The following ran from the 28th of October 2011 to the 25th of October 2013 over the course of 33 sessions.
This is a campaign based in the West End Games Star Wars Second Edition (SW d6 RE), revised and expanded. Starting off with the adventure from the rulebook.
I decided to run Star Wars again as my regular fortnightly Friday game as my friends and I wanted to keep gaming on that night so I dug out my old d6 Star Wars rules and this became the new game. I’ve run this often and am now in my 25th year running the setting.
I first starting running the game around the time the 2nd Edition of the game came out (SW d6 2E). So I bought 1st and 2nd edition supplements to support my game play. The biggest change for me as a Dungeons & Dragons GM was that characters did not gain more damage resistance as they gained levels (more hit points), they could increase their ability to soak damage, but any form of damage taken was considered to be dangerous for characters.
Wizards of the Coast gained the licence and released three versions of the setting over time. The Wizards Star Wars RPG (SW d20) released in 2000, then the Revised Edition (SW d20 R) released in 2002 and finally the Saga Edition (SW d20 S) released in 2007. In the follow up article I will discuss the Fantasy Flight Games version of the game, but it was not yet out while I was doing this campaign.
I had the option of using any of the released versions of the game, and because I was running pathfinder on the opposite week I wanted to do something different from another d20 system. My potential players were happy to try this system (some had not seen it in play) so I launched a new game night and my Star Wars campaign was relaunched.
Things that players have commented on in my games:
- Droids are literal, you tell them to do something and there is a good chance you didn’t think that command through well enough not to have it come back and squish you. i.e. telling a droid to land right here (pointing at your feet) may just get you squished by the landing
- Droids are people too, just because you can mind wipe them legally, does not mean it is not immoral or bad, or that any sort of connection or trust the droid has built up with you would remain afterwards
- You reap what you sow, if you flirt with NPCs, expect them to flirt back. NPC sex does not determine who or what they will happily flirt with as the players set their own level of comfort in this area
- It is a heroic game, so evil play will haunt the story longer than the character will last, it is up to the players to police this, not the gm (Games Master, in place of Dungeon Master)
- The empire is human first, then male first then, then organic imperial citizen, then imperial property in that order unless corruption is involved, and the more of those boxes you tick the easier it is to deal with them
- Just because someone wears the imperial uniform does not make them evil
- Just because someone wears the rebel uniform does not make them good
- The dice giveth and the dice taketh – living by the dice can make interesting stories as well as lose you your character
One thing I like about the Star Wars adventures is the “adventure script” or the text scrolling up the screen setting the scene for the players in each adventure. Some of the early ones had the players participating and others were just the games master. But I loved them all. I won’t go into too much detail as I tend to dust them off and reuse them in new campaigns because they have held up well over the years. The adventures ran for three to four sessions per adventure on average.
The adventures that made up this campaign were:
- The Pirates of Prexiar (Core Rules) – A three episode adventure, well laid out and with options to take a pirate corvette if only they had the people to fly it.
- Tales of the Smoking Blaster (Gamemaster Guide – Bill Smith) A four episode adventure
- Riders of the Maelstrom (Classic Adventures v3 – Ray Winninger) A five episode adventure, has a very nice luxury liner as a main scene for the adventure
- Starfall (Classic Adventures v5 – Rob Jenkins and Michael Stern) A six episode escape scenario
- The Abduction of Crying Dawn Singer (Classic Adventures – Chuck Truett) A six episode adventure with an interesting story
- Tatooine Manhunt (Classic Adventures v3 – Michael Nystul) A eight episode adventure set on Tatooine, surprise that..
- Domain of Evil (Classic Adventures v2 – Jim Bambra) A six episode adventure that really concentrates on the force and would make a great conversion to Force and Destiny.
- Graveyard of Alderaan (Classic Adventures v2 – Bill Slavicsek) A four episode adventure, very iconic in some of its storyline and worth the run.
- Crisis of Cloud City (Christopher Kubasik) A six episode adventure as a murder mystery.
- Black Ice (Paul Murphy and Bill Slavicsek) A six episode adventure that introduced a super cargo carrier worth stealing…
- Death in Undercity (Classic Adventures v3 – Bill Slavicsek and Daniel Greenberg) – A five episode adventure featuring some very cool maps, the dangers of mining and lots of water fun.
This campaign was a lot of fun to run but in the end I really wanted to try and experience the new rules and see if they lived up to the gorgeous artwork.
Star Wars Posts:
- Game Management:
- Adventures in Fantasy Flight Games:
- Beginner Games – Escape from Mos Shuuta, The Long Arm of the Hutt, Takeover at Whisper Base, Operation: Shadowpoint, Mountaintop Rescue, Lure of the Lost
- Beta Rules – Crates of Krayts, Operation: Shell Game, Lost Knowledge
- Core Rules – Trouble Brewing, Perlemian Haul, Lessons from the Past
- Game Master Kits – Debts to Pay, Dead in the Water and Hidden Depths
- Edge of the Empire – Beyond the Rim
- Edge of the Empire – Jewel of Yavin
- Age of Rebellion – Onslaught at Arda I
- Age of Rebellion – Friends Like These
For more blog posts by me, here is my author page.