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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Thu Jan 12, 2012 1:46 pm Post subject: Feedback on a campaign setting |
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Hello all,
I was hoping to get some feedback and maybe some ideas for my campaign. I was initially running a variation of the Dark Stryder campaign. I made some core changes however, such as the campaign taking place during the Clone wars instead of Post Endor. The stories main villain was changed from “Moff Sarne” to “Mistriss Sarne” who was a former Jedi who joined the Separatists and later betraying them upon discovering Dark Stryder in the Kathol Outback. The characters are still on board the Farstar (modified Corellian Corvette) attempting to find a way to stop Mistress Sarne as coinciding with the original campaign.
There are a total of 4 players in my campaign. I have 2 Jedi with one teetering on the dark side. I have 1 former dark Jedi apprentice of Mistress Sarne who is out for revenge. I also have one Corporate executive (as he calls him) who was sent by a Corporation who helped financed the Farstar mission and who helps to get their hands on Dark Stryder Technology.
Here are a few of the changes I am going to make. I was going to attempt to include all the NPCs listed in the Dark Stryder campaign series but that is just too much to keep track of for me. I plan on killing off most of the original crew and allowing the players to take complete control of the Farstar and its mission. I am thinking of running the campaign from here on out similar to way the video game Mass Effect allowed the player to decide and chose what path to take.
I have in mind that the players will need to recruit a new crew for the Farstar including pilots and specialists that can accompany them on missions. I also have in mind that they will need to form alliances in the Kathol sector for a final confrontation with Sarne at Hells Gate (I think that’s what it was called) as depicted in the last book of the Dark Stryder series.
I am also going to include the Charron who are depicted in one of the Alien Species books. If you are familiar with the Dark Stryder campaign, there is a large device orbiting last planet depicted in the DS campaign (I do not have the books with me and cannot remember the names) and was build by an extinct race called the precursors. The device allows for vessels to warp anywhere in the galaxy within a few moments. Sarne is planning on building a fleet and using that gate to take over the galaxy. However, what she does not realize is that when she uses the device, it also allows the Charron to come over from Otherspace into the Starwars galaxy. They will ultimately be the final villains who the players will contend with after Sarne and Dark Stryder are defeated.
I know this is a lot, but I would really like feedback from the community. I am especially interested in adventure ideas that can accompany this campaign as well as interesting NPCs, the players can recruit. I appreciate all teh feedback! |
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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Thu Jan 12, 2012 1:50 pm Post subject: |
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I already have a cool idea for a villian/NPCs the characters can recruit. He was a former Jedi who joined the Separatists but was later gravely wounded and forced to become mostly cybernetic. He leads the Separatists in the Kathol outback and is opposed to Sarne.
I am also planning on having my players, if they live, return to the rest of the galaxy after order 66 has occured. Since they are cut off from the rest of the galaxy while being in the Kathol outback, they will come back to a republic changed. |
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Wisconsin Wookie Line Captain
Joined: 25 May 2011 Posts: 936 Location: WI
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Posted: Thu Jan 12, 2012 10:26 pm Post subject: |
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Bigkrieg wrote: | I am also planning on having my players, if they live, return to the rest of the galaxy after order 66 has occured. Since they are cut off from the rest of the galaxy while being in the Kathol outback, they will come back to a republic changed. |
I really like this idea! Depending on what happens with your jedi during the Darkstryder adventure, they could have some really interesting choices to make when they make it back to the galaxy run by the Empire.
As for killing off the original crew and recruiting a new one, that seems like an awful lot of work. Is it possible to modify the existing crew? Or are you looking for more local flavor among the crew? |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Fri Jan 13, 2012 2:09 am Post subject: |
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I run all my adventures in a very open-ended fashion, as it appears you want to run yours. Let me advise you to plan out several possibilities of what could happen at each major juncture if the players do something unexpected. It helps you keep flexible mentally and stay apace of your characters.
Also, I don't know if you've got the Otherspace and Otherspace 2 adventure books, but they might be worth a look if you're using Charron. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Jan 13, 2012 11:44 am Post subject: |
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I have to agree with Wisonsin Wookie that starting with the existing NPCs only to kill them off and then have the PCs recruit new NPCs to replace the old NPCs sounds like too much work and too many NPCs.
It seems like one of the issues is you want the PCs to be in charge of the ship rather than an NPC. I thought this was handled by having the original captain get replaced by a PC. Couldn't you do this?
Also, Darkstryder assigned a bunch of PCs and it sounds like you did not have the players use those assigned PCs but instead created new PCs instead. Did you keep the assigned PCs as NPCs and is that why you have too many NPCs to keep track of?
Reworking the existing NPCs to do what you want or just substituting the PCs the players created for the assigned PCs sounds easier to me. Is that possible? |
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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Thu Jan 19, 2012 12:33 pm Post subject: |
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I typically don't do well using characters created by someone else. Besides, the Dark stryder campaign has way too many npcs for me to keep track of. It would be better to twindle it down to 3-4 good npcs so I can use them more effectively. Thats just my preferance. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Jan 19, 2012 3:11 pm Post subject: |
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Bigkrieg wrote: | I typically don't do well using characters created by someone else. Besides, the Dark stryder campaign has way too many npcs for me to keep track of. It would be better to twindle it down to 3-4 good npcs so I can use them more effectively. Thats just my preferance. | Well pre-existing scripts do require pre-made NPCs and Dark Stryder has both in abundance.
The part I didn't get is why, if the number of NPCs is an issue, you would go to the effort of eliminating NPCs in game and then replace the NPCs you eliminated with new NPCs.
Why not just start with a blank slate and create all new NPCs in numbers that you find manageable? |
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