I was noticing while running an AoR game recently that we (my group) weren't getting the tone that we wanted in the game, namely that of Rogue One. Post game I realized that the players were playing their characters as very cheery individuals, and I noticed that a few missions I gave them were basically combat busy-work. I failed to give them missions that were not only do or die, but also that had other consequences that were potentially terrible. The NPCs they encountered were very business as usual in their daily routines, and there was not a lot of tension even though in many places they went to there was an Imperial occupation force. I was failing to achieve that dire tone. of WWII
I was hoping to have a discussion here about how to achieve that tone. I thought about a few ways to go about getting that more serious and desperate tone:
- Keep cutesy or overly-positive characters to a minimum. This doesn't mean break out the edgelords, but it just means avoid characters that should be feeling the desperation but don't because they are either cute and funny aliens, or are super positive at all times. Humor should not break heavy scenes or situations but it should be in the mix.
- NPCs who live on occupied worlds are generally either distressed by the occupation or interdiction, or they are callous concerning the suffering of others and/or profiting from it. In places where the Empire is conducting business their presence should be felt as a negative force by regular folks.
- Missions and Operations need to have dire consequences that the players should be aware of if possible. Missions that are just about getting some extra stuff or rescuing personnel for no real specific reason are not going to seem urgent enough.
- Death & Destruction. While it may seem like a given, the Empire routinely employs a guilt by association and scorched earth policy.
- Someone Talked! The eyes and ears of the Empire are everywhere. Players should feel like the characters cannot really relax when in public.
- The Empire just replaces lost equipment and troops, while the Rebels have a hard time recuperating from losses. This means a feeling of retreat and re-build.
- Imperial Officers will not report losses until they fear that if they don't they will be in more trouble. Terminations are routine in the officer corps of the Empire, so "failures" to secure a world or system are going to probably go on for a bit until the ranking officer decides they can lose face and call for help.
- Rebel Leaders are like the leaders of something like the American Revolution or the Scottish vs. English in the times of Robert the Bruce and William Wallace where the heroes of the movement are staring down the barrel of public execution. That perilous situation where these people of very high prestige in their organization are under constant threat of capture, torture, and death. Normality is gone for them until the Empire is defeated.
What are some ways that you use to make the AoR Game tone feel like the Rogue One movie? Or at least to make it feel gritty and serious.
Edited by Archlyte