I've been formulating a possible Age of Rebellion campaign in my head and wondered if the more experienced minds around might have insight to offer.
Star Wars: Imperial Commando
- Inspired by the "Republic Commandos" game as well as a lot of content from the Clone Wars series
- Players take the role of a squad of Imperial Stormtroopers in the Mid Rim
- "Good Guy" (or at least not explicitly "Bad Guy") Imperial Campaign
- Using Age of Rebellion with the Duty System
Overall Campaign Structure
- Academy Days: Starting adventure in which players are completing their training at one of the Imperial Academies. While in their final months they start to suspect that one of their classmates is a rebel sympathizer. Adventure concludes with a rebel attack on the academy, several of their fellow cadets being killed in battle, and the players probably being awarded for their participation in the defence, graduated, and mobilized as a stormtrooper squad.
- War in the Mid Rim: Players are mobilized to fight against a rising tide of criminal activity and violent revolutions in the Mid Rim. They move from battle to battle, eventually gaining some fame and notoriety among their superiors. When their reach their first contribution rank (which coincides with a major climax to the campaign they've been serving in) they have come to the attention of someone in the Imperial Special Forces Branch, who has them reassigned and reformed as a Commando Squad.
- Imperial Commandos: Players are deployed on their first mission as Imperial Commandos, which develops into the hunt for a key rebel leader who they already became aware of in their previous campaign (perhaps the mastermind of the attack on the academy?).
Antagonists:
- Local Criminal Organizations
- Extremist Rebel Factions
- Separatist Holdouts (if set in the early imperial period)
- Imperial Traitors
- Order 66 Survivors?
Other Thoughts:
- I'm wondering if it might be suitable to start off all the characters as Imperial Cadets (Dawn of Rebellion) at character creation and make sure they get enough XP in their first adventure to take a second specialization, representing that they have specialized in a field in the final year of academy after more general training? Or does this rob the players too much of their agency in character creation?
- I'd like to avoid the often seen "Imperials realize Empire is bad and defect" plot without going full "bad guy campaign". There's nothing wrong with that plot idea but it's not what I'm shooting for. My intent is to show things from the perspective that a) there is good reason why good people would support the empire, and b) armed revolution isn't all heroics and flowers.
I'm still quite new to GMing and playing FFG Star Wars. I'd be very curious to know others' thoughts on this idea.
Thank You