Help

By Matt Skywalker, in Star Wars: Force and Destiny RPG

Help! From a GM to a GM I need an adventure idea. My group wants everything, and it wants it all balanced out

Early on in the campaign, my pcs ran into a prototype interdictor. They didn't get close enough for a useful scan, but a rival crew of smuggler/scoundrel types did. Some pcs want the data to sell, some want it for the rebellion, either way the rival crew has disappeared. So there's an adventure series to find the rivals, obtain the data, evade capture, and figure out how to handle the data.

The fnd characters in the crew are dealing with emerging force powers in an age of fear. Do they trust the rest of the crew, or use them? What role do they want to play? And then there's the whole being hunted thing - run, fight, or join the hunters?

What do you mean by balanced out?

Help! From a GM to a GM I need an adventure idea. My group wants everything, and it wants it all balanced out

I'm going to have to quote Mick Jagger on this one:

You can't always get what you want

But if you try sometimes you just might find

You get what you need

I'd start with one of the published adventures. Work in some backstory and obligation/history from each of the players slowly with each episode and go from there. Every group dynamic is different though. You can't just wave a wand and have what we say work. You know your players (hopefully to some degree). Work with them to develop the story. Don't give them everything all at once, but if you work in their character goals in each adventure (in balance) it usually results in a more satisfying experience all around.

I agree entirely, like with any game the players are the ones who generally build the story and make it a fun experience. But, the GM is the guide, so acquire some ideas and let them get into their own troubles and make their own mistakes. Bad things that happen can be just as interesting as good things that happen, if not more so. Starting with a published adventure is not a bad idea at all but feel free to create your own ways to end it and lead the group to something completely different and unexpected.

Help! From a GM to a GM I need an adventure idea. My group wants everything, and it wants it all balanced out

That's really not a lot to go on. If you're really stuck, I'd suggest you take a modular encounter or three and build a larger adventure around them.

Help! From a GM to a GM I need an adventure idea. My group wants everything, and it wants it all balanced out

What specs make up your group?

You can add a starship battle after most chapters as the players leave or enter a new system.

A good rule to force battles is to use the homebrew rule for hyperdrive charging based on ship silhouette in rounds.

Throwing adventures up in random space station trading hubs can be a fun hook. I had my players take a job from Heavy Gan to steal some tasteless Hut art from a smuggler, though the smuggler was also engaged in arms deals with the Empire on behalf of the huts.

So I got my group to create 3 enemies all at once!

Edited by Vulf

To answer your posts, I mean my party doesn't want info and story at the beginning and combat at the end. For those that did lure of the lost, my party knocked Rev Narran out, but he's alive. I'm planning on making an adventure to heal him, but I'm lost on doing it.

To answer your posts, I mean my party doesn't want info and story at the beginning and combat at the end. For those that did lure of the lost, my party knocked Rev Narran out, but he's alive. I'm planning on making an adventure to heal him, but I'm lost on doing it.

Did they apprehend/contain him? If so then they most likely will help bring him healthy if they are good characters and have morality in check.

Have him somehow escape or be rescued with flair?

If they didn't contain him he can easily be rescued by one of Malefax's support staff wondering why he hasn't returned?

We are 1/2 way through this module and I'm keeping both these ideas open, or have him escape if he is gravely wounded.

I plan on using him for at least one more quick campaign.

I started watching Star Wars Rebels recently and in all honesty there is tons of plot devices to be found in both SWR and SW: The Clone Wars.

To answer your posts, I mean my party doesn't want info and story at the beginning and combat at the end.

I don't get what you mean by this. Are you saying they don't want story and just want to jump into combat? Or something else?

In lure of the lost, my party noticed that the first act was all story, the second was all checks and the third is all combat. They would want all of it in one act. Then more of everything in the second

To answer your posts, I mean my party doesn't want info and story at the beginning and combat at the end. For those that did lure of the lost, my party knocked Rev Narran out, but he's alive. I'm planning on making an adventure to heal him, but I'm lost on doing it.

Did they apprehend/contain him? If so then they most likely will help bring him healthy if they are good characters and have morality in check.

Have him somehow escape or be rescued with flair?

If they didn't contain him he can easily be rescued by one of Malefax's support staff wondering why he hasn't returned?

We are 1/2 way through this module and I'm keeping both these ideas open, or have him escape if he is gravely wounded.

I plan on using him for at least one more quick campaign.

I started watching Star Wars Rebels recently and in all honesty there is tons of plot devices to be found in both SWR and SW: The Clone Wars.