Starting up my EotE campain

By Silke, in Game Masters

I'm not even familiar with the system at the moment, reading in, but not new to rpgs,been GMing for ages.

My players want a YT-2400 as a starting ship, is that to much?the stats seem ok

I plan running the Escape from Mos Shuuta at let that be the ship they escape with,

I want to tie the characters to the other adventure as well, LaoTH,HaH and even KK(the beta adventure)

I kow the characters should have depts</obligastions to Teemo the hutt and thats easy, the question is is there any NPC or background detail,thing or NPCothers I should tie into in there background?

I'll have a twilek doctor colonist,robot hired gun, sumggler/pilot and, a assasin a cyborg mechanic/bounty hunter and the last player is undesided as for now, any tips i could pitch for him?

The last couple of pages of the Character Creation chapter discusses starting player resources, and it says the PCs can start with a ship worth no more than 120,000 credits approved by the GM -- the YT-2400 is 130,000. 'Course, the GM can do whatever they feel like, but the ship is disqualified as a starting resource per RAW.

A good place to start is to have a session zero, where you and your players focus on character creation, backgrounds, things the players want to see happen, and how it all ties together.

Maybe a face character, for the undecided? Trader, Politico, or Scoundrel are good for that. Or a Thief, focusing on Stealth and Skulduggery? Scout or Survivalist for wilderness survival, maybe?

Well, the YT-2400 is an above average ride for beginners, but not completely unreasonable (RAW notwithstanding).

My Face just got ninjaed; might I humbly toss in the Charmer, then. Myself, I'd like to try a Clawdite Charmer; but, alas, I'm the GM.

When my campaign started, I handed the players a questionnaire, like:

Where do I come from? What have I done before?

How did I end up at the Edge?

How about my family?

What are my opinions/feelings regarding the Empire/Alliance/Hutts?

etc.

We wove the background story, the Obligations and relations from that.

Thanks, alot guys,helpful and good its not a over the top ship, I make it a bit scabby and damaged to compensate for the higher value, anyone haVE tips regarding FOR tying the characters to the adventures?

48 minutes ago, Silke said:

Thanks, alot guys,helpful and good its not a over the top ship, I make it a bit scabby and damaged to compensate for the higher value, anyone haVE tips regarding FOR tying the characters to the adventures?

That's what Obligations and Motivations are for. Pre-written adventure modules typically provide suggestions for tying a player character's Obligation to the overall story.

I write my own stuff for my group so I deliberately write adventures around my players' backstories. That gives them the opportunity to fulfill their Obligations.

Planing the Escape from mos Shuuta adventure and found this expansion which sounds intressting

The bad news is that its captain, Trex, is an associate of the Hutt’s and won’t just let you on. The other bad news is the reason its still in the landing bay is that it has a broken hypermatter reactor igniter and won’t be flying anywhere until it gets a new one installed. I bet Worn over at the junk shop has one”. Then he points at the door. “Now get out of my cantina.”

So let’s change that text slightly: The Gamorreans are defeated! The silence that follows is broken by slow, unamused applause. The Devaronian bartender approaches and laughes a brittle little laugh. “I guess you’re folks who need to get off the planet in a hurry. The good news for you is that I happen to know a way you can get off this rock. The bad news is that information will cost you.”

Rather than just providing the information, we’re setting the characters up to interact with the NPc. They might offer to work for him, to repair any damage to the cantina, or they might threaten him. If they offer to work for him: “I thought that might tempt you… A shipment from Alderaan came in recently, but that oaf Brynn has it locked away in the warehouse Besh. liberate the parts for my new still and I’m sure we can come to some arrangement.”

If they threaten or attack the bartender: “I hate the Hutt just as much as you do, his guards come here too often to extract his ‘protection payment’ and what good does it do me, when scum like you can burst in and wreck my joint. If you kill me, everyone’s going to run out screaming and thats your cover blown. If you rough me up, well, you won’t get far before Teemo’s thugs find you again.”

Lets flesh out Mos Shuuta with a few more locations:

Warehouse Besh – This warehouse is securely locked with an imperial security system. Inside, its rows of shelving are filled with cargo that has been reprimanded by the customs teams that work for Overseer Brynn. Each crate is methodically scanned and tagged so that when the customers pay the import fees, or the Hutt’s demand its release, a cargo droid can locate the crate and bring it to the customs office. A terminal located in one corner of the building allows access to the database of cargo, and its clear that some of these cases have been stored here for years.

So the bartender set the PCs of to fetch the parts for hisnew still, to get into the warehouse Besh, It offers no clur, I guess a normal pick lock whould be ok but as Im new I have no clue how hard this should be and we can't have the PCs looking in all stored stuff, that would end with them GaINING TO MUcH SO I need a time factor, hre so they realize they don't have all day, anny ideas or are there more information on this expantion then this site:

http://obsidianadventures.com/dailyencounter/?p=3147