Finding New Places To Run

By LibrariaNPC, in Game Masters

In the past few games, my group has been burning bridges. They started off working out of Vorzyd V, where they angered the local Imperial Governor (they acquired some blackmail of him having certain. .. "relations" with aliens). As they already have a few Criminals in the group, the Empire is always something to be avoided, and this is making their reputation in the sector one that they have to tread lightly with, especially with what follows.

They then went on the wrong side of a crime lord (that gave them the first job) when they betrayed his Hutt boss. they were tasked with reacquiring the Hutt's "gem" from a crash site. Said gem was a Twi'lek slave. The party decided to keep her on the crew and only turned in the tracking beacon that was on the girl. Their contact believes that they really only found the beacon, but knows that they may want to lay low as it can be misconstrued that they helped the slave escape (the one party member has a. . .reputation for being against slavery, and another is a twi'lek himself). The local crime lord told them they may want to lay low and stay out of Hutt Space for a while until this blows over.

During this mission, they ended up attacking and destroying large portions of a Zann Consortium outpost. This has not endeared them to this group, and they are attempting to avoid running into what they believe is a well-equipped mercenary crew.

Now, they are taking a job on Enarc that involves killing or capturing a Neimoidian. Depending on how they handle it, they can be dealing with major hunting by the Imperials or just stirring things up and making it too "hot" to do work.

Thing is, while trying to acquire some contraband, their contact (a member of Imperial Intelligence, working for a superior officer trying to remove this Neimoidian without the Empire knowing it) rolled a Despair (note: the PARTY rolled the Despair, as I let them roll the dice for this); the Imperials know that they have this military gear, and they know who supplied it.

So we are adding a new planet to not revisit and possibly increasing Obligation after this job. Huzzah!

But now I feel as though they are burning a lot of bridges, and really will need to either lie low for a while or will need to be somewhere that they won't be as targeted or can make some new contacts to lower their obligation (party of five with 80 Obligation). As they may have a job to get their contact and supplier offworld, I'm leaning towards one or more of the following:

1) Go to the edges of the Outer Rim and stay at some backwater planet to do some odd jobs. (I'd rather give them something to do on a world instead of just sitting for months and waiting for things to go away like they could do at Port Haven).

2) Get to a Shadowport and make that "home" for a while. Options include Starforge Station, Smuggler's Run, and if the Human wants to take a risk, Omze's Incredible Starport.

3) Head off to an area that is Imperial Affiliated but still independent. This could be Hapes (stupid, but ballsy), the Corporate Sector (very stupid, not sure on the ballsy anymore), and the Tapani Sector.

If you've run into a problem like this, where did you party go and how did they deal with it?

1. Is a good option

2. Is a good option

3. Is a death sentance waiting to happen

I would have the group leave the rim and hang out for a while in the outer rim, or even Hutt space. If I was in that group I would stay clear of anything Imperial related for awhile. CSA and Tapani while cool, would be bad for them I think right now.

Here is a little planet that I love and have used in about every campaign I have ever run. Korbin. Not to be confused with Korriban.

Korbin is a little lawless world not really known for much. No true star port to speak of, and the 4 major cities on the world are named: Pleasant City (the capital), Peace, Joy, and Happy (I change it to Happiness), what's not to love. :)

If you have access to some of the older WEG books it can be found in Planets of the Galaxy Vol II.

The wookieepedia entry is pretty sparse. Shoot me a PM if you would like more on this world.

http://starwars.wikia.com/wiki/Korbin

If the group keeps burning bridges and betraying people, it may time to show them the errors of theirs ways...

The rebels sure could use that kinda scum, maybe that's a good place for them to hide out and find new bridges to torch.

The next time they botch an astrogation check, have them accidentally come out in Ascendancy space. The Chiss sure don't like people knowing where there homeworld is.

Here is a little planet that I love and have used in about every campaign I have ever run. Korbin. Not to be confused with Korriban.

Korbin is a little lawless world not really known for much. No true star port to speak of, and the 4 major cities on the world are named: Pleasant City (the capital), Peace, Joy, and Happy (I change it to Happiness), what's not to love. :)

If you have access to some of the older WEG books it can be found in Planets of the Galaxy Vol II.

The wookieepedia entry is pretty sparse. Shoot me a PM if you would like more on this world.

http://starwars.wikia.com/wiki/Korbin

Interesting planet. I've been going through my WEG stuff a LOT lately to get ideas beyond what I already know from reading the EU novels, especially since I'm known to be HORRID with names.

1. Is a good option

2. Is a good option

3. Is a death sentance waiting to happen

I would have the group leave the rim and hang out for a while in the outer rim, or even Hutt space. If I was in that group I would stay clear of anything Imperial related for awhile. CSA and Tapani while cool, would be bad for them I think right now.

Now, with your suggestion, there is an issue: Hutt Space needs to be out. They are keeping the slave girl as a crew member until she is trained to do something besides be a dancer, and with how much of a fuss was made about her and how she "vanished," they want to steer clear from ANYTHING with Hutts.

Tapani was the only "safe" option on List 3 due to the independent streak of some of the noble houses (like Pelagia and Cadriaan), and it would "trap" them in an area for a while and teach them NOT to burn as many bridges as quickly as they have been. . .

Of course, if they take the job to get their now ex-Imperial offworld, they'll need a place that makes sense for an Imperial to have contacts to help them vanish; shadowports and Tapani made sense for me, as well as places like The Wheel.

If the group keeps burning bridges and betraying people, it may time to show them the errors of theirs ways...

Well, the Imperial Governor was a target, but it didn't endear them very much to the guy. The Zann Consortium was, as I see it, "collateral damage." If the group went with negotiations, they could have left with at least a neutral standing with them. Instead, they went with espionage and, when they were found out, settled for destroying huge parts of the landing bay and did some extra damage to the defenses. . .as well as killed the guys who's armor they were wearing.

Angering the Hutt was NOT expected, and was definitely a bridge burn there. I didn't think it was right to raise Obligation for it, but I did feel as though failing a Hutt wouldn't look good; added note that they have technically stolen from the Hutt, they're being rightly cautious.

The newest bridge is their Imperial contact who is essentially going to have to disappear. Leaving a disgraced member of Imperial Intelligence hanging to dry is not something you want to do lightly, so if they burn this one, there will be an obligation thrown against them for it. I mean, it only makes sense to do that when they burn as many bridges as they have already. . .

The rebels sure could use that kinda scum, maybe that's a good place for them to hide out and find new bridges to torch.

I don't think that'll work out just yet. One of the players, the only human of the group, is an ex-Imperial. He was in the military and tried to get into the Stormtroopers but had to give up due to a scandal. He still acts like a loyal son of the Empire with some minor underlying racism, but he's getting better now that he's been running with the current crew.

Perhaps in another adventure or two he'll consider joining the Alliance. . .or turn the group into a psuedo Imperial group.

The next time they botch an astrogation check, have them accidentally come out in Ascendancy space. The Chiss sure don't like people knowing where there homeworld is.

Botched Astrogation checks are always a hoot. I've been bouncing between finding something that is very well hidden, like the Chiss Ascendancy, a Shadowport, a "lost" world with a new species, an ancient battlefield, a forgotten outpost, a prison barge that has the great grand ancestors of the original criminals, or other interesting tidbits.

Of course, your suggestion is going to add more bridges than not >_>

Run your game as you like. Well let me back up, I'm right you're wrong run your game as I say!! :) I'm just playing...

I mentioned Hutt space, well, like the name sake it is rather large. ;) man I'm a crack up tonight...please tip your waitress and I'll be here all week...

Just becuase they pi$$ed off one Hutt or even a couple, doesn't mean they can't go to Hutt space, the Hutts thrive off conflict. Heck, another Hutt, be it brother, uncle, aunt, or a rival clan make actually welcome your crew in for hurting the other Hutt and Tyber Zann of House Slitheren!! The Hutts and Zann are at major odds/war in the classic trilogy time frame, well going from the video game anyway. So any info they have on Zann could be useful. Also, another Imperial governor may find out about this crew and what they did to the other guy and welcome them in as well. The Imperial hierarchy also thrives off unfriendly competition and rivalry. Another could use their help in taking down an opponent, better yet, his ASSIASANT!!! His underling wants his job and is willing to work with your group. Or just stick with another governor, but he is really the other dudes friend and is setting up your group. Man, the possibilities are endless, and you my friend have gotten my mind into overdrive!! I've gone plaid!!

So maybe your crew doesn't have to run as far as you think they do...

Hope this helps out a little.

Cheers!!

Run your game as you like. Well let me back up, I'm right you're wrong run your game as I say!! :) I'm just playing...

I mentioned Hutt space, well, like the name sake it is rather large. ;) man I'm a crack up tonight...please tip your waitress and I'll be here all week...

Just becuase they pi$$ed off one Hutt or even a couple, doesn't mean they can't go to Hutt space, the Hutts thrive off conflict. Heck, another Hutt, be it brother, uncle, aunt, or a rival clan make actually welcome your crew in for hurting the other Hutt and Tyber Zann of House Slitheren!! The Hutts and Zann are at major odds/war in the classic trilogy time frame, well going from the video game anyway. So any info they have on Zann could be useful. Also, another Imperial governor may find out about this crew and what they did to the other guy and welcome them in as well. The Imperial hierarchy also thrives off unfriendly competition and rivalry. Another could use their help in taking down an opponent, better yet, his ASSIASANT!!! His underling wants his job and is willing to work with your group. Or just stick with another governor, but he is really the other dudes friend and is setting up your group. Man, the possibilities are endless, and you my friend have gotten my mind into overdrive!! I've gone plaid!!

So maybe your crew doesn't have to run as far as you think they do...

Hope this helps out a little.

Cheers!!

Lots of fun fodder there, so I hope you got something useful there!

And we all have opinions about how games should be run, and we all borrow from each other; it's what makes this hobby so much fun in the first place, ne?

My big concern is how they're almost parading around the slave, taking her out shopping, to clubs, events and the like. Hutt space is double edged with what they're doing; get the wrong person seeing her and they'll chase the party down. As my party is not huge on combat just yet (Doctor/Marauder, Politico/Assassin, Mechanic/Outlaw Tech, Pilot/Mercenary Captain, and Bodyguard/Recruit; the best combat roll is 2Y1G), they'll run at the first major sign of danger, which is why they all agree that they will not go back into Hutt Space with her in tow.

I have a nice list of things they CAN do in Hutt Space if they return, even with this looming over them, but they seem to want to not get killed. Cowards! *laughs*

As for your list of backstabbing, that can be done anywhere (and is actually what got them into this mess with the Imperials in the first place!), but I was saving some of it for when they are in an area long enough to start making friends and enemies.

There's plenty of places both inside and outside of the Empire's borders where neither they nor the Hutts have much power:

Hapes isn't as crazy an idea as it might seem. Insular as they are, the Empire has effectively no power in the region. Getting approval from the Hapans themselves is the big issue.

The Corporate Sector is pretty controlling, but depending on the characters' morality, getting a gig with one of the megacorps would provide a good cover and some protection too.

Corellia has a modicum of independence. There's an Imperial presence, but CorSec does most of the footwork, and would probably be willing to turn a blind eye, or even help out (they've got a notoriously low tolerance for slavers).

If you're running this in the stock 0-1 ABY timeframe, the Mon Calamari Sector is also an option. They've declared their independence and "neutrality", as well as established a low-tech self-interdiction (asteroids and mass mines in the hyperlanes). It'd be an adventure getting there, but rife with opportunity, and there'll be very little Hutt corruption either.

Plenty of other places to hide, even right under Imperial noses. Taanab, Bespin, Sullust, Commenor. Mandalore if you think you're tough enough (you're probably not, but if you live it'd make a good story). And there's plenty of smaller settlements that are big enough to offer a couple jobs, but the Empire and Hutts won't bother with.

Finally, there's always the Rebels (you can take it slow, maybe they're hired to liberate slaves from Ylesia, Ryloth, Kessel, or Kashyyyk, and don't realize right away who they're working for).

My PCs, similarly safe-haven-deprived, have found solace in The Wheel, which incidentally set them up perfectly for Beyond the Rim. They wouldn't have made it through Hutt space without handing over Teemo's financial records to Jabba though, so ymmv.

Shoot first, ask no questions, loot the bodies. That's how we roll.

Well, here's the update from this week's game:

The party were given free reign over where to go, and were given a list of places since they hit a wall. The list included The Wheel (which I thought was a shoe-in since we have one gambler in the group), the Corporate Sector, anywhere along the far outer rim, the Tapani Sector, various parts of Hutt Space (which they gave a resounding "NO!" toward; that wasn't in stereo, but surround sound), and certain smuggler-friendly portions of the Expanse. They voted Tapani.

I'm going to be laughing all the way home here. . .

Anyone else besides themensch run into something like this recently with hilarious results?

What are they going to do in Tapani?

one of the easiest hooks I figured out was to have them create a rebel cell, and gain the favor of one of the houses. Then you can basically run the Tapani sector campaign with little alteration

What are they going to do in Tapani?

one of the easiest hooks I figured out was to have them create a rebel cell, and gain the favor of one of the houses. Then you can basically run the Tapani sector campaign with little alteration

First, they are dropping off the two former Intelligence officers that got in hot water because of them (Recap: the party needed gear, one guy is a former Imperial, they found some Intelligence folks that had the same goal, and the party asked if they could get the gear ASAP. The party rolled a Despair and they were found out. As it was military gear being stolen, they are now labeled as Rebels and are to be executed. They've guilt-tripped the party into sneaking them offworld).

Second, one of the players (the Smuggler) claims that he has a friend in Tapani. No Destiny Points have been spent on it yet, but it is a good bit of fluff.

I am debating if I want to use the campaign as-is due to the party makeup. Only one member is even considering the Alliance, another wants the group to go psuedo-Imperial, and the rest are okay being Fringers so long as they are making money. Tapani just seems like a good hotbed to throw them in; rich families with political intrigue, fewer Imperial patrols, plenty to explore, and lots of messes that our Politico can get himself and the rest of the party in.

I'm seeing Tapani like certain parts of Firefly and a spacefaring 7th Sea, both things my party enjoys. So by moving the game there, we get swashbuckling, smuggling, rebel cells and so much more. . .especially with nearly an ENTIRE party of Force Sensitives running around. . .

Run your game as you like. Well let me back up, I'm right you're wrong run your game as I say!! :) I'm just playing...

I mentioned Hutt space, well, like the name sake it is rather large. ;) man I'm a crack up tonight...please tip your waitress and I'll be here all week...

Just becuase they pi$$ed off one Hutt or even a couple, doesn't mean they can't go to Hutt space, the Hutts thrive off conflict. Heck, another Hutt, be it brother, uncle, aunt, or a rival clan make actually welcome your crew in for hurting the other Hutt and Tyber Zann of House Slitheren!! The Hutts and Zann are at major odds/war in the classic trilogy time frame, well going from the video game anyway. So any info they have on Zann could be useful. Also, another Imperial governor may find out about this crew and what they did to the other guy and welcome them in as well. The Imperial hierarchy also thrives off unfriendly competition and rivalry. Another could use their help in taking down an opponent, better yet, his ASSIASANT!!! His underling wants his job and is willing to work with your group. Or just stick with another governor, but he is really the other dudes friend and is setting up your group. Man, the possibilities are endless, and you my friend have gotten my mind into overdrive!! I've gone plaid!!

So maybe your crew doesn't have to run as far as you think they do...

Hope this helps out a little.

Cheers!!

i liked this idea - my mind went straight to: "well, they only pissed off ONE Hutt,and what's the best way to keep safe from him? make good friends with his enemy!"

especially because their choice to keep the slave and just return the beacon was a "light"/morally "good" thing... i wouldn't classify this as "burning bridges," more like "pissing off one scumbag."

i liked this idea - my mind went straight to: "well, they only pissed off ONE Hutt,and what's the best way to keep safe from him? make good friends with his enemy!"

especially because their choice to keep the slave and just return the beacon was a "light"/morally "good" thing... i wouldn't classify this as "burning bridges," more like "pissing off one scumbag."

I don't disagree that it is "pissing off one scumbag," and I agree wholeheartedly that the group did the morally right thing (which was rather unexpected with how the group started out), but since they aren't properly geared or supported enough to even potentially stand against a Hutt's retainers, they aren't risking it.

Besides, the Smuggler's big concern isn't only being found out, but also getting "watched" by their new "allies" to ensure an event like this happens again.

i liked this idea - my mind went straight to: "well, they only pissed off ONE Hutt,and what's the best way to keep safe from him? make good friends with his enemy!"

especially because their choice to keep the slave and just return the beacon was a "light"/morally "good" thing... i wouldn't classify this as "burning bridges," more like "pissing off one scumbag."

I don't disagree that it is "pissing off one scumbag," and I agree wholeheartedly that the group did the morally right thing (which was rather unexpected with how the group started out), but since they aren't properly geared or supported enough to even potentially stand against a Hutt's retainers, they aren't risking it.

Besides, the Smuggler's big concern isn't only being found out, but also getting "watched" by their new "allies" to ensure an event like this happens again.

it's always funny when the PLAYER'S values/morals get in the way of their intended CHARACTER/group direction...

i was recently ran a game in which the group were all supposed to be mafia type "just lookin' out for me" type characters - but we ended up being much much more "good" - sort like playing in a WoD game with vegetarian vampires...

i liked this idea - my mind went straight to: "well, they only pissed off ONE Hutt,and what's the best way to keep safe from him? make good friends with his enemy!"

especially because their choice to keep the slave and just return the beacon was a "light"/morally "good" thing... i wouldn't classify this as "burning bridges," more like "pissing off one scumbag."

I don't disagree that it is "pissing off one scumbag," and I agree wholeheartedly that the group did the morally right thing (which was rather unexpected with how the group started out), but since they aren't properly geared or supported enough to even potentially stand against a Hutt's retainers, they aren't risking it.

Besides, the Smuggler's big concern isn't only being found out, but also getting "watched" by their new "allies" to ensure an event like this happens again.

it's always funny when the PLAYER'S values/morals get in the way of their intended CHARACTER/group direction...

i was recently ran a game in which the group were all supposed to be mafia type "just lookin' out for me" type characters - but we ended up being much much more "good" - sort like playing in a WoD game with vegetarian vampires...

Well, at least TWO characters had a reason to stand on moral high ground: one has the motivation of non-human rights, while the other was hoping to see the end of slavery. The other members at that time had Fame (I think) and Capitalism; not exactly fitting for this, but still fitting.