This weekend I helped organise and run a massive Age of Rebellion game, essentially a min campaign ran over the course of a full day with space for up to thirty players. To help facilitate such a huge undertaking it took six GMs and three assistants to get the job done. In the end we played for nearly eleven hours straight with twenty seven players showing up throughout the day with many thrilling adventures and tales of valiant defeat shared between them.
The plot focused on the exploits of the rebellion in the Tirisfel Sector, an obscure region off a major trade route in the Outer Rim suffering under the tyranny of the Galactic Empire. Word had reached them of a newly formed organisation, the Rebel Alliance, that was co-ordinating a galactic-scale rebellion and so they sought to prove themselves worthy of membership. Learning that the Empire had captured a Mon Calamari Star Cruiser and were currently in the process of dismantling the rebels planned to liberate it as proof of their capability. Much of their efforts went into preparing for their heist as well as dealing with more immediate issues such as sabotaging a sinister Imperial bioweapons project or making an ally out of a Hutt crime lord who was offering assistance.
The event consisted of six GMs who were each running four missions, including a linked finale, over the course of the day with their results affecting the outcome of other missions or providing benefits to all players such as access to new gear. There was a Notoriety system as well with GMs assigning a points score for how subtle players acted, with higher points representing more hostile attention. If the Notoriety got too high then players would find challenges much more difficult and more challenging enemies in their way as the Empire took notice and prepared for them. We made up thirty pre-made characters for people to pick up and join in, of which 27 had been taken by the end of the day. A talent tree was attached to each character sheet so players could advance their characters with experience points earned at the end of each mission. We also set up a shop where players could trade in "Duty Points" that they earned over the course of their missions for item cards with special modifications or potent gear.
The most complex mission was the last where all groups took part in liberating the Star Cruiser, taking control of key systems and preparing their escape. This involved feats such as securing the bridge, engaging in a space battle against system defences and luring Imperial reinforcements away with a suicidal distraction. While all went well initially the Notoriety was high enough that Imperial resistance was very challenging for players, resulting in several casualties. Players switched tables as their characters reinforced struggling teams. In the end the team trying to open the shield gate chose to sacrifice themselves by causing the shield gate to self-destruct in a huge explosion which cleared the way and allowed the ship to flee to hyperspace just as a Star Destroyer arrived.
In the end the players took heavy casualties but were able to take the Star Cruiser to Yavin IV where they rendezvoused with the Rebel Alliance. While the Alliance were grateful for their offering they were shocked at some of their extreme actions such as using biological weapons on Imperials or attacking civillians. They were accepted into the Alliance but on the condition they undergo standardised training and improve their act. Most players agreed to this and so deemed the day's efforts a success.
All in all it was a great (if exhausting) day of gaming. It was really good to see so many players working together at once and sharing stories of their exploits. It looks like most people had fun which is the main point. Thanks are due to all the GMs who helped make the event work.
Edited by LithiumBlossom