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File: f04a76c3a488e5f⋯.jpg (26.32 KB,220x305,44:61,220px-Kotorbox.jpg)

 No.419867

Newbie GM here, thinking on a Star Wars campaign at some point.

Whats the best way to prep for storytelling in such a game?

Any dos and donts as a GM?

Additionally, what are some good rules of thumb for keeping things loose and not being a slave to canon when working with established universes?

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 No.419868

File: 778b20eb435c3b1⋯.jpg (36.01 KB,600x600,1:1,jesus kenobi.jpg)

For running a game in a setting like Star Wars, think of what you want to do in the setting. Political game? Jedi game? Smuggler game? Military game? Any of these are possible in Star Wars. If you don't know what kind of theme or tone you want for your campaign, ask your group what they would find fun and go from there. Do some brainstorming with them. Have a campaign brainstorming/character creation session zero.

The best way to prepare storytelling in a game is to get the PC's backstories first, and then start developing potential stories for the campaign. When you make the PC's backstories and characters an intrinsic part of the story, it gives the game a very strong narrative drive from the get go.

Don't railroad or try to control the PC's. Don't suffocate their creativity or agency.

Remember: the agency of the player character is sacrosanct.

>Additionally, what are some good rules of thumb for keeping things loose and not being a slave to canon when working with established universes?

are the guys in your group absolute star wars experts and complete neckbeards and know everything about the canon and what's been established?

if they aren't, do you think they're gonna care?

Pick a part of the setting/time period that you're familiar with and think is rife for potential adventures. Only put as much emphasis on what's canon as you want to. George Lucas isn't there at your game table.

Remember rule zero. The most important thing about playing tabletops is that you're having fun. You're playing pretend with dice, enjoy it.

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 No.419872

>Additionally, what are some good rules of thumb for keeping things loose and not being a slave to canon when working with established universes?

It's easy, just understand how things work and don't incorporate major figures and events at every turn. It's a big galaxy, and the 6 films+cartoons+EU covered relatively little of it. A bunch of spacers fighting a crime lord, some rebels running a series of ops against an Imperial wunderwaffe, a unit in the Clone Wars (or any war for that matter), or virtually anything between Russan and the Clone Wars has little risk of any conflicting with the knowledge of even the most seasoned of experts.

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 No.419886

File: 629d8aace50b41e⋯.jpg (737.98 KB,1080x2017,1080:2017,20190528_203232.jpg)

>For running a game in a setting like Star Wars, think of what you want to do in the setting. Political game? Jedi game? Smuggler game? Military game? Any of these are possible in Star Wars.

>The best way to prepare storytelling in a game is to get the PC's backstories first, and then start developing potential stories for the campaign. When you make the PC's backstories and characters an intrinsic part of the story, it gives the game a very strong narrative drive from the get go.

Definitely more planning my next go around with my party. In the current one, I basically just threw them together in a prison in proper TES fashion but they dont have much tying their group together yet.

>Don't railroad or try to control the PC's. Don't suffocate their creativity or agency.

>Remember: the agency of the player character is sacrosanct.

This gets me thinking; whats the general concensus on lightside/darkside? Some seem to think of it as an all corrupting slippery slope that if you dip into it, youre fucked, yet even in canon some jedi dip into it without succumbing. Whats the best way to depict the dichotomy in-game? I dont want to accidentally push someone into being a sith edgelord or making the darkside too unattractive.

Pic related, currently the system+homebrew mix Im looking at suggests dangling the darkside around like a tempting shortcut, but cutting off certain lightside techniques and requiring more darkside stimuli to get the same result. Is that about a good middleground or does it not treat the darkside as dangerous enough?

>are the guys in your group absolute star wars experts and complete neckbeards and know everything about the canon and what's been established?

Tbh I think Im the only person knowledgeable about it in my group beyond the movies but even I have a shit ton of reading to do. I imagine that just works to my advantage though, since if it comes down to it I can bullshit things to some degree and my players wont know it or care enough to know it.

>It's easy, just understand how things work and don't incorporate major figures and events at every turn. It's a big galaxy, and the 6 films+cartoons+EU covered relatively little of it. A bunch of spacers fighting a crime lord, some rebels running a series of ops against an Imperial wunderwaffe, a unit in the Clone Wars (or any war for that matter), or virtually anything between Russan and the Clone Wars has little risk of any conflicting with the knowledge of even the most seasoned of experts.

Yeah, I think running it in a (relatively) small stakes backwater sector should be sufficient for that, the more I can play fast and loose with the lore the better.

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 No.419892

File: 72868047bb0eb8b⋯.jpg (32.48 KB,540x528,45:44,areyoumentallyretarded.jpg)

>>419886

>citing Disney crap

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 No.419893

>>419892

The homebrew references it, yes, and I dont feel like moving to a d20 system after using Savage Worlds for so long and I dont think my party feels like migrating either. I was actually planning on completely ignoring disney canon and sticking to the OT and old EU.

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 No.419894

>>419868

To add onto this, please keep in mind that if you're going to do shit with Jedi or Force user player characters, go all or nothing. Jedi typically get all kinds of cool powers and gimmicks to play with on top of having a lot of built-in plothooks and status within the setting. It's like being a Wizard as well as a competent Fighter, AND you get the benefits of having power and influence for no extra cost. Other character types are going to have trouble competing with that. So, either go Jedi party or limit the number of Jedi PCs to one, so they don't get to completely overshadow the poor player who decided to just be the pilot or the Gonk droid.

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 No.419942

>>419886

Do NOT do what that pic says. That's basically asking the GM to railroad the player character's personality. It sounds fun in theory but it's really unpleasant in practice.

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 No.419947

>>419942

Fair enough, this is the sort of thing Im here for. Whats the best way to handle it; or is it better to just forbid any darkside antics altogether?

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 No.419956

>>419868

>Don't railroad or try to control the PC's. Don't suffocate their creativity or agency.

This is normally good advice, but is shit for star wars. You want to play the force awakens? Follow this advice. Want an actual star wars experiance? Script that shit, give them good options (the railroad can diverge) but Star Wars is epic fantasy, not doing that is a disservice to the genre.

>>419886

Backwater shit... yeah no everyones gonna hate it , Star wars set peices are important.

>>419893

Savage worlds is a great fit for StarWars, make them roll randomly for force sensitivity and only get half bennies unless they are sensitive (and make laser swords a big deal). I honestly think savage worlds and star wars fits so well together (and there is already conversion material out there).

As for DarkSide antics they are expected, just remember (and make it clear to the players) that the dark side is a one way trip to a bad ending (even if you get everything you want). And then mercilessly enforce that.

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 No.419993

File: d9f0d9093a61b67⋯.jpg (1.24 MB,3000x1688,375:211,1420771012721.jpg)

>>419956

>Star wars set peices are important.

On the umpteen years my group and I spent playing SW, not once did we visit a single movie set piece. The most memorable adventures where set in a luxury hover train. a la Orient Express, and running wailing and screaming through an abandoned Imperial prision asteroid.

So I guess it would depend on the group in question.

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 No.419998

>>419993

Yeah, the only movie set piece it would be odd to never visit would be Coruscant, and that's big enough you could plausibly avoid anything done before. Bespin could happen if you're playing in the Javin area and Yavin IV if you're playing NJO, but those are campaign dependent.

Look at Dawn of Defiance. The only time it goes to a movie location is Bespin to investigate gas smuggling and Coruscant to spy on the Empire, and neither visits any prior detailed location I'm aware of. Technically there's a bunch of stuff on Alderaan, but that's only seen in the films getting blown up.

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 No.420069

>>419993

>>419998

<Imperial Station

<bespin

go on keep making my point for me, please continue.

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 No.420642

>>419894

Jedi is like mage in a D&D party? One per party should be the maximum number.

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 No.421169

Im a GM looking for a player that isnt crazy, obnoxious, or an autist to join our group. You have to be able to use a mic and have discord. I have a MST timezone and fairly open schedule and we are open to talking out scheduling issues. We use roll20 and FFG star wars rpg. If you are interested contact me at discord and we can discuss more there. #Anon6731

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 No.421402

>>421169

>that isnt crazy, obnoxious, or an autist

Best of luck with that.

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 No.424364

File: 38b7c3c55ae629f⋯.pdf (852.91 KB,Campagne Star Wars.pdf)

>>419867

> Whats the best way to prep for storytelling in such a game?

1. Have a rough idea who the campaigns' big movers and shakers are. Base them on real people you know so you can instinctively guess what they would do when they plans go astray, even those you did not imagine would.

2. Create generic material you can use on the spot. Ships, Warriors, maybe even puzzles if you have a group that might appreciate them.

3. Pick elements from your player characters' background, and use them creatively. The most obscure elements make sometimes for the strongest link. Let's say that a character mentioned an element of his childhood, like a school. If the Empire captain is recognized as a childhood acquaintance (share the same planet, region, city and school), it changes the dynamic of the rp and involves the character more.

***

> Any dos and donts as a GM?

<< Have a character dedicated to something that has to be done separately.

E.G.: Pilot / Spacer. Either give some of that shit for free so everyone can enjoy. But this also applies to Shadowrun Decking and similar stuff. Warning! Some groups stipulates that, since Jedi are able to do what most non-jedi can do anyway and have different agendas, that Jedis / Non-Jedis should not be mixed. While I do not use such a rule, I understand.

<< Prepare too much very specific stuff.

When you prepare something awesome, you kinda wanna use it, which might end you pushing for circumstances where that thing will happen, thus ruining it. Produce generic stuff easily flavored in.

>> Give players agency.

A featureless plain is boring, confusing, frustrating because you don't know where to go. A railroad is the same because choices don't matter or matter too little. A road system with clear paths and the possibility to go off-roads is best.

>> Some systems fits some genres better than other.

If you're going ANYWHERE close to the movies, I strongly recommend Star Wars: Edge of the Empire. If you want a KOTOR feel SPECIFICALLY, try Star Wars Saga w/ Starships of the Galaxy, Knights of the old Republic Campaign (duh), Scum and Villainy, and this PDF.

***

> Additionally, what are some good rules of thumb for keeping things loose and not being a slave to canon when working with established universes?

Game must be in a little known time period (relatively speaking), e.g.: Mandalorian Wars.

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 No.424368

>>420642

Depends on the version of the RPG you're using.

d6; You go all Jedi or No Jedi. You can allow force sensitive nonjedi, but you can't let them hve the same power suites.

d20 OCR/RCR; You ban certain powers but overall, as long as they're different specialties it's fine.

d20 SWSE; You ban the "force replaces skills" powers, and tell your Jedi player to not be a spotlight hogging dick. Or you ban the Jedi class.

EotE ... fuck if I know? Does it even support Jedi yet?

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 No.424383

>>424368

> EotE

Yes and no. It's technically another game of the series. That would be like asking if Vampire: The Masquerade supported Werewolves.

> d20 SWSE

May I ask that you take a look at my pdf and comment on my set of houserules?

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 No.424388

>>424383

>May I ask that you take a look at my pdf and comment on my set of houserules?

Sorry bro, but I can't. The mission statement of making SWSE into an E6 game sickens me. If you want to draw back the power curve of a d20 game, just play a different system. Like the original SWd6.

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 No.424407

>>424388

> The mission statement of making SWSE into an E6 game sickens me.

Huh? That's nothing: I also made it into a d20 / 2d10 / (3d6+1), player's choice each roll. But fair enough.

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