24 Hour Extra Life Marathon Prep

By ThatJakeGuy, in Imperial Assault Campaign

Hello all! I intend to run the heart of the Empire campaign in a single 24-hour period as part of my local game store's charity event (For those interested, here is our team page: https://www.extra-life.org/team/BlastStormiesForKids ).

My question is for anyone who has attempted similar feats in the past. Besides "not doing it" (it's for the kids!), what are peoples' best advice to try to run such a campaign? Any tips or tricks for organization, staying awake, or anything else that came up that would not occur to somebody trying it for the first time?

Jake, am doing the same thing for a children's charity event here in GA.

I am making sure we get some break time in between missions. Don't want attitudes to harden. Keep emphasizing the fun. After 10-12 hours, I want to avoid crankiness.

I chose HotE because it's 9 missions (instead of 11).

I’d try to get another friend to tag along to act as a moderator. Someone who could help with map setup, remind the Imperial player and Rebel players about mission objectives and to make sure rules are being followed.

I think it’s hard enough already to keep track of all the upgrade, item, reward and agenda cards late in the campaign when one is well rested! Personally, I’d try to keep cards to a minimum. Save up to buy 4XP cards, use discard agenda cards, etc.

Set a maximum time for each activation, you want to keep the game moving.

Good luck! :D

A couple of ideas-

-Only include components from HotE and core. This'll help immensely with setup and teardown.

- Don't include Agenda sets that could potentially add Forced missions. At

9

missions in this campaign, you really can't count on being able to afford to throw in an extra given your time limit.

- How many players are there? If more than 5, maybe the Imperials can switch out each mission. That way, they can start preparing for the next mission, while also getting a bit of a break.

- Speaking of which, it may be beneficial to bend the rules a bit to allow for missions to be assembled in tandem with the current mission. For instance, if you have a story mission and then a side mission, have the Rebels choose the side mission before starting the story mission, to allow for as much prep time as possible. Also,

given how HotE's story missions are generally chosen at the end of the previous story mission

that should also help you run it a bit smoother.

-Finally, my group drinks a lot when playing. Probably goes without saying that wouldn't be wise this time :P

Anyway, sounds like a great cause and a whole lot of fun. Enjoy!

1 hour ago, subtrendy2 said:

A couple of ideas-

-Only include components from HotE and core. This'll help immensely with setup and teardown.

Simple, but great suggestion!

Speaking of simplicity, I think it’d be best to utilize heroes and class decks that are relatively straightforward to use.

For example, I’d try me best to keep companions out of the session (so no Jarrod or the Reactive Defenses Imperial class deck). They’re just another set of rules the group has to keep in mind during a mission.

I’d avoid Mak (Disengage), Jyn (Quick Draw), Verena (Close Quarters) and any characters or abilities based around interrupts. I don’t think anyones gonna have a sharp enough mind to trigger these abilities when the group has been playing for 15 hours, heh.

Of course, these are just suggestions. It all depends on the players!