How might you try to entice your players to the Dark Side?

By Cvltvre, in Star Wars: Force and Destiny RPG

A simple question that might not have simple answers. What types of things would you try to do to sway the hard-lining Jedi in the party? What of a benign, benevolent Force Sensitive?

Buy them a girls school cooke. They;'ll do all the work for you!! Thin mints work best, as an fyi

Hostile, but non threatening stormtroopers with low initiative values to prevent them from shooting first. ;-)

Promoting easy and violent solution which get complicated to deal with social checks. Just annoying friendly npcs which be dumped or even killed without direct negative consequences for the party, opportunity to strike the emperor down, making them angry, making them hate their enemies and kill them after they surrendered. Making enemies escape from prison, hurting friends and family and surrendering when they get caught again. Killing maybe the mother of one of the characters by tusken raiders?

So many options, but in the end it always comes down to offer opportunities to achieve good things with the wrong means.

Allowing torture to be semi effective, making enemies hated but defenseless, allowing to save friends for sure with just killing enemies and so on, basically everything Anakain did and anything Palpatine tried to do to Luke. Everything from all the other star wars stories about falling and failing jedi, including what Sidious did to Yoda.

30 minutes ago, SEApocalypse said:

Hostile, but non threatening stormtroopers with low initiative values to prevent them from shooting first. ;-)

Promoting easy and violent solution which get complicated to deal with social checks. Just annoying friendly npcs which be dumped or even killed without direct negative consequences for the party, opportunity to strike the emperor down, making them angry, making them hate their enemies and kill them after they surrendered. Making enemies escape from prison, hurting friends and family and surrendering when they get caught again. Killing maybe the mother of one of the characters by tusken raiders?

So many options, but in the end it always comes down to offer opportunities to achieve good things with the wrong means.

Allowing torture to be semi effective, making enemies hated but defenseless, allowing to save friends for sure with just killing enemies and so on, basically everything Anakain did and anything Palpatine tried to do to Luke. Everything from all the other star wars stories about falling and failing jedi, including what Sidious did to Yoda.

I must say I really do like the idea of the 'Batman-Joker' situation where the villain would give up when bested, only to make an escape or eventually free himself from whatever place he is held in. It would be an especially good conundrum for a party that is full of people who like to play the Jedi boy-scout archetype.

4 minutes ago, Cvltvre said:

I must say I really do like the idea of the 'Batman-Joker' situation where the villain would give up when bested, only to make an escape or eventually free himself from whatever place he is held in. It would be an especially good conundrum for a party that is full of people who like to play the Jedi boy-scout archetype.

This works especially well in FaD if the group operates outside of the rebel alliance, because the cops are from the empire. The legal authority is corrupt to the bone, but still tries to save face, at least within the core worlds, meaning that for a FaD group they are the only way to make the bad guys accountable without downright killing them.

Always, and I mean always, have uses for all the upgrades of their Force Powers. Make them really want to activate everything, they will be staring at those Dark Side Points just tempting them, knowing things would be that much easier if they would just suffer the Conflict.

@SEApocalypse has some great narrative ideas. Entice the PC's into attacking first. Have easy solutions that are just plain evil, hard solutions less so, the hardest being the "right" choice.

NPCs who are total jerks, have nice loot, but aren't actually attacking the players.

Also something like, the players randomly come across a landlord screaming at someone that if they don't come up with the rent soon they will be kicked out, and the person is pleading, saying they can't afford it since they broke their leg and can't work. Resolving a situation like that without conflict almost certainly involves some kind of cost for the players, so if they come across stuff like that a lot they might eventually just say "Force it, I don't have money to throw at every unfortunate person in the galaxy" and start taking the conflict.

Another good way is to put one of their major assets at odds with the law. Like in KOTOR (or was it KOTOR2?) where someone shows up with a perfectly legal claim to your ship all of the sudden, and you're put in a situation where you have to either give up your ship to them or essentially tell an innocent person you're taking it and there is nothing they can do about it.

Edited by Aetrion

Well, not with the dental plan, that's for sure.

Is the question "How do I get my players to use the Dark side?" Or is it "How do I get my players to take Conflict?" because those actually aren't the same questions.

I've found that giving them the opportunity to steal some decent equipment can tempt most players into swallowing a few Conflict in most sessions. It doesn't have to be anything spectacular, maybe just having them stumble across a crate of 10 stimpacks, some Med-Aid patches or other stuff that always comes in handy. Or, when they're on a cold planet, have them find a box full of Thermal Cloaks just before they're about to head into a blizzard.

In addition to the suggestions above i actually found using the fear mechanic in my campaign was a great way to make their characters aware of the dark side in both a narrative and mechanical sense.