Jumping back to the current and ongoing Age of Rebellion game...
I just finished my final set of notes for the campaign and filed them in my binder. I anticipate 3 - 4 sessions remain and we will be done. Now seems like a good time to look back and file my observations of how this process turned out:
- Observation 1: If your players aren't naturally inquisitive, don't waste your time writing up notes for Knowledge Checks. We're in the tail-end of story arc 10 of 11 and I still have to be proactive with "Can I get a Xenology roll? Can I get a Knowledge: Warfare roll?" questions. Otherwise the players will never get critical information. If players put points into skills, it's up to them to use the skills, not the GM to remind them that the skills exist.
- Observation 2: I spent a lot of time writing planet blurbs for locations the players never visited. I didn't hate the process. Researching the Star Wars galaxy is always fun! And I'm pleased with how the map came out. But it was a lot of time spent on an activity that didn't have a tangible payoff. I think it's important for Star Wars campaigns to have reoccurring locales as it breeds a sense of familiarity and attachment in players. Having 40 locations runs counter to that. In my campaign, the total of visited worlds was 9 and even that could have been cut back to 6. If you're considering following in my footsteps, limit yourself to 10 or fewer potential worlds to visit.
-
Observation 3:
On other gaming forums, I see players lamenting being railroaded by GMs. I think that's a fair complaint. However, I'm no longer convinced that "sandbox play" is really a solution to the problem... or that players actually understand what being railroaded means. Even super-sandboxy
Pathfinder
modules like "Kingmaker" (which is a really, really good campaign that I recommend playing if you can find a group to play it with) have underlying narrative train-tracks running underneath them.
Table-top gaming is a different beast than playing something like Skyrim . In a video game, you can take your time checking out random mountains, listening to birds, and picking flowers. But, unless you're doing a raid, video games aren't social activities. Unless a GM is simply an amazing wordsmith and create an amazing visual tableau that enraptures other people for hours, that kind of activity will bore most players. GMs who aren't actively guiding their players are probably doing their players a disservice. While I'd love to believe that every gaming group is made up of improv actors and the GM can just sit back and watch, that's the exception, not the rule.
At the end of the day, Star Wars isn't Star Trek ... it's not about exploration, it's about fights between good and evil. Focus on strong narrative conflict and less on terrain mapping because table-top RPGs are about creating an interesting narrative as a group . All other considerations are second. - Observation 4: Going big is awesome but it's impossible to maintain forever. As you're developing your campaign, come up with two or three major set-piece battles and interject them strategically in the campaign... and save one for the climax. For the rest of the campaign, use small-scale skirmishes and military-related challenges that require using other skills. Use your Diplomat characters often, especially when it comes to recruiting new fighters to the cause.
- Observation 5: But, also, don't be afraid to give your players big toys. As a Contribution reward, I gave my players a Home One -type Star Cruiser. Star Wars isn't a supply lines and quartermaster simulation, it's a big epic space fantasy. Plus, your players are playing the Rebellion so even if they have a capital ship, the Empire has 10 bigger ones waiting in the wings.
- Observation 6: War stories become pretty repetitive pretty fast. There are only so many interesting ways to run a scenario where a group of PCs break into a fortress or prison. Once you find yourself repeating themes, it's time to wrap up the campaign.
- Observation 7: Set up some reoccurring villains by allowing one or more NPC Imperials to escape death at the hand of the PCs. Maybe they were a Minion TIE fighter pilot but when they return to face the PCs they're a TIE Ace.
- Observation 8: A final table-top RPG battle between the Big Bad Guys and the PCs is tough to pull off in a way that's both narratively believable and accommodates all players. Luke faced Darth Vader and the Emperor by himself and ONLY AFTER allowing himself to be captured and ONLY AFTER being tempted by Vader at Cloud City. A really good GM can, on the fly, weave together story-lines so that players eventually come face-to-face with the Big Bad after a year of playing... but to be emotionally effective, that requires the PCs have a near-photographic memory of past events. Plus, tying 3 to 5 disparate player personalities into one story is hard enough. The Age of Rebellion Squad/Squadron and Mass Combat rules do a good job of simulating epic battles so it's perfectly acceptable to have the Big Bad personally leading the opposing forces rather than running a 1-on-5 showdown at the top of the tower.