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My first submission to OOCDnD. I knew as soon as my player said it that it was solid gold.
So capitanoscaramuccio asked me my fancasts for my current d&d characters, which I thought was a pretty original idea. So I’m in 3 different roleplaying campaigns right now. Here are my fancasts for each:
1. Winter Remo - Human Scoundrel in Star Wars RCR
Remo was my main bad guy in the first story arc of my campaign. He has 0 combat ability, with all of his points dedicated to Bluff, Diplomacy, and Sense Motive. He was a chief spy in the Rebel Alliance, secretly working for the Empire to subvert it. He was extremely charming, willing to work around the rules to help the players out, and was their primary friend and ally for most of the campaign. Then they found out he was a bad guy. The main reason they took the bait was because they knew my fancast for him was
2. Petros - Obsidiman Warrior & Horror Stalker in Earthdawn
Petros is the stereotypical meat shield, except he isn’t made of meat. Obsidiman are somewhat similar to rock golems, but around 7-8 feet tall and with tough, harded skin similar to stone. He has a bit of a one-track mind, focusing on ridding the land of the Horrors that are infecting it from the astral plane. He has no problem starting a fight, or finishing a fight, or participating in it for just a little while in the middle. He is more or less incapable of double-speak and doesn’t see the point in arguing over a point when you could just punch somebody instead. Fancast for him is Ron Perlman.
3. Victor - Pacifist Minister in Nova Praxis
Victor is an amnesiac with no memory of who he was before he woke up in a hospital bed about 4 months ago. For those of you unfamiliar with Nova Praxis, it is a hard science fiction / transhumanist setting where humanity has abandoned the planet Earth and has settled in various colonies in our solar system and beyond. It’s somewhat dystopic and reminds me somewhat of Shadowrun, only in space and without the magic. After waking up in the hospital with no memory of who he is, he found refuge in a Salvation Army mission and attempts to minister to the poor, weak, or downtrodden. He was kidnapped at the beginning of the campaign and is now trying to figure out why as well as piece together his past. At the same time he is trying to minister to those he meets along the way, looking for ways to try and make their lives better. My fancast for him is
No. Not Jeff Bridges.
So I’ve never played Saga Edition, nor the newer one by Fantasy Flight Games, “Edge of the Empire.” The edition I’ve always used is the Revised Core Rules (RCR), which came out in 2002. RCR was also made by WotC, so it’s got a lot of similarities with Saga Edition. I don’t usually run any kind of modules for Star Wars so I really don’t know what is available out there. So all of my advice comes with those caveats; your experience WILL be different from mine. That being said, here’s a list of a few things I always try to watch out for when running Star Wars:
a) Every campaign that I run now is either All Force Users or No Force Users. In the early levels it’s not that big of a deal, but by the time you get to mid-range (levels 8-12) there really starts to be a gap between Jedis and the other classes. And really, that makes sense to me. Class balance, while important in game design, would really take away a lot of the reasons most people want to be a Jedi. I mean, does it really make sense that these guys…
should be “balanced” with somebody like
No? Then you see the problem. Any non-force using class or build will be outclassed by the force-using equivalent. So your soldiers will eventually start to feel useless when compared to the Jedis in the group. As a result, I have my players decide at the beginning of my planning stages for a campaign whether they all want to play Jedis, or whether they want to play an all-muggle campaign.
My second piece of advice is… skip aerial combat. I know Saga Edition tried to include some options to streamline it, but unless it is just a completely different animal or your players are REALLY eager to do it, I would skip it entirely. The problem is in a single ship, you have only 1, maybe 2 turrets for people to fire from, plus 1 person being the pilot. That means at MAX you have stuff for 3 people to do. Meanwhile, anybody else is stuck trying to do “repairs” during combat. So you’ve got some people that are all
whereas everybody else is
And my last bit of advice is system-agnostic, so it doesn’t really matter what version of Star Wars you play. Droids in Star Wars are super useful, but if you don’t manage them as a GM they can cause lots of problems. They are more ubiquitous than minions or apprentices in other RPGs, so your players are most likely going to want to have some at the start of the game or soon thereafter. Let me caution you that it’s really easy for them to see droids as a way of overcoming their own limitations.
Are we bad at diplomacy and/or make enemies whenever we open our mouths? Get a protocol droid! Are we not strong enough in combat? Get some combat droids! Bad piloting? R2 unit! It is technically possible for them to accumulate enough droids that they don’t actually have to risk anything or go on adventures, they can just let the droids do it for them!
The best way I’ve found to keep that from happening is to run any droid they buy as an NPC YOU control. In Star Wars, droids shouldn’t be mindless automatons that simply obey whatever commands they are given. Droids in Star Wars are sometimes stubborn, sometimes agreeable, sometimes efficient, sometimes incompetent, sometimes useful, and sometimes more trouble than they are worth. Create a personality and voice for any droids your characters get and MAKE THEM INTERACT WITH THE DROID. Don’t let it just be a “translator droid” that lets them bypass any languages they don’t know.
In my current campaign, I had a player (who plays a space pirate) create a translator droid (shaped like a parrot) because he’s a Wookie and his character couldn’t speak basic. The player wanted all the rage and combat bonuses of a Wookie, and assumed the parrot would take care of all that unimportant “talking” for him. Much to his chagrin though, I control the parrot (not him). He doesn’t get to use it as a transparent communicator that just says what he wants. If he’s talking to an NPC, he has to say what he WANTS to say, and then the parrot (aka me) translates for him. And in this particular case, I decided to use Iago from Aladdin as my guide. His parrot is argumentative, dismissive, and has pretty open contempt for everyone around him. Sometimes it’s annoying for the players, but usually it turns out to be really funny. In either case it doesn’t allow the player to overcome the challenges that his character is supposed to wrestle with. Don’t let the players use droids as “Easy Mode.”
Things I never thought I would have to say to my wife