AoR - Where do you set your game?

By Dafydd, in Game Masters

This is aimed more at AoR GMs than EoE or F&D, but feel free to pitch in...

Where do you set your game? Do you use a defined area such as sector, or roam galaxywide? I'm planning my next game and I'm thinking of focusing on a particular area, either a single sector or a group of sectors, and having the PCs be part of the Sector Force. My thinking is that they'll have an area they can become familiar with and can see real effects of what they're doing. Later on, as their contribution rank increases, they could be transferred to the control of Alliance High Command and operate on a galactic scale.

I think there's and old WEG module, called the Far Orbit Project, that details the Minos Cluster sector. You could use that as a back drop for the early adventures.

However most of the starting adventures are usually located on the other side of the galaxy, not too far from Yavin i think.

I allow my group to wander galaxy wide. I do however like your plan.

A Galaxy Far Far Away. ;)

I don't typically plan around a single sector or system.

I run it my AoR campaign in a single sector I've made up from scratch, located in the Outer Rim between Ryloth and Tatooine. It has nearly 20 inhabited system with a wide variety of societies and environmental conditions. I've populated it with a good number of corporations, smuggler groups, criminal syndicates, pirate bands and mercenary teams who all have their own agendas and plans (plus the Rebellion and the Empire, of course) and then I plop my players down in the middle of it all and see what happens.

I'm also running my EotE campaign in the same sector and the same time, so my players will occasionally run across the trail of their other characters in each campaign, which adds a bit of fun (and also lets me showcase different aspects of the sector that one group or the other wouldn't necessarily have much to do with). So far it's working out really well.

New Rebellion campaign kicked off with the end of a playtest. PCs boarded an Imperial light carrier to seize it and use it. They're going to have to infiltrate a BoSS data hub and discreetly steal old exploration charts and logs from beyond Wild Space. Timeline is post Battle of Yavin, Pre-Hoth. Alliance High Command is wanting to explore deep space regions for systems to use for remote training, or potentially to simply flee to if they lose. Natural resources that could be used in the war effort. They're looking to contact rumored species that may be inclined to assist in the war. Then there is the random deep space mystery encounters I might come up with to feed my Star Trek needs.

I'm massaging a meta game rule that will hinge on Astrogation and Negotiation checks to determine the waxing/waning amount of resources they have for consumables and such. They will have spare parts, repair issues, to contend with. Then there will be the hostile unknown races, and maybe even some Imperial entanglement to contend with...

Started off in the Maldrood Sector, centered around Centares and the Wheel mostly. We've since moved to the inner depths of Hutt Space where I've generated some home-brew systems to be used along with systems provided by the CRB and the Wookie.

I actually created a whole Sector in the Mid Rim for my campaign. in which the players will create a rebel force from scratch. They will sometimes stray afar from it to complte specialized tasks, but most of it will happen there.

For my next SW campaign, I'd like to do an AoR-only game. I'm intrigued by the idea of the PCs starting as a member of a smaller rebel outfit and then joining the greater Rebel Alliance, like the Atrivis Sector resistance from the West End Games Rebel Alliance Sourcebook or the Corellian Sector (FFG, really needs to put out another region specific book; my copy of Suns of Fortune is so heavily used it's almost falling apart).

The downside to this approach is that it would limit or eliminate galaxy wide planet-hopping and interacting with the home worlds of various iconic SW aliens.

The other part of me wants to go ahead and give them the "big guns" from the start by sticking them on the Liberty and letting them go to town.

My idea at the moment is to have the PCs as part of a cell operating out of the base on Arda 1. Rather than being tied precisely to the Gordian Reach, their area would be the Back Reach and parts of the sectors eastward (Spadja, Belderone etc), so they wouldn't be treading on the toes of the main base on Yavin - which they probably didn't even know about until the battle there. I'm thinking of starting off by running an adaptation of the old WEG Starfall module, with the start point being a few weeks after the Death Star was destroyed. Brushfire uprisings have broken out all over the Outer Rim and the Arda cell sent a high-level advisor to support one of them. When the Empire sent large forces to crush it, the PCs were sent in to extract the advisor, but both they and the advisor were captured and are being transported to an ISB base aboard a Victory for interrogation, setting up the module. The advisor is a former Republic and Empire naval officer who served on Victories, so they can serve as a guide through the ship in place of Walex Blissex.

Once they escape, they return to Arda 1 with the advisor in time for the Onslaught at Arda 1 module, and are then tasked with looking for a new permanent base for the cell. This will ultimately lead to a re-positioned version of the Defiant Core base from Strongholds of Resistance. Along the way they'll start picking up intel about an Imperial bio-weapon project, which turns out to be an attempt to produce a plague specifically tailored to Mon Calamari DNA, to be released on Dac. In the process of stopping this, the PCs move up from Sector Forces to working directly to Alliance Command.

My only concern is the proximity to Yavin at the start. I like the Gordian Reach as an area; there are two major hyperlanes nearby and you've got the Sith world, Mandalorian space, the Corporate Sector and the Tion Cluster within easy reach. I'm just not sure if they'll be too close to the Yavin fallout. As an alternative I've thought of starting them somewhere like the Arkanis sector, so they'll be close by when I want to run Friends Like these. Onslaught at Arda 1 can easily be moved, but if I follow my initial idea of having the bio-weapon being based on Sith research then it really needs to be happening fairly close to the Stygian Caldera.

I'm about to start a campaign with my players. The characters are made with FaD but they're part of the Rebellion. I'm starting it at the Rebel base on Dantooine a few months before they abandon it for Yavin 4, so no one knows about the Death Star yet.

So here's a question for the group. What defined, multi-world areas of the Star Wars Galaxy have been fleshed out in a supplement? Off the top of my head, there's:

  • The Corellian Sector ( Suns of Fortune )
  • Hutt Space ( Lords of Nal Hutta )
  • The Ringali Shell ( The Far Orbit Project )
  • The Corporate Sector ( Han Solo and the Corporate Sector Sourcebook )
  • A loose sketch of the Kira Run area ( Twin Stars of Kira )
  • A loose sketch of the Sisar Run area of Hutt Space ( Secrets of the Sisar Run )
  • The Elrood Sector ( Planets of the Galaxy: Volume 3 )
  • The Brak Sector ( Flashpoint! Brak Sector )
  • The Kathol Outback ( The DarkStryder Campaign )

Is there anything I'm missing?

The alliance is on the run from the empire after Yavin, the group itself is even more on the run as we have a jedi. Inquisitors, star destroyers, sentinels full of stormtroopers, the full package for us each time our cover is blown, and it is blown each time that lightsaber is ignited.

Luckily the galaxy is big and the alliance is short on men and resources everywhere. So a galaxy, far far away it is, the whole (M13) galaxy and its 7 or 14 satellite galaxies, depending if you eat up on that andromeda fan theory. ;-)

On ‎1‎/‎26‎/‎2017 at 4:38 PM, Dafydd said:

My idea at the moment is to have the PCs as part of a cell operating out of the base on Arda 1. Rather than being tied precisely to the Gordian Reach, their area would be the Back Reach and parts of the sectors eastward (Spadja, Belderone etc), so they wouldn't be treading on the toes of the main base on Yavin - which they probably didn't even know about until the battle there. I'm thinking of starting off by running an adaptation of the old WEG Starfall module, with the start point being a few weeks after the Death Star was destroyed. Brushfire uprisings have broken out all over the Outer Rim and the Arda cell sent a high-level advisor to support one of them. When the Empire sent large forces to crush it, the PCs were sent in to extract the advisor, but both they and the advisor were captured and are being transported to an ISB base aboard a Victory for interrogation, setting up the module. The advisor is a former Republic and Empire naval officer who served on Victories, so they can serve as a guide through the ship in place of Walex Blissex.

Once they escape, they return to Arda 1 with the advisor in time for the Onslaught at Arda 1 module, and are then tasked with looking for a new permanent base for the cell. This will ultimately lead to a re-positioned version of the Defiant Core base from Strongholds of Resistance. Along the way they'll start picking up intel about an Imperial bio-weapon project, which turns out to be an attempt to produce a plague specifically tailored to Mon Calamari DNA, to be released on Dac. In the process of stopping this, the PCs move up from Sector Forces to working directly to Alliance Command.

My only concern is the proximity to Yavin at the start. I like the Gordian Reach as an area; there are two major hyperlanes nearby and you've got the Sith world, Mandalorian space, the Corporate Sector and the Tion Cluster within easy reach. I'm just not sure if they'll be too close to the Yavin fallout. As an alternative I've thought of starting them somewhere like the Arkanis sector, so they'll be close by when I want to run Friends Like these. Onslaught at Arda 1 can easily be moved, but if I follow my initial idea of having the bio-weapon being based on Sith research then it really needs to be happening fairly close to the Stygian Caldera.

I'm doing something similar with my group. They are currently based out of Arda 1 and are on a mission to aquire weapons to help build the bases defenses. I'm planning to have them help to build and strengthen the base and get comfortable with having it as a fall-back and a home before I run Onslaught.

In the meantime, I've combined Obligation and Duty and am using both of those to give them adventure hooks and motivate them.

21 hours ago, Concise Locket said:

So here's a question for the group. What defined, multi-world areas of the Star Wars Galaxy have been fleshed out in a supplement? Off the top of my head, there's:

  • The Corellian Sector ( Suns of Fortune )
  • Hutt Space ( Lords of Nal Hutta )
  • The Ringali Shell ( The Far Orbit Project )
  • The Corporate Sector ( Han Solo and the Corporate Sector Sourcebook )
  • A loose sketch of the Kira Run area ( Twin Stars of Kira )
  • A loose sketch of the Sisar Run area of Hutt Space ( Secrets of the Sisar Run )
  • The Elrood Sector ( Planets of the Galaxy: Volume 3 )
  • The Brak Sector ( Flashpoint! Brak Sector )
  • The Kathol Outback ( The DarkStryder Campaign )

Is there anything I'm missing?

Tapani Sector (Lords of the Expanse)

Minos Cluster (Tramp Freighters)

I think I'm moving just about backwards from you, Dafydd. I started my game out with my players trotting across the galaxy, based inside a Rebel capital ship, doing missions from the depths of Bootana Hutta all the way down to Ilum. It's been about a year of that, but within the next several sessions, I'm about to have the Empire strike back, destroying the ship, killing a few named NPCs, and scattering their cell's forces. Eventually, they'll be set up in an undersea base on Manaan, where they'll spend some time fighting the efforts of the Grand Moff of that Oversector, and focus on the systems within it.

My players are bouncing around the Perlemian Trade Route using a made up world called Jangalore as their home base.

I'm in the pre-planning stage for my next campaign. I've settled on setting it in the Tion Cluster.

I start a game next friday, basically we will start on Tattooine with the EotE quickstart adventure (ship will be replaced by their starter ship of choice), followed by the "Long arm of the hutt" adventure. After that I plan on letting them do a few small jobs for the rebels (they won't know first), which then invite them to join them at a hidden asteroid base (Perkell Sector, Gromas System). From there they will get some jobs in the vicinity. if they fly to the wheel, they will "trigger" the Beyond the Rim adventure.

I have a lot of adventure seeds and plot ideas more based on a general area, than a special planet, so they can basically travel anywhere, I will move my plots accordingly to their location rather than pulling them towards a special area. A little exception is that sort of "main plotline", but even then if they decide not to visit the rebel base, I can move some of the adventures just elsewehere.

Not AoR. But I follow the Old WEG Galaxy Guide 6: Tramp freighters using some information from the Minos Cluster.

On 2/1/2017 at 0:26 PM, Concise Locket said:

Is there anything I'm missing?

Ah, crap - I cant remember name of the series that WEG built for their High Noble campagin. Lords of the Expanse? But yeah, whatever that one is.

@Desslok - that's the Tion cluster, no?

On 3/3/2017 at 0:01 PM, Aurin said:

@Desslok - that's the Tion cluster, no?

No, that would be the Tapani Sector. The Tion Cluster has never received a full source book write-up.

@Concise Locket - that's right. Thanks for the correction.

If you start at base character creation I would progress as follows. Start as non-alliance rebel cell on one planet > Build up guerrilla forces and expand to other planets > Have Alliance Agents contact the cell and arrange an off-planet meeting > Bad things happen and players demonstrate valor in the face of impossible odds > Get scooped up by SpecForce > Become galaxy trotting fleet and troop commanders with resource management and a stake in the wider civil war. Can include raids, boarding imperial vessels etc.