Pleh
2019-07-05, 05:46 PM
Some background on my game:
I'm the GM.
Game is a semi-open world deal based on an idea I had after listening to stories based in the Forgotten Realm. Basically, I learned that the FR setting canonically says that cities realize that adventurers often become too powerful for any number of normal city guards to protect them from if they ever go rogue, so the city often hires other adventurers to take down rogue adventurers who need to be brought to justice.
Enter Star Wars. The Players decided to play a group of Gray Force Users (some with Jedi background, others without) operating as mercenaries to take down threats too dangerous for normal folks (I picture them like a 3 man party full of Kyle Katarns).
We've rebooted SWSE too many times and never got to play later levels. We're starting this campaign at level 8 as basically, "prestige class level 1" to set the tone.
It didn't make much sense to me for level 8 mercenaries to be stuck bumming a ride off of someone else. It seems like giving them a starship was the way to go so we didn't have to spend time in game acquiring an adequate vessel. They're starting the game with a lightly modified YT200 freighter (I didn't want to use up all their Upgrade Slots as they might want to do that themselves later) and I stocked the ship with a few swoop bikes (in case they need a bit more stealth/mobility than a freighter) and some relatively inexpensive survival/adventure equipment (comlinks, rations, all temp cloaks, glow rods, etc) so they can choose how much to carry on any given trip without having to expend their level 1 starting credits on highly situational gear. Their starting credits were to go towards their personal gear that they intended to be primary character assets (like weapons).
The intended goal is that each session will focus on tracking and confronting some dangerous figure (which means that GM Prep time will look a lot like me making a new batch of Heroic NPCs every week and slightly less populating maps with stock NPCs).
Right now, they're on a special campaign starter quest that is designed more to forge the PCs into a bonded party, so they're not officially bounty hunting yet.
But I can't shake this feeling in my gut that money doesn't really matter all that much in SWSE. In general, you try to level yourself out of needing any type of Armor, you tend to use the same weapon over the course of an entire campaign (unless you are REALLY focused on optimizing that weapon), and I've already given them a starship.
Do you guys feel like the rules for Bounty Hunting Rewards (in Scum and Villainy, for example) really inspire you or your players to take on the plot hook? At what point does the money not really matter anymore?
I'm the GM.
Game is a semi-open world deal based on an idea I had after listening to stories based in the Forgotten Realm. Basically, I learned that the FR setting canonically says that cities realize that adventurers often become too powerful for any number of normal city guards to protect them from if they ever go rogue, so the city often hires other adventurers to take down rogue adventurers who need to be brought to justice.
Enter Star Wars. The Players decided to play a group of Gray Force Users (some with Jedi background, others without) operating as mercenaries to take down threats too dangerous for normal folks (I picture them like a 3 man party full of Kyle Katarns).
We've rebooted SWSE too many times and never got to play later levels. We're starting this campaign at level 8 as basically, "prestige class level 1" to set the tone.
It didn't make much sense to me for level 8 mercenaries to be stuck bumming a ride off of someone else. It seems like giving them a starship was the way to go so we didn't have to spend time in game acquiring an adequate vessel. They're starting the game with a lightly modified YT200 freighter (I didn't want to use up all their Upgrade Slots as they might want to do that themselves later) and I stocked the ship with a few swoop bikes (in case they need a bit more stealth/mobility than a freighter) and some relatively inexpensive survival/adventure equipment (comlinks, rations, all temp cloaks, glow rods, etc) so they can choose how much to carry on any given trip without having to expend their level 1 starting credits on highly situational gear. Their starting credits were to go towards their personal gear that they intended to be primary character assets (like weapons).
The intended goal is that each session will focus on tracking and confronting some dangerous figure (which means that GM Prep time will look a lot like me making a new batch of Heroic NPCs every week and slightly less populating maps with stock NPCs).
Right now, they're on a special campaign starter quest that is designed more to forge the PCs into a bonded party, so they're not officially bounty hunting yet.
But I can't shake this feeling in my gut that money doesn't really matter all that much in SWSE. In general, you try to level yourself out of needing any type of Armor, you tend to use the same weapon over the course of an entire campaign (unless you are REALLY focused on optimizing that weapon), and I've already given them a starship.
Do you guys feel like the rules for Bounty Hunting Rewards (in Scum and Villainy, for example) really inspire you or your players to take on the plot hook? At what point does the money not really matter anymore?