Blending the Eras

By HappyDaze, in Star Wars: Edge of the Empire RPG

It's not secret that I have little regard for Star Wars canon when using it as a RPG setting. I'll use what I want and drop what I don't. So to apply this to the eras? Here's an example that I'm contemplating for my next campaign.

First, as the base, I'm going to go with the setting of the Old Republic MMO set in 10 ATC. The Republic and the Sith Empire have been at peace, or more precisely in a state of cold war, for 10 years following 28 years of hot warfare in the Great Galactic War. The Republic got the short end of the peace treaty and holds a bit of a grudge against the Jedi (who have somewhat retreated from public view to contemplate on everything). The Sith Empire occupies a fair portion of what was Republic space, but it isn't really in shape to continue hostilities against the remains of the Republic.

OK, now lets add in a little bit of the Galactic Civil War by having an "Arab Spring" chain of uprisings occurring throughout the Sith Empire. After 10 years of occupation, revolts occur on occupied worlds among conquered populations and they even count some sympathetic Imperials (though not the Sith themselves) among their numbers. Now the various resistance elements are trying to unite into a Rebel Alliance to throw off the Sith's rule.

Next a heaping helping of the Clone Wars provides the Republic with it's own problems. Several worlds have been declaring independence from the Republic because they believe it is an ineffective government that exploited them during the Great Galactic War and the decade of the Cold War that followed. They feel that the Republic cannot defend them from the Sith Empire, so they are forming a Confederacy of Independent Systems to protect themselves through construction of massive forces of droids. The Republic cannot let this happen (because they lose access to resources and manufacturing but also because they fear it will break the Treaty of Coruscant and reignite the war), so they are willing to take limited military action against this "Separatist Alliance." Knowing that sending Republic troops to fight Republic-born secessionists will cause all sorts of morale issues troubles the Republic leadership, but they have a solution. Right after the Treaty of Coruscant, the Republic funded a clone army to boost their numbers should they need to again wage war against the Sith Empire. This clone army is now ready, and it will be used against the Separatists. Hopefully a limited police action conducted by Jedi-led clone peacekeepers will have the issue resolved quickly enough...

  • Is the Rebellion being externally manufactured by Republic agents?
  • Does a renegade Jedi leads the Separatists?
  • Are the Separatists being manipulated by the Sith?
  • Do the clones hide a sinister secret?

That's up in the air, and the details can be fleshed out (or not) as needed.

Edited by HappyDaze

Sounds interesting, I like it. I would certainly want to play in such a game - sounds like a good mix of "familiar" and "literally anything could happen".

Although with so much variety in factions/causes, I hope you have a comfortable cushion for your chair because you can probably expect to not do much GM'ing when the players reach that inevitable session where they have to make a solid decision on who they're going to back. 😄

2 hours ago, Kualan said:

Sounds interesting, I like it. I would certainly want to play in such a game - sounds like a good mix of "familiar" and "literally anything could happen".

Although with so much variety in factions/causes, I hope you have a comfortable cushion for your chair because you can probably expect to not do much GM'ing when the players reach that inevitable session where they have to make a solid decision on who they're going to back. 😄

I wanted to make it possible to have "plucky Rebels sticking it to the evil Empire" alongside "a corrupt and faded Republic struggling to keep the Separatists from tearing it apart" with lots of other elements (e.g., Hutt Cartel, other criminal syndicates, Mandalorians, Chiss Ascendancy) to dabble with too. The fact that it isn't shackled to canon beyond these themes is a feature in my eyes.

9 hours ago, HappyDaze said:

It's not secret that I have little regard for Star Wars canon when using it as a RPG setting. I'll use what I want and drop what I don't. So to apply this to the eras? Here's an example that I'm contemplating for my next campaign.

First, as the base, I'm going to go with the setting of the Old Republic MMO set in 10 ATC. The Republic and the Sith Empire have been at peace, or more precisely in a state of cold war, for 10 years following 28 years of hot warfare in the Great Galactic War. The Republic got the short end of the peace treaty and holds a bit of a grudge against the Jedi (who have somewhat retreated from public view to contemplate on everything). The Sith Empire occupies a fair portion of what was Republic space, but it isn't really in shape to continue hostilities against the remains of the Republic.

OK, now lets add in a little bit of the Galactic Civil War by having an "Arab Spring" chain of uprisings occurring throughout the Sith Empire. After 10 years of occupation, revolts occur on occupied worlds among conquered populations and they even count some sympathetic Imperials (though not the Sith themselves) among their numbers. Now the various resistance elements are trying to unite into a Rebel Alliance to throw off the Sith's rule.

Next a heaping helping of the Clone Wars provides the Republic with it's own problems. Several worlds have been declaring independence from the Republic because they believe it is an ineffective government that exploited them during the Great Galactic War and the decade of the Cold War that followed. They feel that the Republic cannot defend them from the Sith Empire, so they are forming a Confederacy of Independent Systems to protect themselves through construction of massive forces of droids. The Republic cannot let this happen (because they lose access to resources and manufacturing but also because they fear it will break the Treaty of Coruscant and reignite the war), so they are willing to take limited military action against this "Separatist Alliance." Knowing that sending Republic troops to fight Republic-born secessionists will cause all sorts of morale issues troubles the Republic leadership, but they have a solution. Right after the Treaty of Coruscant, the Republic funded a clone army to boost their numbers should they need to again wage war against the Sith Empire. This clone army is now ready, and it will be used against the Separatists. Hopefully a limited police action conducted by Jedi-led clone peacekeepers will have the issue resolved quickly enough...

  • Is the Rebellion being externally manufactured by Republic agents?
  • Does a renegade Jedi leads the Separatists?
  • Are the Separatists being manipulated by the Sith?
  • Do the clones hide a sinister secret?

That's up in the air, and the details can be fleshed out (or not) as needed.

How does the sith empire view the CIS? Do they see weekend prey leaving the herd? Do they see what the republic frars they will?

6 hours ago, HappyDaze said:

"with lots of other elements (e.g., Hutt Cartel, other criminal syndicates, Mandalorians, Chiss Ascendancy) to dabble with too. The fact that it isn't shackled to canon beyond these themes is a feature in my eyes."

I'm curious what you have up your sleeves for the Mandalorians and Chiss Ascendancy.

You could always add an "Inquisition" to the Separatists that included Dathmirians and Morgukai as an anti-Jedi/Sith pact!

Ps. I might steal this someday! 😉

4 hours ago, Daeglan said:

How does the sith empire view the CIS? Do they see weekend prey leaving the herd? Do they see what the republic frars they will?

The Sith might be involved in the creation of the CIS, or they might not. Even if they are not involved in manufacturing the Separatists, they might be willing to manipulate them somehow to hurt the Republic without a return to open warfare, which they cannot afford to enter while dealing with the Rebellion occurring within their Empire.

1 hour ago, SacredRebirth said:

I'm curious what you have up your sleeves for the Mandalorians and Chiss Ascendancy.

You could always add an "Inquisition" to the Separatists that included Dathmirians and Morgukai as an anti-Jedi/Sith pact!

Ps. I might steal this someday! 😉

The Chiss are all about keeping everyone too occupied with their own troubles to bring trouble to the Ascendancy. They are a behind the scenes manipulator.

Mandalorians are effectively barbarian hordes that raid and pillage (sometimes at the behest of the Sith, but that relationship is somewhat strained at the present time).

The Inquisition of the period is a subset of the Sith. The CIS doesn't really have an organized Force order of its own, but it recruits from smaller traditions as well as independent Force users. I could see Dathomirian Nightsisters filling such roles.

Morgukai are most often employed as hired (Jedi/Sith) killers by the Hutt Cartel.

There are rumors that some Bothan hippies are setting up pirate Holonet stations to "bring the truth of what's happening everywhere to everyone" and some have started to jokingly refer to this feed as the "Spynet."

21 hours ago, HappyDaze said:

  • Is the Rebellion being externally manufactured by Republic agents?
  • Does a renegade Jedi leads the Separatists?
  • Are the Separatists being manipulated by the Sith?
  • Do the clones hide a sinister secret?

That's up in the air, and the details can be fleshed out (or not) as needed.

Very cool idea. I like it a lot.

1. No, but the rebels want desperately to ally themselves with the Republic.

2. No, a renegade Sith (with good intentions) is leading the Separatists.

3. The renegade Sith leader is possibly being manipulated, but by who...

4. Yes. There is a hard line group within the Senate who would like to see the Jedi (and the Sith) eradicated. The implants in the clones originate from this cabal.

4 hours ago, RLogue177 said:

Very cool idea. I like it a lot.

1. No, but the rebels want desperately to ally themselves with the Republic.

2. No, a renegade Sith (with good intentions) is leading the Separatists.

3. The renegade Sith leader is possibly being manipulated, but by who...

4. Yes. There is a hard line group within the Senate who would like to see the Jedi (and the Sith) eradicated. The implants in the clones originate from this cabal.

For #1, I was thinking that it is more accurately a collection of resistance movements opposed to Imperial rule than a proper rebellion, and while it probably has some indirect backing from the Republic (covertly through the efforts of the Strategic Information Service), the Republic is both unwilling (d/t risk of reigniting open war with the Sith) and unable (d/t the civil war with the Confederacy) to commit direct aid.

For #2 & #3, I was thinking that the most radical anti-Jedi sentiments would be on the side of the CIS, and the Confederates never refer to themselves by the pejorative title of "Separatist" that the Republic uses to describe them. Still, there might be room for a "Count Kuudo" figure, a Jedi Master that left the Order and, while tainted by the dark side and believing that the Republic is better off without the Jedi, is no friend of the Sith. However, that doesn't mean the Sith don't have their own intelligence operatives playing games with the CIS.

For #4, your thoughts and mine are almost identical, but the decision may not have been made within the Senate. It may be the classic "corrupt generals" that are willing to make the "hard calls" that the Senate might not be strong enough to do.

On 6/29/2019 at 10:19 AM, Daeglan said:

How does the sith empire view the CIS? Do they see weekend prey leaving the herd? Do they see what the republic frars they will?

Thinking on this a bit more. I'm considering having the CIS be recognized by the Sith Empire (and the Chiss Ascendancy). The CIS want to stay out of any inevitable conflict between the Republic and the Sith Empire, and they want to make themselves appear more attractive as cooperative trading partners than as conquered subjects. In the long run, it's naive, but the Sith Empire might go for it for a while as it weakens the Republic and they can get some economic boons out of trade with the CIS for as long as it lasts. Regardless, the Sith Empire is already having trouble holding its own territory, and isn't in a good position to go on the offensive until the resistance movements and insurgents operating within the Empire are dealt with. OTOH, maybe not having the CIS recognized by foreign powers might work better. The CIS still plans to make itself a strong neutral power and prospective trade partner, but it isn't there yet.

Edited by HappyDaze

I really like your idea. It's nice to see some out of the box world building. It keeps things from getting stale when you've been playing in the same universe for years.

1 hour ago, Split Light said:

I really like your idea. It's nice to see some out of the box world building. It keeps things from getting stale when you've been playing in the same universe for years.

Well, it's really just using the same pieces and putting together a little differently. LEGO taught me well even if LEGO Star Wars sets didn't come out during my childhood. Thank you for the kind words.

On 6/29/2019 at 12:56 AM, HappyDaze said:

It's not secret that I have little regard for Star Wars canon when using it as a RPG setting. I'll use what I want and drop what I don't. So to apply this to the eras? Here's an example that I'm contemplating for my next campaign.

First, as the base, I'm going to go with the setting of the Old Republic MMO set in 10 ATC. The Republic and the Sith Empire have been at peace, or more precisely in a state of cold war, for 10 years following 28 years of hot warfare in the Great Galactic War. The Republic got the short end of the peace treaty and holds a bit of a grudge against the Jedi (who have somewhat retreated from public view to contemplate on everything). The Sith Empire occupies a fair portion of what was Republic space, but it isn't really in shape to continue hostilities against the remains of the Republic.

OK, now lets add in a little bit of the Galactic Civil War by having an "Arab Spring" chain of uprisings occurring throughout the Sith Empire. After 10 years of occupation, revolts occur on occupied worlds among conquered populations and they even count some sympathetic Imperials (though not the Sith themselves) among their numbers. Now the various resistance elements are trying to unite into a Rebel Alliance to throw off the Sith's rule.

Next a heaping helping of the Clone Wars provides the Republic with it's own problems. Several worlds have been declaring independence from the Republic because they believe it is an ineffective government that exploited them during the Great Galactic War and the decade of the Cold War that followed. They feel that the Republic cannot defend them from the Sith Empire, so they are forming a Confederacy of Independent Systems to protect themselves through construction of massive forces of droids. The Republic cannot let this happen (because they lose access to resources and manufacturing but also because they fear it will break the Treaty of Coruscant and reignite the war), so they are willing to take limited military action against this "Separatist Alliance." Knowing that sending Republic troops to fight Republic-born secessionists will cause all sorts of morale issues troubles the Republic leadership, but they have a solution. Right after the Treaty of Coruscant, the Republic funded a clone army to boost their numbers should they need to again wage war against the Sith Empire. This clone army is now ready, and it will be used against the Separatists. Hopefully a limited police action conducted by Jedi-led clone peacekeepers will have the issue resolved quickly enough...

  • Is the Rebellion being externally manufactured by Republic agents?
  • Does a renegade Jedi leads the Separatists?
  • Are the Separatists being manipulated by the Sith?
  • Do the clones hide a sinister secret?

That's up in the air, and the details can be fleshed out (or not) as needed.

Are you running this in Orlando? And if so. Any room at the table?

3 hours ago, Sincereagape said:

Are you running this in Orlando? And if so. Any room at the table?

That's the plan (closer to Lake Nona & the airport than downtown). Start date in early Sept after I finish my master's degree on 9/4. I have some room right now for 2-3 players. Times TBD.

While the situation in the territory of the Republic can pretty closely follow Rise of the Separatists and Collapse of the Republic with only a few changes to dramatis personae and dates, the situation in the Empire is going to vary a bit from Dawn of Rebellion. Here are a few of the key differences:

  • The Sith Empire is not a revolutionary change of government (e.g., from Republic to Empire) for the worlds under its control; it is a foreign occupying power that does not have to maintain appearances like Palpatine's Empire initially did. Imperial subjugation has often been outright brutal from the start reducing pro-Imperial sympathies in the conquered populations. The lines between Imperials and non-Imperials are more clear.
  • The Sith Emperor has been sequestered for years and the Dark Council is bogged down in petty squabbles hampering unified opposition to the resistance movements.
  • The resistance movements will have significant (covert) external backing from groups within the Republic even if the Republic officially keeps out of it.

On 7/3/2019 at 12:42 AM, HappyDaze said:

That's the plan (closer to Lake Nona & the airport than downtown). Start date in early Sept after I finish my master's degree on 9/4. I have some room right now for 2-3 players. Times TBD.

Awesome. Depending on how things are in September, might be able to make it out for a session and then go from there.

What type of characters would the PCs be? What character creation guidelines will be incorporated?

7 minutes ago, Sincereagape said:

Awesome. Depending on how things are in September, might be able to make it out for a session and then go from there.

What type of characters would the PCs be? What character creation guidelines will be incorporated?

I have a few group identity ideas, but I'd want to ask my player group (1-3 current and hoping for 2-3 more) for what they are looking to play. Some ideas for (mostly) independent group identities:

  • A resistance cell operating in an Empire-controlled sector.
  • A band of smugglers (or maybe Republic SIS agents/couriers using smuggling as a cover) moving across Republic, Separatist, and Imperial borders.
  • A crew of pirates/privateers/mercenaries profiting as the galaxy burns around them.
  • A team of private troubleshooters covertly working for a patron (perhaps a Republic or Separatist senator).
  • A group of bounty hunters working for just about anyone.

For "independents" (as detailed above), I would use Obligation for all characters, and Duty would be an option (in addition to Obligation) if it fit the group identity. Force sensitive characters would also use Morality.

Group resources (ship, base, etc.) would depend on the chosen group identity.

Force users would be possible, Jedi may or may not fit depending on group identity. While I would not ban dark side characters, Sith are not a PC option, and the Empire will be a hostile force regardless of whether the players choose Republic, Separatist, or resistance loyalties (you might be able to deal with them as bounty hunters or mercenaries, but you cannot be a Sith).

I have generally run games with more experienced characters, with my previous games starting at +300 to +500 XP beyond the species starting XP and a few limits on how that can be spent at the start.

I am looking at the Alliance to Restore the Republic being a group of radical disaffected leaders (political, military, economic, and cultural) from within the Republic that are at odds with the conservative Republic policy of maintaining the post-war peace with the Sith. This "Rebel Alliance" supports resistance movements in the conquered territories of the Empire, opposes the Separatists through various means (including violence) and even supports sedition against what they see as the "failed" Republic government. Their goal is nothing less than total destruction of the Sith Empire and reuniting all of the Galaxy under an idealized reincarnation of the Republic. This Rebel Alliance is likely to be one of the biggest driving forces of conflict in this "blended eras" setting, but it's not necessarily a force of shiny wholesome goodness.

47 minutes ago, HappyDaze said:

I am looking at the Alliance to Restore the Republic being a group of radical disaffected leaders (political, military, economic, and cultural) from within the Republic that are at odds with the conservative Republic policy of maintaining the post-war peace with the Sith. This "Rebel Alliance" supports resistance movements in the conquered territories of the Empire, opposes the Separatists through various means (including violence) and even supports sedition against what they see as the "failed" Republic government. Their goal is nothing less than total destruction of the Sith Empire and reuniting all of the Galaxy under an idealized reincarnation of the Republic. This Rebel Alliance is likely to be one of the biggest driving forces of conflict in this "blended eras" setting, but it's not necessarily a force of shiny wholesome goodness.

So more Saw Gerrera less Mon Morhma

1 hour ago, Daeglan said:

So more Saw Gerrera less Mon Morhma

It's largely about maneuvering behind the scenes to push the Republic into war, as the Alliance's plan is to build up the resistance movements to weaken the Empire before openly returning the Republic to war against the Sith.

The Separatists, with their goal of "mutually beneficial coexistence" with both the Republic and the Empire, are viewed as traitorous collaborators selling out Republic ideals for profits and bought safety. In truth, much of the Separatist movement began as opposition to the Alliance to Restore the Republic' increasing belligerence.

Meanwhile, many of the Rebel Alliance's current "battles" are in subverting the political doves of the Republic and replacing them with hawks that share the goals of the Alliance. Some of their actions are public and legal, while many others bend and break Republic laws.

Edited by HappyDaze
Added more.
1 hour ago, Daeglan said:

So more Saw Gerrera less Mon Morhma

To address this specific point, many of the Resistance cells grown and supported by the Alliance to Restore the Republic would be very similar to Saw's Partisans.

I'm still working out the stance of the Jedi. At the end of the war they return to Tython to reconnect to the Force. I want them to be hesitant to recommit to war and to find the Alliance to Restore the Republic's overt revanchism frightening (and reminiscent of Revan's crusade 300 years earlier). I'm not sure how I want them to get involved in the civil war against the Separatists, but it will probably not be as generals commanding Republic troops. Perhaps they try to be peacekeepers and keep the fighting "civil" and limited, acting as observers and stepping in to protect neutral parties and civilians? Not sure. Suggestions?

5 hours ago, HappyDaze said:

I'm still working out the stance of the Jedi. At the end of the war they return to Tython to reconnect to the Force. I want them to be hesitant to recommit to war and to find the Alliance to Restore the Republic's overt revanchism frightening (and reminiscent of Revan's crusade 300 years earlier). I'm not sure how I want them to get involved in the civil war against the Separatists, but it will probably not be as generals commanding Republic troops. Perhaps they try to be peacekeepers and keep the fighting "civil" and limited, acting as observers and stepping in to protect neutral parties and civilians? Not sure. Suggestions?

I don't see any reason they would involve them selves. But if say the Sith were to manipulate one side to make moves against the Jedi. They would be forced to act. And you dont even have to have it be all the Sith. One rogue Sith looking to manuever things to their advantage might take actions.

4 hours ago, Daeglan said:

I don't see any reason they would involve them selves. But if say the Sith were to manipulate one side to make moves against the Jedi. They would be forced to act. And you dont even have to have it be all the Sith. One rogue Sith looking to manuever things to their advantage might take actions.

I was thinking that many of the Jedi hold themselves and their Order responsible for the sad state of the Republic. Whether because they failed in the war or because they failed way before the war (the Sith originate from the Jedi), many of them cannot let go of attachments to the Republic and its peoples. They want to lessen suffering in the galaxy, but they're divided on how to approach that. I'm just trying to figure out how the Jedi Council is likely to go for the "official policy" of the Order. Individual Jedi (and even some groups) may disagree and while Jedi unity is certainly going to take a hit, what I do not want is Jedi-on-Jedi conflict. They already had their civil war 300 years earlier, and there are too many external enemies around for them to let things go that far again.

Edited by HappyDaze
On 7/8/2019 at 4:38 PM, HappyDaze said:

I have a few group identity ideas, but I'd want to ask my player group (1-3 current and hoping for 2-3 more) for what they are looking to play. Some ideas for (mostly) independent group identities:

  • A resistance cell operating in an Empire-controlled sector.
  • A band of smugglers (or maybe Republic SIS agents/couriers using smuggling as a cover) moving across Republic, Separatist, and Imperial borders.
  • A crew of pirates/privateers/mercenaries profiting as the galaxy burns around them.
  • A team of private troubleshooters covertly working for a patron (perhaps a Republic or Separatist senator).
  • A group of bounty hunters working for just about anyone.

For "independents" (as detailed above), I would use Obligation for all characters, and Duty would be an option (in addition to Obligation) if it fit the group identity. Force sensitive characters would also use Morality.

Group resources (ship, base, etc.) would depend on the chosen group identity.

Force users would be possible, Jedi may or may not fit depending on group identity. While I would not ban dark side characters, Sith are not a PC option, and the Empire will be a hostile force regardless of whether the players choose Republic, Separatist, or resistance loyalties (you might be able to deal with them as bounty hunters or mercenaries, but you cannot be a Sith).

I have generally run games with more experienced characters, with my previous games starting at +300 to +500 XP beyond the species starting XP and a few limits on how that can be spent at the start.

Right off the top of my head, was thinking about playing a human female bounty hunter - Skip Tracer/Operator who is looking for her lost love ( a fallen Jedi or force user who has been exiled by the Jedi order). Her and the Jedi had a daughter whom the fallen Jedi does not know about. Hence she is trying to find him for personal reasons.

For the past few years she has been bounty hunting in hopes of developing her skills.

10 base obligation/duty at character creation?