Help with clone wars session

By RocketDarth, in Star Wars: Force and Destiny RPG

Hey guys, I will be GMing a session this Thursday that will take place during the clone wars and I need a few ideas. Here are my thoughts so far:

  • The groups starting resource is a mentor ( I figured this made the most sense for a clone wars session) who in the end I want to be a totally evil sith
  • One of my players I am going to tempt to the dark side as much as I can ( I can see this player maybe actually going for it) going of of his emotions as much as possible. Maybe show him some sith force powers
  • One of my players has recklessness as his spiritual weekness ( spiritual weekness is the right name right?) So I plan on having all the other Jedi order go off on some mission and tell them to stay there and not do anything stupid
  • Also I was wondering if anyone had some battle Droid stats?

This will be my first time GMing ( unless you count the starting box thing) so all help is appreciated ?

Ok wow, lot to chew on there.

Easy question first:

3 hours ago, RocketDarth said:
  • Also I was wondering if anyone had some battle Droid stats?

B-1 Battledroids are the in the EotE Core, Destroyer droids are in Gatekeeper, Magnaguards in FaD core, lots of vehicles in Forged in battles, and I think tactical droids too, but I may be wrong about that last one. V-19s are also available but I don't recall which book...

Now...the more difficult part:

You've got some ideas, but no framework to hang them from.

What's the overall campaign concept? Are the players going to be classically trained conventional Jedi? Or just random force users? Or a mix? Or just guys? Are they going to be Separatists, Republic, or something else?

The game structure by the books is designed around certain assumptions pertaining to campaigns set in the classic Rebellion era. When you start talking clone wars, youll probably need to make some minor tweaks, shuffles and adjustments to make it work better. Answering questions like those above will kick start that process.

3 hours ago, RocketDarth said:

  • One of my players I am going to tempt to the dark side as much as I can ( I can see this player maybe actually going for it) going of of his emotions as much as possible. Maybe show him some sith force powers
  • One of my players has recklessness as his spiritual weekness ( spiritual weekness is the right name right?) So I plan on having all the other Jedi order go off on some mission and tell them to stay there and not do anything stupid

RE: tempting with the Darkside "going off his emotions".

You need to use an "all of the above approach" unless the Player wants/ intends to go to the Darkside eventually already.

And all of the above =

1. Situations where the Force can give them a very easy solution over some other (Skill tests) means. Tempt them to use those Dark pips constantly. Make every Force Power check worth it - let the Force (even basic levels) achieve big things. This is your "Darkside shifting" bread-and-butter.

2. Make the choices on the "Conflict Table" short-cuts to success. Present them with situations where initiating combat is an easy solution, or lying, or stealing something, or simply doing nothing as bad things happen to good people, is the easy choice.

3. Your last method (and hardest to use) is going off of their emotions/their Moral Weakness (not spiritual).

So long as your player is RPing his recklessness, it should be easy to get him to start a fight, or steal, or even destroy property perhaps. Remind him if he's not rping it; "Are you really reckless? Maybe you need a new Moral Weakness."

Theres your F&D Conflict 101.

8 minutes ago, Ghostofman said:

Ok wow, lot to chew on there.

Easy question first:

B-1 Battledroids are the in the EotE Core, Destroyer droids are in Gatekeeper, Magnaguards in FaD core, lots of vehicles in Forged in battles, and I think tactical droids too, but I may be wrong about that last one. V-19s are also available but I don't recall which book...

Now...the more difficult part:

You've got some ideas, but no framework to hang them from.

What's the overall campaign concept? Are the players going to be classically trained conventional Jedi? Or just random force users? Or a mix? Or just guys? Are they going to be Separatists, Republic, or something else?

The game structure by the books is designed around certain assumptions pertaining to campaigns set in the classic Rebellion era. When you start talking clone wars, youll probably need to make some minor tweaks, shuffles and adjustments to make it work better. Answering questions like those above will kick start that process.

I will take your questions one at a time:

What's the overall campaign concept? My answer: I think the idea of the PCs coming into the Jedi order at a very inopportune time (the beginning of the clone wars) and struggling with not being able to really help (kind of similar to the plot for spider-man: homecoming) with the clone wars could be very promising. I know one of my PCs struggles with recklessness so I can see some interesting possibilities for story curves here.

Are the players going to be classically trained Jedi? Or just random force users? I think they will start off random but once they feel the force they will discover the Jedi order, at which point the clone wars start and all the Jedi order will be busy and won't really have enough time to train initiates. So they solve the problem by assigning them the PCs a tutor (potentially an older or disabled jedi, which would explain why he wasn't busy) who in the end will turn out to be totally evil.

Does that answer you questions?

3 minutes ago, emsquared said:

RE: tempting with the Darkside "going off his emotions".

You need to use an "all of the above approach" unless the Player wants/ intends to go to the Darkside eventually already.

And all of the above =

1. Situations where the Force can give them a very easy solution over some other (Skill tests) means. Tempt them to use those Dark pips constantly. Make every Force Power check worth it - let the Force (even basic levels) achieve big things. This is your "Darkside shifting" bread-and-butter.

2. Make the choices on the "Conflict Table" short-cuts to success. Present them with situations where initiating combat is an easy solution, or lying, or stealing something, or simply doing nothing as bad things happen to good people, is the easy choice.

3. Your last method (and hardest to use) is going off of their emotions/their Moral Weakness (not spiritual).

So long as your player is RPing his recklessness, it should be easy to get him to start a fight, or steal, or even destroy property perhaps. Remind him if he's not rping it; "Are you really reckless? Maybe you need a new Moral Weakness."

Theres your F&D Conflict 101.

Yes I love all of those are ideas! I will do my best to use to these to his evil mentors advantage. ?

22 minutes ago, emsquared said:

You need to use an "all of the above approach" unless the Player wants/ intends to go to the Darkside eventually already.

Oh, I think he might! Knowing him he will either go all in with the dark side or all in with the light side. I guess I will just have to wait and see!

26 minutes ago, emsquared said:

Tempt them to use those Dark pips constantly.

Can you use destiny points to change white pips to black and vice versa?

1 hour ago, Ghostofman said:

B-1 Battledroids are the in the EotE Core, Destroyer droids are in Gatekeeper, Magnaguards in FaD core, lots of vehicles in Forged in battles, and I think tactical droids too, but I may be wrong about that last one. V-19s are also available but I don't recall which book...

Do you think you could maybe share the stats? I only have the FaD core book (well, and the beginner set).

Edited by RocketDarth
17 minutes ago, RocketDarth said:

Do you think you could maybe share the stats? I only have the FaD core book (well, and the beginner set).

http://swrpg.viluppo.net/adversaries/adversaries/

You should be able to find everything here.

3 hours ago, RocketDarth said:

Can you use destiny points to change white pips to black and vice versa?

If a Light Side Force user wants to use a Dark Side pip, he must flip a Destiny Point and take Strain and Conflict for doing so. That is per RAW. By the same token a Dark Side Force user must flip a Destiny Point and take Strain to use Light Side pips. If he decides to use his standard Dark Side pips, he still gains Conflict for using Dark Side Pips as normal, which make redemption all the more difficult.

12 minutes ago, Tramp Graphics said:

If a Light Side Force user wants to use a Dark Side pip, he must flip a Destiny Point and take Strain and Conflict for doing so. That is per RAW. By the same token a Dark Side Force user must flip a Destiny Point and take Strain to use Light Side pips. If he decides to use his standard Dark Side pips, he still gains Conflict for using Dark Side Pips as normal, which make redemption all the more difficult.

Ah, gotcha.

Just so I can be of some use, Separatist Tactical droids can be found in the Commander splatbook for AoR.