Questions about running a Big Game

By Ogiwan, in Star Wars: Age of Rebellion RPG

Greetings, all. Long time GM, novice to this edition of the SW RPG. I have a campaign idea in mind, inspired by a piece of short fiction the Angry Staff Officer shared on his Facebook page. I want to run a campaign where a sector is fully fleshed out, using World Anvil to keep everything straight, and let the players run the rebellion in that sector. Now, I get that the FF SW is a narrative system, and not a simulationist one, and some of you might think I'm basically playing Rebellion Simulator, but in my way of thinking, there's a difference in the narrative feel between, "Guys, that's not a good idea, there's an ISD in orbit" and "Here's the TO&E of the 9074th Storm Trooper Regiment that's getting ready to drop from the Mauler , ISD-10241." Putting in all the work to fully flesh out a sector puts what the PCs do in perspective; yes, it may be pinpricks in the grand scheme of things, but they did it while Moff Evilguy or whatever has , literally , 18 ISDs and 6 VSDs, however many thousand smaller ships, and this many hundreds of thousands of troops trying to kill the PCs.

Nevertheless, I know it's a big job, so I'm starting prep work now, with the intent of being ready to run in a year or two. The cool thing about a game this massive is that if I run it at a game store, different groups could be Rebels operating in different systems within the sector, so everything could tie together. But, I have a few questions for you all:

1. Does anybody have any experience in running a Big Game like this? Any pieces of advice?

2. What is the relative value of a credit? I'm thinking of doing a Rebel sympathy statistic for planets, with a resulting flow of cash donations for the Rebellion, and morale penelties for Rebel troops if, say, they don't get paid.

3. Canonically, there are 25,000 Star Destroyers, so if I want to make hull numbers for them, it'd be a random number between 1 and 25k, preceeded by "ISD" or "VSD" as appropriate. Hull numbers, if you don't know, is how you can distinguish, say, the Enterprise that saw service in WWII (CV-6) from the one that recently retired (CVN-65) and the one that's planned for construction (CVN-80). But, when it comes to smaller ships....how many of them are there, and in what proportion? Are we saying, say, three Carrack -class CLs for every ISD? I know there is some information about ImpNavy TO&Es on Wookiepedia, but I just haven't done the math yet.

4. What is the consensus on Hyperdrive speeds, in LY per hour or the like? I have a friend who has a print shop, so I do kinda want to make like a 36"x36" map of the sector for funsies.

5. Do hyperdrives work inside a system? I think they do, but I want to make sure, as that would affect how systems position their Imp Navy assets. Similarly, how would one handle sublight movement in system?

6. Are there any tweaks to the Mass Combat rules that anyone would suggest? Also, how does it handle affecting casualties? it'd be nice to let the PCs order a Rebel infantry company in another system to go raid something while they go after a more important target, and be able to come back and say "OK, the attack succeeded, and there were X casualties" and reduce the rebel TO&E accordingly, until enough trained recruits arrived to replenish the unit.

7. Has anyone handled NPC units of differing qualities, and elite units, or units commanded by talented commanders? Again, being able to say that this unit is more experienced than another unit, spent more time training, and being able to model that with the Mass Combat rules.

Thanks for any help you all can offer. Again, I know I'm running a game that the system isn't really built for, but....I just want to run something this big and see what the PCs do.

BTW, the sector is the Savareen sector, which I am renaming to the Ataraxis sector (my campaign is tentatively titled Burning Ataraxis), which contains the Christoph and Rodia systems in it, plus 43 other systems.

Sounds like a very interesting idea. You would probably have to add a few new skills/talents for the massive scale and then you could evaluate your success based on the narrative dice.

For example, you are planning on a raid to disable an Imperial Fuel Depot.
Skill: Tactical Planning (or something like that) enhanced by the Tactical Genius talent that gives you a bonus dice to any roll made using Tactical Planning. The Fuel depot is a high priority location and is well guarded so the difficulty is Difficult, upgraded twice.
You have your player roll for the success of the mission: Success/Fail is obvious. Triumphs mean you capture key personnel or gain even more vital information. Advantages can be used to damage vehicles or weapon caches that happened to be at the depot. Threats can be losses to your troops, someone important captured by Imperial forces, etc. Despair means a key leader was captured or worse. The Empire captured and tortured your people and now know the location you are working out of, etc.

If you don't want to break the raid down with a single raid, break it down into segments; Investigation, Planning, Preparation, Execution, Resolution.

Thanks for the link to World Anvil. I had not heard of that and it looks very cool

Edited by Varlie

As far as credits go, don't get caught up in individual credits. Give each planet a resource rating. Or more than 1. For example, Manpower, Manufacturing, Raw Materials. Possibly others. If a planet contributes Manpower only, you can receive new recruits, but will need manufacturing to equip them. Or you could raid an Imperial depot for supplies. You might have a money rating that could be used to buy stuff on the black market, hire mercenaries, etc. But it would probably be harder to get than the others.

I could see manpower being easy to get at any inhabited system. Raw Materials could be obtained with some expenditure to build mines, etc. Manufacturing would be the most difficult, because of the sheer cost, plus the difficulty in hiding it from the Imperials. Until you free a manufacturing world.

Then you would need to tweak the Mass Combat to represent what losses you have, both men and material.