicit rendezvous on Dantooine. Here I introduced a bunch of the other racers which could become recurring NPC friends or adversaries, depending on how things go. From there, it's a pell-mell dash across several systems with various stopping points between legs of the race to check in with one of the King's operatives- each team is carrying a sealed briefcase that needs to receive data stamps. These involve various challenges such as finding one smuggler operative in a busy Ord Mantell spaceport, doing an EVA transfer in a debris field, etc. Then there's other "fun" things, like getting caught in an Imperial customs dragnet, getting jumped by pirates, etc. Lots of different kinds of skill checks, and lot of different situations, big broad establishing shot. The race is a publicity stunt on the Smuggler King's part to raise awareness of his newly-opened resort/smuggler hideout on Benten. The planet offers a lot of little adventures with its ancient ruins and utopian seascapes, and the resort itself houses a rotating cast of people who need jobs done- a good starting point for published adventures and whatever other kind of stuff I can cook up. Just in case the players never go back there, I didn't invest TOO much time fleshing it out, but it's there. The weirdos they met in the race will very likely ask them for help with things in the future as well- good launching point for extra episodic adventures for those weeks when that story-critical player decides not to show up.

That said, we'll probably spend a fair amount of time in Hutt Space and the Corporate Sector doing Shadowrun-esque stuff. There's a couple other dumb ideas I'm working on. One of the players has a connection to the Rebellion, and I'm thinking of doing a short "Dark Forces" module. (They're ALREADY friggin' visiting Talay on the way, for crying out loud.) Speaking of which, one of the players is an ISB deserter currently being hunted by the empire, and since the canon's changed a little, thought maybe it'd be fun if Kyle Katarn comes after them every now and then. He could be the players' own Agent Kallus. Still working on it. We'll see.

I'm wanting my next campaign to all take place in Gaulus Sector (where Ryloth, Smuggler's Run, and other systems are). There will be the occasional run to some other nearby sector, but the main storyline will will be settled here. It will be an Edge game that begins right about the time of A New Hope. For any PC wanting to work with the Rebel Alliance, there will be plenty of opportunity for that as well. The same goes for anyone wishing to pursue Force Sensitivity. (Alternatively, it could be a Rebellion game with a lot of Edge themes.) For now, I'm writing down system and sector details, creating a bunch of NPCs, and putting together a light framework of stories. I use the wookieepedia as a basis of knowledge, but it is very sketchy on details outside of Ryloth itself. So there's a lot of filling in the blanks and wholesale creation.

The other campaign idea I have will likely turn into more of a mini-campaign. In this one, the PCs are an emergency med team working for an "life insurance" corporation in the Corp Sector. Think DocWagon from Shadowrun. The team has, essentially, an ambulance ship (using a Firespray). When a client cracks his emergency beacon, the PCs are dispatched to render aid, including medical assistance and evac from a hostile situation - with minimal involvement. The story here will be the idea that the PCs end up rescuing a client and learning or seeing something they really shouldn't have. Then they're on the run as they try to clear themselves. Definitely an Edge game, but again with Rebellion elements or Force Sensitivity as desired.

An alternate universe campaign idea I have involves the PCs going to a parallel dimension (perhaps through a freaky hyperspace accident) where Count Dooku kills Palpatine and the Separatists win the Clone Wars. The PCs must decide if they want to stay there or try to get back. Both universes are no bueno, but maybe they think they can make a difference in one or the other.

A historical campaign idea I have takes place ~11,000 BBY, during the Pius Dea Crusades. I love reading everything the wookieepedia has on this era. Feels a lot like Warhammer 40k to me, and that's how I would frame it.

Eh...! I'm away this weekend and in any case, I'm pretty sure mine would need it's own thread.

But in brief, 'canon' is something that only happens to other people :)

But this is a cool idea and I'm very happy to steal read things about other people's cool campaigns.

I ran a campaign when I started GMing EotE a year ago. The basic premise: the player characters are blacklisted by a Hutt on Nar Shaddaa so that the only work they can take is his. He wants them for their various skills and the first job he gives out is to find a missing employee of his and a missing shipment. The Hutt is vague, crooked, easily upset and has moles in his operation all the way along. By the end of act 1, it's clear there's some sort of gang on the planet that is specifically targeting the Hutt. The group is then ordered to send a message to them, without making things lethal, as that would end in a big shooting war.

When act 2 starts, the group is approached by a representative of some other party who is informed of all the stuff going on and taken to another Hutt. This Hutt is more agreeable and promises a lot to the group, if they choose to kill the gang and burn their HQ to the ground. Once the group makes their decision they go back to whichever Hutt they side with and finally get a ship (a loan if from the first Hutt, stolen from the first Hutt if they side with the 2nd). The ship allows them to go off-world because at this point, the evidence points them to Kwenn Space Station for the remaining shipment and the missing employee.

Act 3 is almost entirely on the station. Follow clues to find the shipment and missing guy, acquire both, make it back to Nar Shaddaa and deliver it to your employer. Should end in a large shoot-out between both Hutts and the remnant of the gang that's after them both.

What I liked: it was a beginning campaign for most players and for myself as a gm, so I learned a lot about how to run things, about each group, etc.

What I didn't like: the rails. I don't like writing down pathways and prefer to just present a situation to players and let them handle it how they want to.

What I do differently: no campaigns, barely write down story points, focus on player obligations more.

Eh...! I'm away this weekend and in any case, I'm pretty sure mine would need it's own thread.

But in brief, 'canon' is something that only happens to other people :)

But this is a cool idea and I'm very happy to steal read things about other people's cool campaigns.

But have fun on your trip! Or whatever it is keeping you away this weekend!

Edited by Absol197

I'm with Marcy on the canon. Hope I'm not overstepping by calling her Marcy as we're hardly familiar but I'm her elder so maybe she'll forgive me. She's welcome to call me Fred. Or Freddie. Or Freddie-poo. My motivation for casting canon aside is that my group is somewhat older than average and we've played every iteration of the Star Wars RPG's as they were being published and we've been there, done that. By now, the t-shirts are old, faded and many have become so tattered that they've been used to wax more than a few cars.

I've described this elsewhere on this forum but, since the question was asked, I'll thumbnail it here (even if I am using a rancor's thumbnail for extra room). My players have only touched on the tip of the iceberg but they're close to the big reveal. I'm looking forward to it.

My campaign flip-flopped the good and bad guys. Yoda was the phantom menace. He had used his centuries of life to slowly corrupt the Jedi. Palpatine was a good guy, a member of a splinter cell that had detected the growing corruption of the Jedi. Yoda issued Order 66 and moved on the Emperor with his trusted inner circle but he was defeated by Palpatine. Yoda escaped to form The Crucible - a group fanatically loyal to his effort to gain control over the Empire even if it means plunging the galaxy back into civil war. Palpatine, keeping the knowledge of the sith still active in the galaxy a secret, has been trying to keep the peace and security he promised but finding it difficult to do so without removing or limiting many of the liberties that were similarly treated in canon (the holonet, for example, is restricted to Imperial-approved uses). The rebels emerged based on the feelings of the very same Seantors as canon. These Seantors saw the Emperor's treatment of the liberties they had assumed the Clone Wars were meant to protect. The rebellion has become a puppet of the Crucible without knowing it... and the Emperor is forced to deal with them as terrorists. TO do so, Grand Moff Tarkin has been tasked with bringing order to the Outer Rim... and this is the setting the PC's adventure in.

So Alderaan is still there. The Senate was disbanded when it was discovered that several were aiding the rebellion. The Crucible has control of the (so far, unrevealed) Death Star. The Empire lost a fleet trying to recover the Separatist asset once they learned of it... they, unfortunately, found it operational (and staffed mostly by the Separatists remaining droids). The Death Star has been in hiding ever since... and Lord Vader (who is NOT a Darth) was announced dead... but, in reality, used his "death" (and a new guise) to facilitate the search for his children when he learned that they still lived.

My players have learned of the destroyed fleet via an old Project Outreach (independent journalists deemed outlaws by the Empire) reporter. They're learning about the Crucible by investigating a slaving operation that involved the Zann Consortium (which came to light during a certain published adventure). The Crucible's slave operation is a side-effect of their efforts to find more Force sensitives to bring into their ranks. And the PC's happen to be working with Black Sun... who is secretly working for the Empire (because, in this setting, Xizor realized that Vader's actions on the Falleen homeworld, though brutal, saved the planet... that the "accident" was staged by the Crucible to cast blame on the Empire, and his desire for revenge is aimed in that direction). They, naturally, all started with various stories in their backgrounds giving them reason to hate the Empire. I've re-interpreted their stories as "what they've heard" and the truth is quite different. I can't wait till they learn about all this...

Lately while i was thinking about a good place in the galaxy to base my campaign i got curious. How others play? Where your campaign is based. Do you put your players in one specific sector or maybe even on one planet or do they fly all over galaxy? Do they have a base or never stay somewhere for long? Do you use any official FFG material (like LoNH or SoF) or wookiepedia? Maybe you have you own homebrew part of galaxy?

Tell me about your campaign

Over the years I've had several campaigns. In that time I've found that a strong roster of recurring NPCs (both good and bad) and some familiar stomping grounds tend to give the game some stakes. So once the era and tone and whatnot of the game has been established, I'll set about brainstorming about 12 or so planets, keeping them in rough form: A volcanic mining facility world, a tourist pleasure world, a trade center, a repair space station, a primitive backwater native world being exploited by Big Business and so on. Nothing more than one or two sentences. Then I expend some brainpower to come up with a fully fleshed out world that will serve as a main base of operations.

Currently this main base - a reskinned Arda I - is an off the books Imperial listening post that was taken over by the players with an eye to expanding operations to act as the center-point for rebel operations in the sector.

The previous campaign we did centered around a wild west mining planet smack in the Neutral Zone between the Sith Empire and the Republic. Think Gold Rush San Francisco, 1885, mixed with Casablanca during WWII. They owned a bar/nightclub and were very protective of their home.

The home base we had before that was our Old Republic Padawan game, where four masters (and their PCs) were assigned to a rim world to do Jedi things. Actually they hung out at the embassy/temple meditating while sending their PCawans out to do the Jedi things that needed doing.

TL;DNR - start high level with broad brush strokes, enough to give your players in a handout and then fill in the details as the needs of the game dictate.

You also had Timothy Zahn help you write a campaign, I believe. (Still having trouble with jealousy on that one :P ). As for myself, I have just started a campaign with three rebel PCs, a force-sensitive spy, who is running from the Inquisition, an over-confident pilot who swears by his "success cologne" and a Nikto sniper. (The other two are human.)

We are running a mix of EotE and AoR, and so far they have helped a bothan celebrity find a stolen necklace on Kwenn Station while manuvering around Imperials (this was when we were transitioning from EotE to AoR). This was a lot of fun, as we had the PCs meet each other as undercover Rebel operatives. They had a password to recognize each other with.

"About that sabacc game last night...."

"It's not my fault! I won it fair and square!"

After that they met up with a small low-level Rebel commando team on Corellia to assasinate an Imperial Governor who was just about to initiate a crackdown. The Force-sensitive encountered the Inquisitor from her backstory, but managed to escape on her way to the detention center. The sniper was able to successfully shoot the Imperial, and wounded the Inquisitor as well. (Lots of GM goodness there!)

They then stole a crate of Imperial weapons that was being delivered as well and made their escape in the delivery shuttle. They ditched the shuttle when a Star Destroyer showed up, but in the fracas they mis-entered the coordinates for their destination and ended up on a planet at the edge of Wild Space that was colonized by Old Republic settlers 300 years ago.

A pirate attack shortly after the settlement was founded stranded the colonists there, and those who knew about them eventually forgot them. Therefore, the PCs were very suprised to find a small but fully functional Jedi Order, as well as a rather democratic method of government. Currently they're investigating rumors of someone else discovering this hidden planet, which is about to lead them to a show-down with a Mandalorian clan that also found this place by accident. I'm hoping that the PCs will talk instead of fight (or steal, with my PCs!) as I ideally want them to form a temporary alliance for the Rebellion and maybe gain some Duty. (the pilot has Resource Aquisition and if he plays his cards right he might be able to come away with a couple of really important weapons for the Alliance.)

I recently ran the first session of a campaign that I'm currently referring to as 'Out of Ashes.' It's one of those villain campaigns you always hear about, set in a SWTOR-ish era. Extant Republic, recently-non-extant Sith Empire. The PCs are a Sith apprentice and a recently defected ex-Jedi, running around the galaxy on the militarily retrofitted freighter Firestorm. Despite being starting-XP, I gave them both basic lightsabers; the premise is such that the standard Lightsaber Quest would probably end up distracting from the main focus—and, besides, a lot of their enemies have lightsabers too.

Basically, some technobabble (involving an experimental hyperdrive and a black hole's gravitational pull) happened. They arrived seventeen years later than they should have, to find that the war was over and their side had lost. Flavorwise, it's a mix of AoR and F&D—the question of the day is, "We have a tiny ship, thirteen NPC crew, and ourselves. How do we win from here?" A "rebuilding the Empire from scratch" sort of deal.

It's been great so far. The first session lasted six hours, which is about twice as long as sessions normally last on our MUSH. They avoided every possible combat encounter through large amounts of Stealth and Deception; in fact, those were the only skills they rolled during the session. The Shadow (Alecto, the Sith apprentice) was in her element, of course, but the Ataru Striker (Jen'et, the ex-Jedi) held her own through setup from the Shadow, contacts from her time as a Jedi, and good rolls.

I really should have expected them to go to Korriban, but I didn't, so I ended up improvising even more than usual. I'm most proud of the exchange that went:

Jen'et: "Do I know a Commander Ain?"

Me: "You can... if you flip a Destiny point!"

Jen'et: "Of course I know him!"

And that's how our campaign got its first non-crew Rival NPC, as well as how the combat-focused character got to be the Face for an encounter. I have some ideas for how Commander Ain is going to show up in the future, too, depending on how the rest of this goes.

Playing with this system has been fun, but GMing with it is spectacular. The narrative dice system matches well with my already-improvisational style, and I'd say that it was the best session I've ever run.

They've managed to talk themselves into one of the libraries of the currently-Republic-guarded Sith Academy, and that's where we're picking up on Sunday.

Edited by The Shy Ion

Uh, okay...

In an alternate universe far, far away... Four down on their luck guns for hire are hired to recover a super weapon no one thought existed on a world recently discovered that has a crashed Separatist ship on it. The weapon, if real, is said to have been able to end the Clone War inside of a week.

While retrieving said weapon, the group must contend with the brutal dangers of the jungle, the remaining droid army, a Nikto Sith Witch (hi, Absol, how are you? Yes. Mystic), and a Zabrak Jedi who claims to be the reason that old ship crashed.

Tempted by the dark side, stealing a dark side holocron, and finding out that the Jedi has fallen himself, the party faces enemies on all sides as the reach the weapon's vault. Finding just a hologram of Dooku on a loop, they take the computer there and emerge to find the Empire has arrived.

Finding an unlikely ally in a Chiss recon team, headed by "Den Mother" Naga, the team escapes and gives their savoir what they found. Upon returning to Centerpoint Station, their patron it is learned, was a Black Sun Vigo who betrayed the organization and has since fled. His replacement, a friendly yet business like Toydarian offers to hire the team as a wetworks group.

Quickly now. They are asked to kidnap a Chagrian senator's daughter, random her, then pretend to be bounty hunters to rescue her, all to earn a favor from a senator. The Toydarian sets them up, however, hoping to cash in a favor later, return the daughter, and kill off the team of potential problems. By the way, on a wonderful triumph during their research, the daughter, Challa a college going lady, was totally into the whole thing once she heard what was going on.

They flee and are approached by La Fantoma, a mysterious Polis Massan information broker who wants a team in the field for odd jobs. They are then tasked with revenge against a Hutt and freeing his slaves by earning a private audience via winning his annual gladiator arena fight to the death team battle.

All the while the Empire and Chiss and Rebels move in the background for their own plots.

Eventually they find their way to a Hutt treasure planet thought lost when the Hutts lost their glorious hyperspace lane, and recover ancient knowledge from a mysterious holocron. The force user now knowing to go to Dantooine to find a lightsaber crystal, they encounter a town on the brink of rioting. They want their droids gone after a handful of murders.

Trying to solve this peacefully, the party uncover an ancient Rakatan structure filled with thousands upon thousands of droids, all of which linked to a hyperspace traveling hivemind. It seeks to end organic life to create a utopia for droislds and computer intelligences.

Realizing they are outgunned and out maneuvered, they call their Chiss allies who arrive in force to glass the planet if need be. Three strike teams manage to fight their way in, shut down the core AI (it reveals other droids have left the planet years ago already, though) and blow it all up with some thermal detonators.

It is then revealed that one Jedi whom survived Order 66 found the Chiss, and they have helped her establish a new Jedi Order, and the Chiss isolationists want to expand just enough to beat back the Empire and keep their seclusion strong.

In the background? R2 and 3P0 never make it off the Tantive, so Luke never leaves Tattooine. Ben leaves when Alderaan blows up, but never meets Han and Chewbacca. No one finds the Death Star, no one rescues Leia. Vader learns who she really is and fakes her death only to train her as his acolyte with intentions of killing the Emporer. Yavin 4 is blown up without resistance.

Now the Emporer is dead, and Leia is the new Queen of the Galaxy, and Vader is her right hand hound.

And our secret weapon from the beginning? How to rip away the Force from a living being. How to close vergences.

Edited by Comrade Cosmonaut

My campaign is pretty detailed in the link to the obsidian portal site in my signature.

The campaign is a basic Tramp freighter with crew who was kicked out of tatooine and got a lead that the minos cluster was ripe for opportunity. It started mere days after the Battle of Yavin. and i have been running it for a little over 2 years with some friends and my wife that has taken a few months in game.

The best part of being in one sector is having reoccurring NPCs and building relationships with them. I have been sprinkling the campaign with clues to a WEG campaign that happens in the Kathol sector, which is hopefully my next campaign. I have used Byond the Rim, some other one shot WEG adventures, and even started with Long arm of the hutt... and as a prelude to the finale of my campaign i am going to do the Jewel of Yavin

Our campaign plays in strict canon because that is something my players actually really like. However, having said that, it hardly ever is of any influence to the game. My players are pretty much carving out an existence in their own. We are playing in FaD and the first dozen of sessions had them overcome a lot of odds. This included crash landing an escape pod on a remote planet; assassinating a crimelord in a fortified highrise on Nar Shadda inspired by the movie Dredd (best sessions thus far), a sabotage of an imperial walker facility on Toydaria and many other things. All to end up owning a homestead in the Corellian System. There they underwent their trials and found a holocron as well as their crystals. They got to know their neighbors well and once a little kid got kidnapped they ended up diving into a new adventure. Now we are actually playing out one of the adventure modules while I am writing a new adventure for them. Little do they know that the session s to follow will allow for them to either heroically sacrifice themselves for the common good or to fall to the darkside bringing a 2.5 year campaign to a close.

Do you put your players in one specific sector or maybe even on one planet or do they fly all over galaxy?
The campaign takes place in an area spanning a few sectors — a square roughly Algara to Tatooine, Farstine to Andalasa.

Do they have a base or never stay somewhere for long?

The party's home is its ship, but Llanic is more or less the center-point. Player-driven goals, with some assistance from plot devices, keep the party bouncing around constantly.

Do you use any official FFG material (like LoNH or SoF) or wookiepedia? Maybe you have you own homebrew part of galaxy?

I use as much canon material as I can before I feel I can write something better. That's often not a lot. For instance, many of the systems in the campaign area have been renamed, and the Mass Effect Codex-style planet descriptions I've given each system are original.

Cool stuff, folks. Mind if I cherry-pick a couple tiny things or two?

What I do differently: no campaigns, barely write down story points, focus on player obligations more.

That, sir, is a fantastic way to think about world-building. My players are throwing enough cool ideas at me with their obligations and motivations alone to keep things interesting for a long time- wow, it's like that's a core building block of the system or something. Sometimes I forget that it's not really my job to keep them occupied so much as it is to just focus all their ideas and keep the pacing.

I'd still like to throw some kind of Dark Trooper arc at them for fun, since they expressed some interest in working on-and-off for the Rebellion. Will be sure to share anything I come up with, provided it's interesting. There have been no requests at all for Jedi stuff, which is cool- but I always wanted to have a fake jedi who gives them secondary objectives for their other adventures: "So I heard you're on the trail of the Sa Nalaor. Word has it they were carrying some old Jedi records and..." When things finally come to blows, he whips out that lightsabre he's been carrying this entire time and it's clear he has no idea how to use it. (Looks like the entire group is on the same page with the whole: "Jedi are really rare and very few people know much about them anyway" thing.) Considering adding those traits to the Johnson that hires them to steal the Jewel of Yavin. Might add even a little more drama to the adventure.

Edited by Superunknown

mine actually started right after order 66 was issued and the group, small group 3 players with two characters a piece (1 character has to be a force user type and the other what ever they wanted to play). They find out all the temple has been ramsacked by an organization don't know who but clones start coming up and attacking them so they have to move quickly to gather as much as they can to go into hiding, so they flee the jedi temple and fly off to a unknown location. Location i had planned is Rakata Prime so they have to land on Rakata Prime to explore the world and discover the civilization just disappeared.

While on the planet, they discover and archeology group trying to find the Starforge factory from KOTOR games and also discover an Imperial Listening post and take over the Imperial Post and also found an old Jedi training facility and now I am at a break from the campaign as I have expanded in region as I am bringing in the Dragonstar universe into my campaign and other stuff as well, i am also thinking maybe bringing in a Sith faction in the region. I am planning on using this as my campaign region for future campaigns as well.

I’ve adapted the free Traveller campaign The Pirates of Drinax into an Edge of the Empire campaign. My players have been hired by the king of Argai to help him stake his claim to the entire Tion Hegemony. They’re building alliances, making money, fighting organized crime, and trying to stave off Imperial intervention.

How others play? Where your campaign is based. Do you put your players in one specific sector or maybe even on one planet or do they fly all over galaxy? Do they have a base or never stay somewhere for long? Do you use any official FFG material (like LoNH or SoF) or wookiepedia? Maybe you have you own homebrew part of galaxy?

Tell me about your campaign

I have found that we do not do well (as an RPG) when we fly all over the galaxy. The PC's aren't tied into anything, plot-lines seem to lose flavor when you can just fly to the other side of the galaxy to avoid consequences, the players don't take options seriously when they can just "leave" (you can only 'ground' their ship so many times before it becomes punitive), and there's no momentum. We have always done better with a base of operations, or patron to work for.

Currently, were taking up work with an exploration company in the Outer Rim (The Tingle Arm). Each PC had to have a background they were trying to escape. They began all working for a smuggler to stay out of sight, but then in the first adventure, that goes badly and they are left looking for work. Then comes a recruiting visit to their world by Venture Corp (cool logos for Venture trucking company online that I used). Secretly, they're part of the CSA but operates independently. Wookieepedia said over 30,000 unexplored systems in the CSA region, so it is an exploration campaign (which can entail nearly anything). So, it's basically a way to see the galaxy but still have a home planet to venture out from. A way to homebrew and connect to official material at the same time. Venture is searching for the mysterious "Planet-X", which is supposed to have incredible technology and riches (also from Wookieepedia). Back at base, natural disaster looms (unknowingly), corporate plots unfold, and eventually the group will have their own ship and be a free agent when things collapse upon themselves.

2 ABY

The PCs were invited to Onderon, just outside of Iziz, by the former Senator's aide. The citizens of Dalaran Onderon have grown weary of the rebel sect and Empire fighting on the planet. Too many civilian casualties on both sides. The PCs and various other NPCs are Hired Guns brought to aid one side or the other, or weaken both to stop the fighting.

Haven't worked out the details, but I know for sure the first major operation is going to be to steal an AAT left over from the Clone Wars, and have the PCs be a tank crew for a while, à la Fury.

The campaign I just came out of as a player was a year-long real-time one that was initially planned to span from just before RotS to ANH, with a Jedi Youngling Clan who got shipped off to a secondary Temple to be taught by a conscientious objector to the Clone Wars. However, the Jedi Purge happened 2 months not 4 weeks in and we only made it up to 10BBY with timeskips because we royally messing up and jumping on plot hooks and doing whole sessions of character development with barely a roll.

I mean it was fun to play a load of traumatised teenagers who had been schooled in emotional repression as we somehow lied and cowpooped our way across the galaxy. We did have a couple of years with a main base on Dantooine while we tried to look after 3 Force-Sensitive kids (whilst still being like 15) before getting attacked by an Inquisitor. Then we ended up based out of Maz's castle on Takodana whilst we worked on a salvage ship for a year to try and hide out before deciding "bugger it", stole a CR-90 from an Imperial junk world, patched it up, renamed it from The Last Word to The Final Say as a rude hand gesture to the Empire, assassinated a high-ranking Hutt crime lord, went to Coruscant and rescued a dissident senator before spending a year on Pantora. Basically we flitted around, never spending too long in one place though we did have ties, for instance we relocated a Free Ryloth cell to Socorro and stole an entire Wookiee village and helped them set up a coloney on Teth.

The new campaign that has only had 2 sessions so far, which I'm GMing, takes place in the same continuity, but started about 3 days after the Battle of Endor and the players are a group of Imperial cadets. They got shot down and hiked back to their Academy to find it had been taken by the New Republic who had declared themselves as a valid government a few days prior. Currently they're running with the Empire having escaped. Also, if they are aware of last year's PCs, they all assume they're Rebel propaganda because no one just turns up at an Imperial facility pretending to be contractors, gripe about bureaucrocy and then call in a bunch of highly trained Zabrak warriors to steal 3 corvettes.

I'm aiming for the same sort of double- and triple-crossing, backstabbing, panicked plans and wacky antics as last year. One of the players has declared their long-term goal to be to get the Face declared the new Emperor...

I just wrapped up running three new players through Beyond the Rim. Spoilers ahead if you've never run/read it or the beginners game.

I started them off with the beginners game, and said that since they stole Teemo's ship and he has connections to the Empire they were now wanted criminals (group obligation). Since I did that I decided to add a twist to the campaign and had them convinced into taking the Iso Tech job while secretly working for an imperial agent, who was offering to revoke their wanted status.

I was wondering if they would double cross Roem or if they would tell the agent to go stick it. They ended up saving Cratala(sp) and really bonding with her, so in the end they sided with Roem and Iso Tech and remained wanted criminals. There was a nice twist in the story where Norta was the agent in disguise, and they really felt betrayed because when the final battle happened with the Yar clan, Norta had helped them out defeating those forces. Most of the Last Retreat died at the hands of the Empire including the Captain. It was pretty wild campaign, which they greatly enjoyed.

Oh and they managed to capture a Nexu and complete that side quest. All in all it was a thrilling campaign and won them all over with the system!