fluppagus
2016-04-27, 01:37 PM
Hey everyone,
I've recently made my debut with my main role playing group. I'm running a heavily home-brewed version of Saga edition. I've so far run about 3 or 4 sessions (I don't quite remember as my group has several games going with different GM's and systems in use) and I think things have been going well so far as I've mostly run it as a sandbox. Until recently this was fine but I appear to have put myself into a bit of a corner.
To give some background, I've set my story a minimum of 800 years since the battle of Yavin. I haven't set an exact date as its not overly relevant as the current power in the galaxy, going by the Galactic Protectorate, established its own calendar starting with its formation. I have tried to set up the Protectorate as capable of being as ruthless as the Galactic Empire, but yet more widely accepted and supported as it made itself appear to be on the moral high ground to the general populace.
Like other fascist regimes the Protectorate moves the focus off itself and onto a separate group of people to blame all the ills in the galaxy. Where the Empire was Humanist, persecuting and often enslaving entire species for the betterment of the Empire, the Protectorate targets Force Users of all creeds. The Protectorate teaches that Force Users are responsible for all major conflicts within the galaxy as far back as anyone can remember (and from a certain perspective they're not wrong). As a result what little the general population did know about the Force and those that use it have been lost, the smaller Force schools eradicated, and the Jedi forgotten.
Now every child is scanned at birth for Force Sensitivity. If they are discovered to be strong in the Force they are implanted with a chip that completely inhibits the ability to tap into the Force and are officially marked second class citizens with a range of professions off limits to them (Education, Scientific Research, Military service etc). There is even an intelligence service entirely dedicated to keep the Force suppressed.
With this information in mind I let my players have the Force Sensitivity feat for free if the were registered Sensitives (with chips in their heads and everything). I also allowed them to have it normally if they came up with a decent backstory as to how they were missed when they were scanned at birth. I had two take the chip option and another who came from a planetary royal family and was paying the right people to have the scans always return negative.
Now the Protectorate is ultimately run by the Grand Overseer presiding over the Lord Protectors Council. The Overseer is the true power of the Protectorate. Their word is law. While the Lord Protectors may try to convince themselves that they have power, the Overseer could order their execution on a whim. No decision of any real import in the Protectorate happens without her input and approval.
The position of Grand Overseer is hereditary, but there is only ever one heir at any one time. Regardless of gender the heir takes the family name of the Overseer. The heir’s other parent has no political power. Trained their entire lives for the position, once the heir reaches 30 the current Overseer abdicates the throne and the heir takes over. At this point the retired Overseer becomes the more public face of the government and sits on the council of Protectors as the Grand Protector until death.
Now the reason I tell you that part is that early on in the campaign I introduced them to an NPC who is a rogue agent of a shadowy organisation called the Overseer's Will, which as you may have guessed report directly and only to the Overseer. What makes them stand out however is that all OW agents are Force Sensitives with special versions of the Force suppression chip that simply limits their potential rather than block it out right.
Ultimately Tarc (the rogue agent) decided he wanted out, and the players stumble into him as generic security forces attempt to apprehend him. Jumping (correctly) to the conclusion that he was a Force user from the fact that he was just a generic human who was capable of cracking combat armor with his bare fists, they helped him escape and get off the planet where the whole lot of them made it their mission in life to find a way to remove the chips from their heads and learn more about the Force.
Now this eventually lead to them finding an ancient Jedi Holocron, I'm talking Old Republic glory days old, that's basically capable of teaching them everything and anything with the exception of some of the Tradition specific stuff (like the Dathomir witches or Jennassari for example), though obviously nothing dark sided. But my problem is that I need justification for the holocron teaching them as the holocron is imprinted with the memories and personalty of a jedi master and NPC Tarc and one of the players gained a dark side point or two along the way. Now obviously the NPC isn't the real issue here as I can guide him to the light at my leisure (he did choose to leave the shadowy organisation after all), but the player makes it more complicated. He had a perfectly good reason for doing what he did that fit the character, who while a good person is determined to protect his friends and to become as powerful as possible in order to achieve that. So it's a "the road to hell is paved with good intentions" scenario. What the holocron feels it needs to teach them in order for it to be safe it instruct them in the use of the Force is that the ends don't always justify the means.
TL/DR
So basically what I'm after is mission idea's that would be given by an ancient Jedi holocron to teach a bunch of Force user novices and their friends that the ends don't always justify the means in order to feel comfortable with teaching them more about the Force.
Thanks in advance for any of your input, and feel free to post any questions you may have as well.
I've recently made my debut with my main role playing group. I'm running a heavily home-brewed version of Saga edition. I've so far run about 3 or 4 sessions (I don't quite remember as my group has several games going with different GM's and systems in use) and I think things have been going well so far as I've mostly run it as a sandbox. Until recently this was fine but I appear to have put myself into a bit of a corner.
To give some background, I've set my story a minimum of 800 years since the battle of Yavin. I haven't set an exact date as its not overly relevant as the current power in the galaxy, going by the Galactic Protectorate, established its own calendar starting with its formation. I have tried to set up the Protectorate as capable of being as ruthless as the Galactic Empire, but yet more widely accepted and supported as it made itself appear to be on the moral high ground to the general populace.
Like other fascist regimes the Protectorate moves the focus off itself and onto a separate group of people to blame all the ills in the galaxy. Where the Empire was Humanist, persecuting and often enslaving entire species for the betterment of the Empire, the Protectorate targets Force Users of all creeds. The Protectorate teaches that Force Users are responsible for all major conflicts within the galaxy as far back as anyone can remember (and from a certain perspective they're not wrong). As a result what little the general population did know about the Force and those that use it have been lost, the smaller Force schools eradicated, and the Jedi forgotten.
Now every child is scanned at birth for Force Sensitivity. If they are discovered to be strong in the Force they are implanted with a chip that completely inhibits the ability to tap into the Force and are officially marked second class citizens with a range of professions off limits to them (Education, Scientific Research, Military service etc). There is even an intelligence service entirely dedicated to keep the Force suppressed.
With this information in mind I let my players have the Force Sensitivity feat for free if the were registered Sensitives (with chips in their heads and everything). I also allowed them to have it normally if they came up with a decent backstory as to how they were missed when they were scanned at birth. I had two take the chip option and another who came from a planetary royal family and was paying the right people to have the scans always return negative.
Now the Protectorate is ultimately run by the Grand Overseer presiding over the Lord Protectors Council. The Overseer is the true power of the Protectorate. Their word is law. While the Lord Protectors may try to convince themselves that they have power, the Overseer could order their execution on a whim. No decision of any real import in the Protectorate happens without her input and approval.
The position of Grand Overseer is hereditary, but there is only ever one heir at any one time. Regardless of gender the heir takes the family name of the Overseer. The heir’s other parent has no political power. Trained their entire lives for the position, once the heir reaches 30 the current Overseer abdicates the throne and the heir takes over. At this point the retired Overseer becomes the more public face of the government and sits on the council of Protectors as the Grand Protector until death.
Now the reason I tell you that part is that early on in the campaign I introduced them to an NPC who is a rogue agent of a shadowy organisation called the Overseer's Will, which as you may have guessed report directly and only to the Overseer. What makes them stand out however is that all OW agents are Force Sensitives with special versions of the Force suppression chip that simply limits their potential rather than block it out right.
Ultimately Tarc (the rogue agent) decided he wanted out, and the players stumble into him as generic security forces attempt to apprehend him. Jumping (correctly) to the conclusion that he was a Force user from the fact that he was just a generic human who was capable of cracking combat armor with his bare fists, they helped him escape and get off the planet where the whole lot of them made it their mission in life to find a way to remove the chips from their heads and learn more about the Force.
Now this eventually lead to them finding an ancient Jedi Holocron, I'm talking Old Republic glory days old, that's basically capable of teaching them everything and anything with the exception of some of the Tradition specific stuff (like the Dathomir witches or Jennassari for example), though obviously nothing dark sided. But my problem is that I need justification for the holocron teaching them as the holocron is imprinted with the memories and personalty of a jedi master and NPC Tarc and one of the players gained a dark side point or two along the way. Now obviously the NPC isn't the real issue here as I can guide him to the light at my leisure (he did choose to leave the shadowy organisation after all), but the player makes it more complicated. He had a perfectly good reason for doing what he did that fit the character, who while a good person is determined to protect his friends and to become as powerful as possible in order to achieve that. So it's a "the road to hell is paved with good intentions" scenario. What the holocron feels it needs to teach them in order for it to be safe it instruct them in the use of the Force is that the ends don't always justify the means.
TL/DR
So basically what I'm after is mission idea's that would be given by an ancient Jedi holocron to teach a bunch of Force user novices and their friends that the ends don't always justify the means in order to feel comfortable with teaching them more about the Force.
Thanks in advance for any of your input, and feel free to post any questions you may have as well.