GM's gather round..

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

The "Scum and Villiany" SAGA book has a lot of good material in it for EotE.

In particular, I ran the "Fell Star" adventure, which takes place on a shadowport asteroid which I renamed "Tortuga". The party was hired by The Most Interesting Bothan in the Galaxy (Ota, from "the Long Arm of the Hutt" adventure) who had a solid lead on both the Fell Star (a valuable Dark Side artifact) and an old bounty that would get the party a good deal of fame.

I had several factions get a lead on the Fell Star at the same time, so the resulting chaos was a bit of a "******" kind of scenario. The PCs ended up tangling with several dangerous groups, earning the ire of two different Hutt clans, a powerful merc band, and appeared on the radar of an Imperial Inquisitor. They managed to pull off the heist and escape Tortuga before the Empire showed up and blew the whole thing to pieces.

Another scenario had them helping out the Nar Shadda chapter of the "Savages" swoop gang. The Savages are a non-human gang with chapters all across the Outer Rim and on some Mid Rim planets which actively opposes the Dark Helions (human skinhead) gang. The PCs discovered the identity of the Dark Hellion who did a drive-by shooting on one of the Savages and apprehended him. Later, the PCs helped the Savages, who contract out to the Rebellion and were running supplies to Occupied Kashyyk, by serving as backup on a mission to find and destroy some privateers. The group found a Rebel ship that had been attacked and saved the crew. They even found the nearby privateer's base and rescued the Rebel captain, who had been taken for Imperial bounty.

Later, they were hired to find a missing contract negotiator on Mon Calimari. The PCs discovered he had been grabbed by Imperial Security and was being interrogated. They broke in, subdued ImpSec, and then rescued the negotiator. He was working on a deal to arm the newly created Mon Calimari Cruisers, which were intended to bolster the Imperial efforts in the Outer RIm to find and destory Rebel bases. The Mon Cal's were planning on defecting to the Rebellion and were just waiting for their ships to be fully armed and operational. Because the party was able to find the negotiator before he cracked under interrogation, ImpSec didn't notify Moff Grahm ahead of time that the Mon Cal's were going to defect. The ships were armed and able to protect the planet from the initial Imperial counter attack. As of this time, in my game, Mon Calimari is the only planet to operate in complete defiance of the Empire as a whole planet.

Currently, the PCs are pulling together as many allies as they can, including some recent enemies, to try and organize the kidnapping of Moff Grahm, who they've decided is their chief enemy. So they're crossing the galaxy trying to get the Hutts, a Bothan spy network, some Rebels, and a few houses of the Bounty Hunter's Guild (which they recently joined) to join their operation.

After running through the beginner game and the Long Arm of the Hutt, I've brought my party on the following:

  • They had previously tried to impersonate IG-88 when dealing with Jabba about Teemo, so I had him send them on a mission to kill one of IG-88's original programmers (I even made them a blackmail video:
  • Note: they did indeed rename their ship the "Century Pigeon"
  • They travelled to Kashyyk where they got a Bowcaster, had to travel to a remote location on the 4th level, fought spiders (and collected their poison - Vex has added this as an ability with his needle arm), met the Wookiee resistance, and managed to fake-kill the target (using diluted spider poison, PC idea!), collect video evidence (able to fool IG-88 with his help - my PCs have lots of ideas), and fool IG-88.
  • Around that time, Oskara's sister sent a message - due to Oskara's absence, Makara was now being used in a newly expanded pleasure slave business, so they had to go free her from a set of mid-level thugs.
  • Due to a lot of damage they caused during that rescue, they were short on money and took a job offered by Dimmock (or Piddock, I can never remember!) to go to a planet the Empire has newly discovered with ancient tech on the Rim. He wants artifacts, and they agreed to go and try and get some first.
  • On the way, the got sucked into an Interdictor field on a remote space lane. The ship was full of experimental tech and had been overrun by the crew infected in an experiment gone wrong. They fought their way through a room of cylinders of liquid fluorine (which a despair shot happily blew up, causing massive destruction for the ship!
    ), found the lead researcher and defeated her and her henchmen, injected one of their own to save their own lives (they were badly hurt), added some experimental cybernetics to themselves in the lab (Obligation ahoy!), defeated another group in Engineering, and escaped after a high-intensity run from a horde of infected all the way back to the hangar. Oh, along the way they vented most of the ship to space but accidentally released their own ship at the same time, resulting in a fun time getting their ship back, hacking the computers to use the tractor beam.
  • Now they're on the way to the planet…writing that part this week.

A lot of times the ideas write themselves - haven't had this much fun in years!

Tea

A couple broad campagin concepts:

"Dying of the Light" - The PCs are a Junior Senator and support staff from a backwater planet during the Dark Times (Episode 3-4). The Republic is in the process of shifting in to the Galactic Empire. Non-humans, independant-types, dissidents, and other undesirables are being marginalized by an increasingly hostile central government. PCs do what they can to stem the tide, sewing the seeds for a later Rebellion.

"Deep Cover" - PCs play rebel agents operating under deep cover as Imperials. They might be a squad of stormtroopers, officers, pilots, Imperial Intelligence, etc. The main challenges of the game would be to advance Rebel goals while maintaining their cover. At times, their chief obstacles could be other Rebels, who aren't aware they're undercover.

"Was Coruscant, now Imperial Center…" - PCs take on "fringe" roles typical of Outer Rim games, but the bulk of the game would take place on and around Coruscant. Non-humans and other undesirables are being ruthlessly run off-planet, contraband is harder and harder to get (and thus more valuable on the black market). PCs could be crafty operators in the black market, running contraband on and sentients off planet. The PCs would be trying to stay a few steps ahead of Imperial forces and stay in the good graces of the many and powerful crime lords.

"Market Forces - PCs work for powerful corporate entities, engaging in corporate espionage, backroom deals, tax evasion/smuggling, and must contend with competition within and without their company. During this time, the Empire would be absorbing companies to fuel their war against the Rebels. PCs work for and against companies like Sorosuub, Kuat Drive Yards, Xizor Transport Systems, and Incom in galaxy of cutthroat competition and political dissent.

Hmm.

I wonder what would happen if:

The PCs were members of an ambulance service…

The PCs were tasked with keeping law and order on a remote outpost…

The PCs were all working aboard a medical frigate…

The PCs ran a shop on Tatooine that traded with Jawas…

The PCs found a body with a map to a buried treasure…

The PCs included someone married to a bounty hunter…

The PCs were all former government representatives of a now Empire Controlled planet…

The PCs came across a derelict ship infected with an ancient plague…

The PCs ran an 'underground railroad' for rebel refugees…

The PCs were responsible for transporting a Hutt crimelord to a new planet…

The PCs knew where to find a ready supply of spice…

The PCs lost their ship gambling on Bespin…

The PCs all played in the same band…

The PCs ran for mayor in a corrupt town…

The PCs discovered one of them had won the galactic lottery…

The PCs were asked to scout locations for a new Rebel base…

The PCs received a distress call from a drifting TIE fighter…

The PC's speeder accidently crashed into a Black Sun transport…

The PC's astromech droid was compromised…

The PCs discovered a sub-frequency transmission sent in code…

….

Fiddleback said:

The PCs received a distress call from a drifting TIE fighter…

A drifting TIE Advanced, perhaps? How close is this set in relation to the Battle of Yavin?

I don't know what I'm doing yet. I have never GMed anything before, or even played a dice RPG yet. I have the beginner game, but I haven't had a chance to get together with my friends to run it yet.

So I'm stalking this thread.

I'm actually running one set during the Old Republic era. This system is so malleable and easy that I see no problem changing the exact era (or even the universe. This system could easily be used in a Borderlands, Mass Effect, etc. setting) The campaign literally starts the day after the Treaty of Coruscant is signed between the Sith Empire and the Galactic Republic. They are all starting on a floating casino called Club Calypso. There's a combat tournament with a huge cash prize on the line for whoever wins. The PCs are free to enter, or they can bet on the fights, meet shady deals, or what have you. From there, things are invariably going to go wrong, and they are all going to end up deciding to work together through one means or another. I'm counting on their obligations and backstories to fill in some gaps there, but the story is going to largely depend on what they do. I have a few cool ideas and some tie-ins to the other media around that era (books, SWTOR, etc.) but I'm going to avoid too much, lest they try to kill a character that remains alive in the canon for more years afterwards.

My players are:

A twi'lek smuggler (who is actually the mother of her SWTOR twi'lek smuggler. Provided it doesn't get destroyed, her character's XS freighter in game is the same one that these guys are going to be partying in.)

A colicoid cyborg. (He got his leg chopped off by a jedi and replaced it with cybernetics. But he didn't stop there. He's more droid than drone, now.)

A formerly Imperial chiss agent-turned-sith-apprentice-turned-mercenary. (It is a really long story.)

An Gand findsman.

and a Taung mandalorian mercenary. (He's one of the last surviving taung, from a thinning bloodline that survived the Mandalorian wars against Revan.)

I think the only two that know eachother previously are the twi'lek and the coli-droid. Everyone else is probably going to be participating in the tournament (and one of them is probably going to end up getting sabotaged by a competitor, which will probably lead them together through a series of events.)