Pirates, loot and ideas

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

Hi all, my PCs recently joined a group of pirate captains. Two things I'm asking your help with:

1) I'm pretty sure I've seen somewhere - most likely a previous edition resource book a table with a variety of trading goods with prices (things like metal, parts etc). I thought I have all starship-related books of previous editions but I cannot find the blasted thing... Can someone point me the right direction?

2) If you have any experience and adventure ideas with such piratey group - please share! I'm especially interested in ideas of missions other than looting places and ships.

One of the most classic adventures is the "hot passenger". While the passenger may or may not be good looking the hotness comes from the fact that the passenger is being chased by some powerful organisation. The passenger is prepared to pay well for the trouble of ferrying him or her or it to some remote destination. However, the troubles will pile onto the unfortunate pirate crew faster than bantha podoo on your space boot a hot day on Tatooine.

This work best for pirate crews who aren't totally cut-throat. Otherwise they'll just jettison the passenger or turn around and hand him/her/it to the highest bidder.

Edited by bladerunner_35

The books you are looking for are WEG star wars 2e: Pirates and Privateers, and possibly The Far Orbit Project.

Both are good for explaining how piracy can work and how to run a campaign.

you could also have some fun with pirate rivalries. someone may think you're encroaching on their "hunting grounds", and they try to eliminate the competition.

also, the rebels sometimes used pirates to do missions for them (e.g. the aquaris freeholders). you could have your group hired to raid some imperial outpost.

1) Board a freighter, find out it's cargo is badly needed medical supplies bound for a disaster zone. What will the crew do?

2) Board a freighter and steal it's cargo of weapons;

A) they try to sell weapons on to Rebels, find out it was a rebel cargo they stole!

B) it is a rebel cargo that the Empire was tracking. Imps now think pirates are rebels and come calling.

C) cargo belonged to Black Sun and they ain't happy!

3) Hear rumours of a ship carrying an expensive cargo;

A) so does every other pirate in sector, it's a race to get her first.

B) rumours are false, IT'S A TRAP! It's an Imperal Q-ship out hunting pirates.

4) Board a transport, that turns out only has 1 passenger and she's 'on a diplomatic mission to Alderaan' What will you do.

5) Rumour of an Imperial courier ship with a priority cargo seems to good to miss. Turns out cargo is local Moff's prized pet, Mr Snuggles!

These are just ideas off the top of my head, would obviously need to add details.

The books you are looking for are WEG star wars 2e: Pirates and Privateers, and possibly The Far Orbit Project.

Both are good for explaining how piracy can work and how to run a campaign.

+1 - I am currently reading these for the first time and they are excellent.

The books you are looking for are WEG star wars 2e: Pirates and Privateers, and possibly The Far Orbit Project.

Both are good for explaining how piracy can work and how to run a campaign.

+1 - I am currently reading these for the first time and they are excellent.

Nice to see some old time D6 love.

Edited by HappyDaze

The stats and optional rules are of course dated, but the pirate campaign staging tips, locations, commodities, and fluff are all still sound.

FYI for you newbies and those used to WOTC, WEG tended to have a lot more staging tips and fluff then current RPGs do, so while the novel-specific sourcebooks may be retconed, the more generic and film oriented materials are still pretty solid and have nice little details you won't find on wookieepedia.

The books you are looking for are WEG star wars 2e: Pirates and Privateers, and possibly The Far Orbit Project.

Both are good for explaining how piracy can work and how to run a campaign.

+1 - I am currently reading these for the first time and they are excellent.
Hope they're not too dated for you. (should be a winking smile here, but the phone won't do it)

Nice to see some old time D6 love.

Well, some are still terrible, but too bad I found those first. These are great, as is Black Sands of Socorro. The stories are kind of timeless. You could take Far Orbit and transpose it to the 18th century Caribbean and it would work.

Well, some are still terrible, but too bad I found those first.

Yeah, stuff the the Adventure Journals (while a great idea at the time) were either brilliant with at least a section or two of awesome, or useless as more then fancy toilet paper. Lords of the Expanse was a nifty idea as well, though I never felt it had enough of a "Star Wars" feel to it.

Thanks guys! The titles you suggested are great help (plus "Tramp Freighters).

Next challenge:

After doing three (maybe four) cruises (aka raids) I want to focus on the main plot of our campaign, intrigues between various pirate groups etc. But I still want the PCs to do raiding (to gain respect and of course money). However, I don't want to do every single cruise 'live' but rather through a couple of abstract rolls.

I'd like to ask you for help in designing such system.

I guess the difficulty would show how profitable - and dangerous the raid would be. 1 purple - 1k?

I guess each player could roll the skill he would be using the most in a raid - piloting for pilots, melee for marauders, etc - but what about the results? Could fails indicate damage to the ship/characters?

As always thanks for your time and help!