My last campaign is coming to a close

By GroggyGolem, in Game Masters

As the title says, I'm wrapping up my last campaign in FFG Star Wars as a GM. It's been fun, these four years. Now, I feel the desire to run other systems and settings once I've had a bit of a break. I'm sort of burned out on running Star Wars as far as the setting goes.

My last game should be Sunday and then from there one of my players decided they are going to take a try at GMing but just for our family, pretty excited about that. I'm looking to play a character that no one has ever done in any of my campaigns: A Colonist/Entrepreneur.

I'm curious to those of you who haven't had much chance to play but have had the option at some point, what species/career/spec did you choose for your characters?

I played a Hutt Entrepreneur once I really got the chance to just play in a Star Wars Campaign. It was really fun. I hope you would have the same pleasure with your character.

I'm the GM and haven't had a good chance to play a PC in FFG Star Wars (yet), but I'd roll out with a Smuggler. I really like the Gambler talent tree, but as an additional career option.

I'm lucky enough that our group tags off GM duties every couple of weeks. It lets the GM take a break from executive producing the show, lets us get some different styles of game and generally keeps things fresh all around. Just a thought for next time you take up the GM Screen?

3 minutes ago, Desslok said:

Just a thought for next time you take up the GM Screen?

It's a good thought! Next time I GM it will be with the Sentinel Comics RPG for a superheroes game. Instead of a serial campaign that only ends when we're all done with it, my plan is to do 3-4 session story arcs, much like a limited comics run. This gives the group a chance to alter their characters as they see fit or start with new characters entirely, retire and bring back characters over time. I'm also planning to swap out players between arcs, both to cut the player count down in any one session and to allow a variety of people to play. Story arcs would hopefully be played through in the span of a couple months, so every couple of months it can be fresh and exciting with a new plot and a new mix of players/characters.

Just curious, how much experience did your current crew top out at?

26 minutes ago, Desslok said:

Just curious, how much experience did your current crew top out at?

Somewhere around 700-900xp. We've been playing since January 2018. Players got varying amounts depending on their participation and if they worked towards resolving obligations.

Edited by GroggyGolem
1 hour ago, GroggyGolem said:

It's a good thought! Next time I GM it will be with the Sentinel Comics RPG for a superheroes game. Instead of a serial campaign that only ends when we're all done with it, my plan is to do 3-4 session story arcs, much like a limited comics run. This gives the group a chance to alter their characters as they see fit or start with new characters entirely, retire and bring back characters over time. I'm also planning to swap out players between arcs, both to cut the player count down in any one session and to allow a variety of people to play. Story arcs would hopefully be played through in the span of a couple months, so every couple of months it can be fresh and exciting with a new plot and a new mix of players/characters.

Good Choice.

I've played character ported in from RCR. And the one new character I was going to play (female pantoran sentinel/racer raised by a Corellian smuggler chief... in a pbp I quit the game because Tramp was dead set on his character having a rivalry with (*I would have earn them being friends through roleplay) and I wasn't about to put up with the in and out of character harrassment he consistently dishes out.

Character had a 4 in agility, 3 in cunning and presence, so a stereotypical Corellian smuggler (except pantoran but adopted by Corellian). Flew a Kst-100

Edited by EliasWindrider

I have always been the GM for my groups but the 2 characters I want to play are.

Racer/ AOR Spy - start racer for force rating, but buy some of the spy classes right a way for more ranks of shortcut. I think informed, then scout. Kind of working his way up the organization.

Force and Destiny nimian discipline and arbiter. Those 2 specializations work so well together and with a high willpower increase coercion which may lead him slowly to the dark side. After all it is just another tool in the bag to solve issues with.

In my games the only Entrepreneur paired it with entertainer. Get cash from her copyrighted material she made for the sound investments.

Well the last game ended, we managed through a lot in 3 hours and it wrapped up satisfyingly. No PC's were killed in the making of this session. Several minions were however but they were kind of the scum of the galaxy. The big bad combat came to a close when they decided fighting head-on against this juggernaut of a cyborg gank was not going to end anytime soon and negotiated with him to switch sides. He was a fighter, not a talker, so it was insanely easy to pull off compared to his nearly untouched wounds and maximum strain available. Group managed to fulfill their two primary missions in the last 2 sessions of the campaign and then split up to do their own things: the light siders were going off to train a new generation of Jedi on Ruusan, the dark siders went back to Moraband to train a new generation of Sith, the dark-aligned bounty hunter turned acolyte decided to stay with the pirate queen and work for her and the player that couldn't make it got into a brawl with the pirate queen's adoptive father because she's a zeltron too and there was an attraction (jokes but kinda canon to our table since he didnt make the last game lol).

Edited by GroggyGolem