May the Fourth Be With You

May 4, 2016

 

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A few weeks back, I was roped into trying my hand at running a session of the Fantasy Flight RPG Star Wars “Edge of Empire” at the local Bounty Hunter’s Guild at The Wyvern’s Tale in Asheville, North Carolina. It’s a weekly (or semi-weekly) “drop in” game that Kevin has posted about before, and since I had played several games figured I would step up and try my hand at GMing.

It was a complete blast!

I am normally a person who preps like crazy. As noted before, I have a penchant for making detailed binders for trips and for campaigns. The story-telling nature of the typical Star Wars game, however, doesn’t lend itself to my normal GM style. Stepping way outside of my comfort zone, I came up with a basic premise with three “scenes” to make the entire game. First up, an alien xeno-archaeologist (with a bounty on his head) discovers a hidden temple and needs rescue; there’s unique environmental effects which cause havoc (and preclude the use of the bounty hunter’s overpowered normal transport) and causes their ship to crash to the planet’s surface; and at last a big scary beast to scare the bounty hunters off.

For the first part, I decided to make the alien a Brizzit and that he would have a protocol droid translator who was demolished. The temple he was hiding out in was dedicated to the Sith, and there would be a Sith or Sith-spirit present. The second part would be the planet itself: heavy electrical storms in the high altitude meant that any vehicle without specialty shielding would almost certainly crash (luckily the Bounty Hunter’s patron had just such a ship); and finally, for the third scene I’d have to create a creature loosely based on the Krayt dragon, but capable of flying for the final battle, followed by rescue from another ship.

I tried to play it fast and loose. I figured the first scene would be a combo: quick RP interaction with the Hutt boss and outline of the mission followed by a piloting / mechanics check scenario as they try to navigate the horrific lightning storm. Right from the get-go that didn’t go according to plan. With a double-Triumph and setback dies removed from the check due to some crazy co-pilot talents, the ship sailed down with minor damage, enough that I ruled there was a hull breach and they’d need to set down for repairs.

The second scene was originally supposed to be interaction with the alien (who did not speak Basic) and repairs to the protocol droid, and that went as planned for the most part. We didn’t have a real ‘face’ character so without too much misunderstanding the repairs were effected and the Brizzit convinced the group to take cover from the approaching storm in the temple itself.

This is the point at which having tried to plan on every contingency would have been a very bad mistake. The original idea was to very cinematically have the Sith Master drop in front of the hole made by blasting through the wall, threatening the PCs and then being swallowed (fancy red lightsaber and all) by the humongous “dragon” and the smaller ones (still quite dangerous) leaping in to attack.

Of course, two of the PCs got first attack and one of them rolled a Triumph (again!) to shoot the lightsaber out of his hands and the other one did some crazy maneuvering to roll around and grab it. At this point, things are very much off the rails. A Chadra-fan mechanic skill monkey with a lightsaber can just about ruin any campaign, so I had to think fast. Additional fire from the high-powered assassin droid and several rounds of crits from the Bounty Hunters rocked the Sith back on his heels and it was only a matter of time before he fell.

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Now I felt it was time to panic. I knew I’d have to get that away from them somehow, and then it hit me: this was the “treasure” the Brizzit and his no-good protocol droid were after the whole time! I played up the fact that the storm wouldn’t be abating for several hours and they were in for a long repair session, but afterwards they’d be good to go. With a few nudges about how exhausted they were, everyone played right into my hands by putting the assassin droid as “guard” while the rest of the crew napped. One restraining bolt later and the “xeno-archaeologist” steals the lightsaber off the sleepy Chadra-fan and runs out into the storm to “escape” while the droid fought everyone who was waking up.

Cue the music and it’s the other bad guy who gets scooped up by the big “dragon”(along with that saber)… and everything from there continued more or less as planned. They killed the big thing (again thanks to a lot of crits), got the ship up and out of the storm and away back to home base. They had to explain why their bounty was dead and the ship had a hole and they really had nothing to offer beyond the location of an old Sith temple. The Hutt (and by extension me) took some pity on them, swore them to secrecy saying he may have a buyer for that sort of information (and a potential plot hook for another game).

All in all, I had a great time with a low-prep way of running and everyone seemed to have a good time. The game lends itself to a different style of GMing than I am used to and I really enjoyed it when all is said and done. Kevin pointed out that only I could make a Star Wars game with space wizards and thunder dragons. Rightly so.

With it being May the Fourth today would be a good day to write down some ideas of your own for your Star Wars campaign. Just look out for those untrustworthy droids…

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  1. jimmylogan0916
    May 4, 2016 at 11:23 am

    Awesome right up! And great story ideas!

    I’ve been GM’ing this game since Edge (before Age or F&D) and I found that SOME preparation is needed, but more of the ‘overall outline’ sort of prep. Actually having LESS prep encourages the players to add to the story and the GM says, “I like that!” instead of, “no, that’s not how it’s written…”

    Well done! Hope to hear more!

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