Two weeks ago, my group finished its third FFG SW campaign using a mix of Edge of the Empire and Force & Destiny characters. The two approaches blended together quite well as both reflected stories about characters exploring the history of the Galaxy outside of the greater civil war. While the players did encounter and defeat a group of COMPNOR agents and an Inquisitor toward the campaign's end, not a single stormtrooper or TIE fighter battle was fought.
Our group was happy with the ending and everyone involved felt comfortable with the rules. For our next game, we mutually agreed on an Age of Rebellion campaign. We agreed that thematically appropriate species could be selected from books outside the AoR line but all careers would be from AoR. What I didn't tell them is that this, our fourth campaign, will be the last SW game I GM for awhile. There are other games I want to play and I don't want to burn out on Star Wars . So for my final - for now - Star Wars campaign I want to make it really special.
Because Age of Rebellion is the base standard Star Wars RPG setup - the players are Rebel agents fighting against the evil Galactic Empire - I wanted to avoid the West End Games style of game, where the PCs get their marching orders from a superior and run through a series of unrelated and pre-scripted mission-based adventures. I'm a fan of Justin Alexander's Hexcrawl (specifically the urbancrawl approach, with its keyed locations, geographic movement, and exploration-based default goal) and Prep-Situations, Not Plots GM advice articles, so I decided to start building a campaign using his approaches, rather than just going adventure by adventure. I also wanted my players to take Commander and Diplomat careers and to have their choices actually matter in the grand scale of their environment. With those guideposts, I started my prep-work.
Step 1:
The Location Map.
In order to make this concept function, I knew I needed to have the players work in a defined set of space that was smaller than the overall Galaxy. Because FFG had published
Edge
supplements for Hutt Space and the Corellian Sector, I toyed with both of those locations but ultimately decided against them. The Hutts are so wily and powerful that the Empire doesn't actually influence their holdings or day-to-day business so that was out. The Corellian Sector
could
have worked but a) canonically speaking, it would be difficult to justify the players creating massive civil unrest in a Core World sector and b) I used that area quite a bit in my past two campaigns and wanted something new.
I had a PDF of West End Games'
Far Orbit Project
, the Rebels as space-pirates adventure, and was intrigued by the idea of a campaign set in a locked area of space that was bigger than a single sector. I considered using the Ringali Shell but, again, ran into a canonical problem of a Diplomat turning a Core World planet against the Empire. Thumbing through a copy of
Essential Guide to Warfare
, I discovered star maps of the Tion Cluster and realized I had my answer. The
Far Orbit Project
gave the players two sectors to run adventures in. Why not use the Tion Cluster and give the PCs
five
sectors to run in? If the PCs were facing too much Imperial heat in one sector, they could always duck into another. But there would be the underpinning knowledge that they'd eventually cross one too many Moffs.
The Tion Cluster was also a great choice because, while it was set in the Outer Rim and had a lot of backwater planets in its territory, it was an area with importance in pre-Republic history, and was the most heavily populated area in the Galaxy outside of the Core. This meant that it offered ecumenopolis city planets and desert backwater worlds
and
ancient ruins. The Tion Cluster was also adjacent to Mon Calamari space, which made it the SW equivalent of West Germany, with two powers jockeying for influence. The Tion Cluster was
ALSO
the former capital of the civilian government of the Separatists which meant there were probably a lot of hard feelings bubbling under all that productivity. Perfect.
My first action was to I make a regional star map based on
a file I found
on Wookieepedia. Some of the planets, like Lianna, Raxus, and Desevro, had pages of pre-written Wookieepedia information associated with them, pulled from WEG and Wizards of the Coast SW material. But most of them were short paragraph entries that barely told me anything. I'm great at research but terrible at writing entries from scratch so I opened my PDFs of West End Games'
Planets of the Galaxy
, volumes 1 through 3. Because the PoG entries are now non-canonical, for those Tion Cluster worlds that were lacking information, I cribbed high-level information from the PoG books and created semi-custom planet entries for the Tion Cluster. For example:
QuotePASMIN
Function: trade, agriculture
Government: trade guilds
Population: 66 million
Major Terrain: plains, forests, urban, seas
Major Cities: Pasmin City
Major Exports: foodstuffs, bulk trade goods
Major Imports: luxury goods, bulk trade goods
Background: Pasmin is a temperate world that focuses on trade, which is restricted to Pasmin City, and agriculture. Huge farms cover the continents, producing grains and vegetables for export to planets throughout the sector. The world’s dominant terrain is rolling fields, with many sections of lush forest. Most visitors only see the sprawling spaceport of Pasmin City. It is the only true city on the planet, standing tall in the middle of simple farms.
I was able to find enough usable material to create entries for 80% of the star systems on the map. For the rest, I considered them "secondary" to the needs of the campaign and gave them simple one line entries.
QuoteArramanx (Population: 9.8 billion; urban manufacturing; oligarchy).
With all my planets assigned a population, a purpose, an economy and an ecology, I was comfortable making
a high-rez map
using Adobe Illustrator and Photoshop.
I had the broad strokes of the setting ready, now I needed to figure out what to do with it.
Coming up in Step 2: What are the characters going to do here?
typo