Campaigns in X-Wing

By That One Guy, in X-Wing

So lately a friend of mine has been getting a little burned out on the game. In an effort to make it more fun for all, I've decided to start running little mission and campaign modules for him and anyone else who joins us. What i'm thinking of doing is creating basic three mission modules that progress a small story, with mission briefings and introductions to help it along. My friend and I are both accomplished DMs and RPGers so this is absolutely up our alley.

Is anyone interested in something like this? In general, or hearing the stories I plan to relay specifically? Does anyone else do this, or plan on doing this, or would you like some help? Also general discussion on this and related topics.

Yes. I was thinking of making an RPG version of it myself similar to what you are proposing.

Something where different campaigns present options, and after a campaign is completed, the player gets to keep his upgrades/whatever through to the next story.

Also... Did you ever play Halo online for PC? ZombiesWithDynasty? Your name is really familiar...

No, I am not a PC gamer. And I can't imagine the name is exactly unique…

You know, the ships work really well for a Star Wars RPG game. Especially Edge of the Empire, since it's also Fantasy Flight.

^ looked cool but shouldn't a y-wing cost less merits than an a-wing? older design + I'm pretty sure generally considered worse than a b-wing and pretty bad unless an ion turret is added (correct me if I'm wrong)

I ran a storyline campaign that was a linked series of encounters starting a couple weeks before the battle on Yavin. Each player represented a single rebel pilot of the Reapers Squadron. The first mission was stealing X-wings and another Hi-jacking Astromech's. Then protecting a sensor system that the Boothin's relayed info about a new Imperial Battle Station. Intercepting experimental Imperial fighters (TIE Adv. ) being field tested and providing cover when that same Battle Station attacked the base at Yavin IV. I had up to 8 rebel pilots and I played all the imperials. Each pilot earned XP for completing missions, inflicting damage or destroying enemy ships. They could then be spent to increase there starting Pilot skill, add upgrades and advanced training. This was before wave 2 and 3 came out and I'm currently working on extending the campaign from Yavin to the Battle of Hoth. The new campaign will allow players to play as imperials or rebels.

^ looked cool but shouldn't a y-wing cost less merits than an a-wing? older design + I'm pretty sure generally considered worse than a b-wing and pretty bad unless an ion turret is added (correct me if I'm wrong)

It has a higher survivability rate than the A-wing, if you consider its heavy armor.

^ a-wing is more manueverable though. in any case shouldn't b-wing cost more?

I ran a month long campaign at MLGS where I run X-wing. Everyone enjoyed this. Each mission had three mission objectives and players scored points by completing objectives. This also earned them bonuses in the next mission.

I had players pair up with a different person each week and play two games, one as Imps, and one as Rebs. It went well and we are talking about doing an escape from Yavin. I'm waiting on the Transport before I write this.

Some great ideas here, I'm sure it is just a matter of time before FFG creates some campaign or source books.

^ looked cool but shouldn't a y-wing cost less merits than an a-wing? older design + I'm pretty sure generally considered worse than a b-wing and pretty bad unless an ion turret is added (correct me if I'm wrong)

^ a-wing is more manueverable though. in any case shouldn't b-wing cost more?

Note the "minimum Pilot Skill" requirement for all ships. :)

oh right. what about a-wings compared to interceptors? 1 higher pilot skill isn't that much when you consider the shields, missile capability, and hyperdrive (hyperdrive doesn't matter i suppose unless you make a rule that without one you can't retreat, and maybe add one as a modification). maybe an even higher pilot req because it was hard to handle and maybe +1 to merit cost?

oh also can you add suggested perimeters for merit assignment?

Edited by Ihavebadluck

I could explain my rationale for everything, or explain why you can't really compare A-Wings to Interceptors because they're on different teams, but I find the numbers to be balanced and you're free to adjust things to your preferences. It's called "Rule Zero" in RPGs: If you don't like the serving suggestion, you're free to change it. :)

For merit awards, the suggested range is on page 1, "Awarding Merits". Some GMs like to see fast advancement, some like a more gradual progression, so it's left to the GM. I'm generous with merits for selfless acts and creative solutions and don't award points for kills, while other GMs might hand out merits for aggression and damage delivered.

is the difference between squad merits and individual is the squad recieves x merits each and then individuals can be awarded extra based on what they did? or is the squad merit devided among the squad?

The first one. :)

So, these are the ground rules I've established for my games.

1) Each campaign is a collection of 3-5 matches. Generally, though not always, they progress in difficulty so that the first one or two, the player has higher point totals than me (the GM), and later on can be considerably outgunned.

2) Luke and Wedge are the "story central" characters and can always be taken. Unnamed pilots are considered to be killed when destroyed. Named pilots who are not Luke or Wedge, upon destruction, roll an evade dice. On any result other than a blank, they eject and are reusable. On a blank they are killed and cannot be used in that same campaign. Ships that escape the play area are considered to have "bugged out" and can be used again. With very few exceptions, Imperial enemies (so, basically Vader) will be held to this as well.

3) Upgrades will be available for the most part, but some will be restricted for story purposes.

4) When I use information, what I say is more important that canon. I'll be damned if I burn myself out trying to follow all that biz. Also not going to give a skidmark about official timelines.

Edited by That One Guy