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View Full Version : Star Wars GM looking for some suggestions.



Runemaul
2016-05-18, 02:31 PM
I've run many D20 Star Wars games in the past. Normally, what the players want is a grand space opera style game. They want their characters to play a part in the existing Star Wars universe, normally during the Rebellion era. I've had no problem with this, but after a few dozen times, it does start to get old. What I'm going for this time around, is a more dirty, dark, and inhospitable setting. There will be at least 4 players, all at level 12, and so far the mix is a Yuzzem Dark Side Marauder, a Trianii demolitions expert/mechanic, a Nautolan blasterslinger shipjacker, and a Herglic heavy weapons specialist.

The basic concept I have in mind is the game set in the pre-Force Awakens time, about 2-3 years before the movie. The players are part of the Resistance, and their job is to perform guerrilla warfare to destroy valuable targets, and to sometimes open a hole in defenses, that the main Resistance fighters can exploit. What I'm wanting to get across is that dirty, bloody, terrible part of 'realistic' combat. The part of "Saving Private Ryan" where they are trying to hold the bridge comes to mind.

Anyways, I was looking for some tips/suggestion on how to best convey that kind of 'war is hell' feeling in the D20 Star Wars setting. I feel like I'm fairly good at setting a scene in the players mind, but helpful input is always welcome. :smallsmile:

LibraryOgre
2016-05-18, 02:52 PM
One thing I would emphasize is shortages... you're not quite OUT of things, but you don't have enough. You have X amount of ammo. Three day trip for four people? You have 3 medkits, make them count.

It increases the feeling of being beleaguered, even if you frequently allow them to find resources elsewhere. (Sure, you go in with 1 spare clip, but you can scavenge more from your foes if you take the time)

Nerd-o-rama
2016-05-19, 03:22 PM
I know SAGA better than earlier d20s, but I can say that an important thing is to make them feel threatened. Even if none of their opponents have VP, make sure there's enough of them with good enough attack rolls to slowly chip away at your players. Make sure to cut off your players from support or retreat options so that missions are do or die when appropriate. Kill NPCs you've developed or at least put in your players' minds - allies, civilians, whoever. They are your redshirts. Show what the First Order does. Remember that THESE stormtroopers are conscripts from birth fighting for the only thing they've ever known. Remind your players of this. If they get cocky, don't hold back with air strikes, Knights of Ren, Star Destroyers, whatever it takes to turn an easy victory into a qualified one.

Obviously it's possible to overdo all of this and make your players feel like they can't win, and that's something to be avoided, but finding a good balance somewhere around "man he's really making us work and suffer consequences for our successes" is generally the sweet spot for cinematic grittiness in an RPG, and also neatly describes the darker Star Wars films that aren't Revenge of the Sith.

Runemaul
2016-05-19, 06:32 PM
Thanks for the suggestions so far. Certainly gives me a lot to think about as far as what to put them through. :evilfingersteepling:

"One thing I would emphasize is shortages... you're not quite OUT of things, but you don't have enough." Yeah, this is going to come into play a lot. They are going to have to be inventive on a lot of missions, due to lack of supplies.

"If they get cocky, don't hold back with air strikes, Knights of Ren, Star Destroyers, whatever it takes to turn an easy victory into a qualified one." Agreed, the only thing I see being an issue is the Yuzzem. He's a fairly stout build, and the trick will be finding things that are a threat to him, without wiping out the others.

Mando Knight
2016-05-19, 07:32 PM
Question:


Yuzzem Dark Side Marauder,

What is a darksider doing in The Resistance?

The Yuzzem's threat should not be from direct martial power, it should be philosophical. Your Marauder should never feel at home with the Resistance, even if he can fight on even terms an army that would disintegrate his teammates. The staggeringly overwhelming power of the First Order, the strength and training of the Knights of Ren, these are things that the Dark Side craves by nature. The leader of the Resistance is a sentimental old woman fighting for the disorganized "freedoms" of the Republic, who rejected the power of her bloodline, the power that Kylo Ren both seeks and represents. Leia will never teach your Marauder the ways of the Dark Side (if she were even capable), but Supreme Leader Snoke could...

I would actually limit the ability of your Yuzzem to grow as a Dark Side Force-wielder as long as he remains without a teacher like Snoke.

Nerd-o-rama
2016-05-19, 07:36 PM
The problem with highish level Force Users in every system, alas, to the point where FFG just gave them their own damn game. That comes down to system-specific stuff but my recommendation for what I picture when I hear "Yuzzem Marauder" is "nuke the site from orbit". Or at least from an airspeeder.

Edit: There is also that. After all, the existential threat to Jedi heroes has always been the temptation of power, and a Marauder has already gone waaaay down that road.

Mando Knight
2016-05-19, 10:45 PM
The problem with highish level Force Users in every system, alas, to the point where FFG just gave them their own damn game. That comes down to system-specific stuff but my recommendation for what I picture when I hear "Yuzzem Marauder" is "nuke the site from orbit". Or at least from an airspeeder.

That is the other issue: "Dark, gritty, and inhospitable" is stylistically half a galaxy away from "high-level Star Wars," especially if you have an optimized space-gish who eats platoons of mooks for breakfast. High-level Star Wars with Force Users is "Let's go save the Chancellor from the enemy flagship," not "Saving Private Ryan IN SPACE."

IMO, if you want a "War is Hell" game, knock the players all the way back to level 1, and ban Force Users.

Nerd-o-rama
2016-05-20, 07:00 AM
That is the other issue: "Dark, gritty, and inhospitable" is stylistically half a galaxy away from "high-level Star Wars," especially if you have an optimized space-gish who eats platoons of mooks for breakfast. High-level Star Wars with Force Users is "Let's go save the Chancellor from the enemy flagship," not "Saving Private Ryan IN SPACE."

IMO, if you want a "War is Hell" game, knock the players all the way back to level 1, and ban Force Users.

Higher levels make down-to-earth objectives and being personally threatened physically a problem, yeah. There's a reason my suggestions were more inspired by Mobile Suit Gundam than Saving Private Ryan. Less about making difficult objectives and opposition and more about adding intense amounts of complications.

Also, acknowledging that the heroes are the guys who made it to the end of Saving Private Ryan, and the poor bastards dying on the beach are the level 1 NPCs added as set dressing to prove the situation is serious.

Runemaul
2016-05-22, 11:23 PM
What is a darksider doing in The Resistance?

He is in the very light grey side of dark, and only a few levels of DSM. More of a mercenary who goes too far with being brutal in combat sometimes. He hasn't hit the point of having DSP equal to half his Wisdom. He's also, from a prior campaign, performed some heroic acts that have dropped his DSP total. He isn't randomly violent, but is very aggressive in combat. Wasn't even truly aware he was a force user until he came across another one. Trying to do the right thing, and during gameplay, only used the 'dark' force powers when in dire need, and he's struggled with his violent urges (which has lead to some really good roleplay between party members about his habits). If it was something that the player had just rolled up, I likely wouldn't allow it, but being very familiar with how he came to be what he is now, I'm allowing him to play it. And yes, his growth as a Marauder will be limited.

Besides, the other players aren't exactly Boy Scouts. :wink:

Runemaul
2016-05-22, 11:31 PM
High-level Star Wars with Force Users is "Let's go save the Chancellor from the enemy flagship," not "Saving Private Ryan IN SPACE.".

Yeah, Saving Private Ryan may have not been the example I was looking for. The reason it came to mind was the fact that Spielberg didn't shy away from showing that getting shot sucks, and loosing a buddy in combat really f*@k$ with your head. The situations these guys are going to be in, will be ones where they are sent in because the Resistance command believes that it's too risky to send in 'normal' troops (That, and they are an expendable/deniable asset). Perhaps Inglorious Bastards is a little closer to the flavor I'm trying to go for.