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Bill
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« on: August 04, 2015, 11:45:24 AM »

Having spent some time reading and absorbing Savage Worlds, it occurs to me that the ideas behind this game are ideal for a Star Wars game. 

I'm still balancing the idea of how to work Jedi as the powers system from the core game is a little too . . . D20/KotOR for me.  Might be able to pull it off with the Supers book, but, I need to look at it some more (and probably pre-build some of the powers, to make sure I see the interactions correctly).

Since my sister is in town this weekend, we might be giving this a try.
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« Reply #1 on: August 06, 2015, 04:05:44 PM »

So, this is my idea for how to use The Dark Side in a Savage Worlds game:

Gaining Dark Side Points

On the table will be a set of black bennies.  Any player may, at any time, take one of these bennies to use them for a roll.  However, instead of spending the bennie, they hold onto it until the end of the session.  A character may take as many of these as they want.

If you ever have as many bennies as half of your Spirit die type (so 4, for a d8), then you turn them all in and get an immediate Dark Side Point.

At the end of the session, you make a Spirit roll with a -1 penalty for each Dark Side bennie you have at the end of the game, and a -1 for each Dark Side Point you already have.  If you fail the roll, you get a number of Dark Side Points equal to the number of bennies you have at the end of the game.  If you succeed in the roll, you get 1 Dark Side Point.  If you get a raise, you do not receive any Dark Side Points.

If you do anything the GM thinks is evil, or supporting the Dark Side, they can give you a Dark Side bennie, though you do not get a bonus for it—only the penalty of having to deal with it at the end of the game.

If a character ever has as many Dark Side Points as their Spirit die type (so 8, for a d8), they succumb to the Dark Side, to come back and haunt the PCs later, as an NPC.

Played by Robert De Niro.

Getting rid of Dark Side Points

To get rid of a Dark Side Point, the character must go an entire session without acquiring a Dark Side bennie, and have at least one normal bennie at the end of the session.  At the end of the session, the character can spend that bennie to make a Spirit Roll (with a penalty equal to the number of Dark Side Points the character has).  If the roll is a failure, nothing happens, if the roll is a success or a raise, the player can remove 1 Dark Side Point from their total.

If the player does something incredibly heroic, at the GM’s discretion, they can remove one, or more, Dark Side Points.  However, the heroic act cannot include the deliberate deaths of any living beings.  Blowing up the Death Star was incredibly heroic, but, (mathematically-speaking) billions of Imperial citizens were killed in the explosion, and it was deliberate.  While Luke was not attacking them directly, he knew his action would kill them—he'd kill them all!

The Effect of Dark Side Points

Here, I get a little light—I’m still working on this bit.

First, every Dark Side Point is a -1 for any Spirit roll to prevent the accumulation of more Dark Side Points.  They are also a penalty for any resistance roll the character would make to resist a vice of any type. 

Every 2 Dark Side Points are a -1 to Charisma for good NPCs, but a +1 for evil NPCs (Virtue is beautiful, but villainy is sexy!).  Intimidation gets a +1 for every 2 Dark Side Points, while Persuasion gets a -1 for every 2 Dark Side Points.
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« Reply #2 on: August 07, 2015, 03:19:23 AM »

"Deliberate deaths of any living beings," excludes Sith Lords and one's own self, right? Otherwise we need to change the ending of ROTJ a bit... ;]

Light Side / Dark Side ethics are a little more complicated than what the GM thinks is good and bad. Officer-Involved Beheading? Totally cool! No need for an inquiry! Fall in love? Oh shit, you just went rogue!

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« Reply #3 on: August 07, 2015, 12:27:14 PM »

"Deliberate deaths of any living beings," excludes Sith Lords and one's own self, right? Otherwise we need to change the ending of ROTJ a bit... ;]
I would keep that to GM discretion.  After all, any death lessens The Force.  And, I'd consider Vader destroying the Emperor and dying as a result less the "buying off of a Dark Side Point" and more the "Resolution to a Redemption Arc."  That's really not a game mechanic, it's more the social contract for the conclusion of both the character's story and the campaign as well as the fulfillment of the character's agreed upon destiny (to bring Balance to The Force).

Light Side / Dark Side ethics are a little more complicated than what the GM thinks is good and bad. Officer-Involved Beheading? Totally cool! No need for an inquiry! Fall in love? Oh shit, you just went rogue!
As someone who has always been accused of playing too tight and rigid with Jedi and The Force (ask Kim--he's been in a number of Star Wars games with me), it really isn't.  The Force is a meta-construct that allows the GM to decide morality.  Star Wars, and, by extension, The Force is very Black and White.  The good are good by choice, the bad are bad by choice.

At this point, I will apologize to the other Forum goers . . . G&AInc and I will now get into a philosophical discussion about Star Wars.  Again.  He and I will enjoy it . . . but the rest of you might find it . . . pedantic.

The GM, as the proxy of The Force in the game, must use their judgement on what motivated the action:
  • Was it for the protection of others?  Light Side.
  • Was it for selfish reasons?  Dark Side.
  • Could violence have reasonably avoided?
  • ->"There's always a bigger fish."  Light Side.
  • ->"Good, Anakin, good.  Kill him.  Kill him, now."  Dark Side.
  • Was it a natural event?  Light Side.

The D20 version of Star Wars tried to mechanic-ize what was and was not a Dark Side action.  No matter what any use of Drain Energy or Force Lightning was always a Dark Side action.  Using Drain Energy to drain the power to a tractor beam to allow the space bus of space nuns, space kittens and the space pope to fly to safety--Dark Side.  Killing every fanatic in the base to get to the tractor beam to shut it down--light side.  Using Force Lightning to shoot down a droid fighter attacking the space bus, Dark Side.  Firing proton torpedoes into a droid control ship using The Force to guide them and killing the hundreds of crew on board to shut the unmanned fighters down--light side.  Oh, and just as an aside--Destroy Droid is a light-side power.

The Force knows what you're doing.  And, honestly, it's not up to what the player thinks, it's about the action and the motivation.  Any player can rationalize any action (like a sociopath).  But, The Force knows.


Now, to be honest, I was (still am) strongly considering, for this game, that The Force was neither sapient, nor moral.  It simply was.  This meant that both the Jedi and the Sith were two sides of the same coin.  The reason that the Jedi say the "Dark Side is easier" is because the Sith have realized that they don't need the stringent moral compass, and they can use their powers as they like.  But, they've been corrupted by their power (absolute power and all that jazz).  The Jedi are just as corrupt, but in a different way.  The Sith are morally corrupt, and the Jedi are emotionally corrupt.  

There is no Dark Side nor Light Side.  The "fall to the Dark Side" is simply the realization and eventually acceptance of Jedi that they don't have to follow their teachings.  And, from there, "human nature" takes over.  The Force, like any good fundamental force, doesn't care.

The Emperor wasn't morally bankrupt, he was a politician (and, by definition a certain amount of him is morally bankrupt) that saw the flaws in the existing system and tried to change them.  When he couldn't effect useful change by legal means . . . he got creative.  He wants to effect balance between The Force and the will of man (here, "man" represents all sapient beings in the Star Wars universe).

Granted this is a fundamentally different Star Wars universe.  But, it has moral ambiguity where good and evil are ideas not absolutes.  And, in those grey areas . . . interesting stories could be told.

ETA-Corrected one of the quotes.
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« Reply #4 on: August 10, 2015, 04:46:07 PM »

Another idea:

After the Jedi Purge on Coruscant, the Emperor offers amnesty to all Jedi--acknowledging that not all Jedi were involved in the coup-attempt.  Surviving Jedi publicly decry the actions of the Jedi Council and support the Empire.

So . . . the PCs might have to deal with actual Jedi.

Oh, and, for this game, there wouldn't really be an Anakin Skywalker--he makes it too messy and obviously evil.  Or, maybe there was an Anakin Skywalker, and The Emperor saw his handling of the Jedi Purge and had him put down like a rabid dog (Anakin Skywalker-Youngling Slayer!).
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« Reply #5 on: August 16, 2015, 10:26:44 PM »

We launched the Savage Worlds Star Wars game today at Crit Castle.  It went really well.  Adam’s scheduled Warmachine game took wa-ay longer that it was scheduled for, so he didn’t join us until much later and his character will be introduced in the next session.

Kim is playing Amarynthe, an attractive female smuggler, captain of the starship Lakota.
Keelia is playing Kip Zalzabar, a dual-wielding Dex Monkey and person of questionable decision-making capacity.
Jerry is playing Dr. Wolt Renner, a Force-using doctor.

Savage Worlds Star Wars
Episode I:  Dammit Keelia!


In the Beilon star system, the Esther Bay, a large, passenger liner has suffered a major malfunction.  Her hyperdrive and main engines have failed.

The Esther Bay is carrying a load of refugees from Blissex, an Imperial war ship production world.  The Empire has moved these people as they have decided that having a large collection of civilians near a production facility is a breeding ground for the Rebellion.  Dr. Renner and Kip are stranded on the Esther Bay.

The world of Beilon has contracted Amarynthe and her courier to deliver the repair components to the Esther Bay and return with the damaged components.  They have tacitly accepted that she can offer trips back to Beilon from the Ether Bay at her discretion.  Captain Paolo Cassius of the Esther Bay assures Amarynthe that they will do their best to have her back on her was as soon as possible.

Amarynthe, and her surly astromech droid R5-B3 (Arby), determine that they can comfortably carry ten people in the ship’s lounge and an additional fifty people in the forward hold uncomfortably.  Knowing that the trip will take two hours for her, but the passengers will be stuck on the Esther Bay for another two to three days (at best), Amarynthe offers rids to the passengers for 200 credits to ride in the lounge, or 50 credits to ride in “nerf-class.”

Dr. Renner, with barely 30 credits to his name has to turn the ride down, but Kip ponies up 2/3rds of her remaining funds to be herded like a nerf.

The arrival of the Imperial Customs Corvette Valiant threw everything into chaos.  The Imperials ordered the Esther Bay to heave to for customs inspection, stranding the Lakota, and subjecting it to the same inspection.  Everyone was escorted back to their cabins/berths/seats and told to wait for inspection.

Kip was completely unable to conceal her paired sporting blasters.  When questioned about these weapons (and her combat-carry dual-holster rig), she began making up stories, ranging from being a costume performer to a professional shooter to just holding them for a friend.  The customs agents allowed her to babble because, hey, you can’t pay for entertainment like this.  Neither of them felt it necessary to point out that Sporting Blasters can be legally owned, if she just had the correct permits, and if she did, they just needed to see them.

Meanwhile, another pair of customs inspectors discovered Dr. Renner and his description matched a fugitive Rebel agent, as did several other people in his section.  They left and returned with a small detachment of Stormtroopers to take them into custody.

As Amarynthe was nervously awaiting the inspection of the Lakota (and hoping her forged permits would stand up to inspection), one of the crates from the Lakota opened and hidden Rebel agents engaged a detachment of Stormtroopers in the hanger.

As soon as the firing started, Amarynthe sprinted onboard the Lakota to prepare for takeoff.  The loud blaster fire could be heard where Kip and Dr. Renner were.  The distracted Stormtroopers and Customs agents briefly took their eyes off Kip who used the opening to (roll phenomenally) recovering her blasters from the unawares agent in front of her as well as yanking the blaster carbine from the Stormtrooper covering her.  Kip gibbed the Stormtrooper with an incredibly well-placed blast.

With the added distraction, Dr. Renner, and the others, sprinted down the hall, followed by Kip.  The Stormtroopers opened fire and killed one of the two proposed rebel agents.  Kip managed to down another Stormtrooper as Dr. Renner opened the door. 

The trio managed to reach the Lakota as Amarynthe was closing the cargo hatch and managed to jump onboard as the last Stormtrooper, Ramba Ral, blasted Kip as she turned to help Dr. Renner board the ship.  The Lakota sped out of the hangar as Imperial Stormtroopers and Rebel commandos traded fire on the Esther Bay.

The Valiant demanded the Lakota surrender.  However, the Valiant was docked on the far side of the Esther Bay and her turbolasers could not engage the fleeing courier.  She detached half of her TIE fighter squadron to capture the ship.

Seriously injured, but still moving, Kip had a conversation over the intercom with Amarynthe—there were fighters incoming.  They couldn’t return to Beilon, and if the Valiant decided to come after them, there’s no way they could outrun a Corellian Corvette.  They had to buy time for Arby to make the calculations for the jump to Hyperspace and . . . do you know how to use a turret?

Following her instructions, Kip made it to the dorsal turret as the TIEs made their first pass.  The third of the three TIEs managed to get a light hit on the Lakota’s shields. 

The four ships traded fire as Arby chugged away working on his calculations, and occasionally stopping to apparently download porn (he would either roll spectacularly or fail, Kim accused him of downloading porn).  Kip managed to catch one of the ties with the dorsal turret guns, blowing it to pieces, while Amarynthe managed to goad another TIE into crashing into some drifting cargo containers.

The third TIE, piloted by Casval Rem Deikun, kept up his steady assault on the Lakota but was never quite able to press his advantage after his cohorts were destroyed.  He deftly out-maneuvered every shot fired from the Lakota and dodged expertly past numerous pieces of debris. 

The Valiant, realizing that the Lakota was baiting him into an unfair fight, recalled him.  The TIE broke off and the Lakota jumped to hyperspace.

--

Memorable lines:
Pretty much everything that left Keelia’s mouth while digging a deeper and deeper hole.  It was too much to keep up with.

Kip:  “I think they’re like me—good people who just happen to make bad decisions.”


Kip:  “I think I made a mistake when I stole his gun.”
Amarynthe:  “You think?”


Kip:  “I should probably get rid of the Stormtrooper’s gun.”
Amarynthe:  “Well, you’ve already stolen it . . . and it’s not like there’s anywhere here to sell it.”

--

The two NPCs who wound up with names got promoted to Wild Card status and will be returning as recurring badguys. 
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« Reply #6 on: August 24, 2015, 11:07:35 PM »

Adam is running Halron Elsin, a human mercenary.


Savage Star Wars Episode II
Dammit Jerry!

When we last left our intrepid heroes, The Lakota had just made the jump to hyperspace.  Dr. Renner took the time to patch Kip up.  The group gathered in the Lakota’s lounge, when Amarynthe advises of the potential presence of Rebel saboteurs in the cargo bay. 

As if on cue, rebels open fire on the party.  They trade fire with the rebels, subduing them and hearing Arby engaging another group on the bridge.  A short, continuous firefight spans two decks of the Lakota, eventually seeing the rebels defeated, but an explosive charge is set off in the bridge, damaging the engine controls and the hyperdrive.

Instead of following the others to the bridge, Dr. Renner went into the main cargo bay to see if other surprises were waiting for them.  The ship dropped from hyperspace throwing everyone into a lurch.  This gave Dr. Renner an up-close view of one of the crates and practice removing numerous splinters from someone’s face (his own).

With the controls destroyed, and after getting patched up, Arby managed to link into the computer and land the ship a little roughly, but intact.  Not having access to the full astrogation computer, Arby advises that they are probably in the fringe, and probably in Hutt space.  While this makes everyone else nervous, Amarynth remains calm.  Arby then provided a list of the damage to the ship and advised that anyone who was not going to help with repairs “get the hell out of my way.”

After Arby chased Amarynth off the ship (as her level of maintenance is “my ship works better when I kick it”), the party observes a pillar of smoke off in the distance that would not have been caused by their ship crash.  Halron spies a hovertruck heading toward them.  Amarynth suggest everyone else take cover, and she’ll see about talking to the new arrivals.

The hovertruck was armed with a primitive machinegun.  It also carried five Trandoshans and a Twi’Lek (Alejandro Corners)—representatives of Aeolia the Hutt.  After being harassed by the Twi’Lek for a bit, Amarynth managed to convince them that it was in all their best interests that the cargo bay on the Lakota be fully searched for more rebel saboteurs. 

The party went through the rest of the unopened crates and found a lot of useless junk, as well as several crates of restraints and torture equipment and approximately 1,000kg of high-explosives with a timer set for roughly 48-hours.

Amarynth takes this information back to the Alejandro, who talks to his compound.  After receiving information that Aeolia would be interested in the explosives, he has a group of droids brought in from his compound to bring repair components for the Lakota’s sub-light drive.  He requests the party bring the ship to his compound as soon as the repairs are completed as Aeolia has an offer for them.

Arby utilizes the party as menial labor to move parts around the ship while he repairs it.  Regularly threatening Kip with amputation (and requesting Dr. Renner surgically remove her mouth) for general incompetence.  Once the ship is repaired, they land at the compound which appears to be a mining/refining operation.

Aeolia pays Dr. Renner to look at some of its workers, and offers the parts to repair the Lakota’s hyperdrive, if Amarynth will do it a favor.  It has a data spike that it cannot determine the contents—it tries to take over every computer it’s plugged into.  The Hutt wants to know what is on the spike, if it’s valuable, and, if not, to have it disposed of.  Amarynth agrees.

Aeolia suggests starting at Nar Shaddaa.  The Hutt does not provide any assistance, as it does not want to be associated with the spike, until it knows what is on it. 

The next morning, the repaired Lakota heads off to Nar Shaddaa.  Kip and Dr. Renner had never been out of the core, and had no idea how to behave at this wretched moon of scum and villainy.  Amarynth heads off to start asking about the data spike.  Halron decides to go scout around and figure out where they are—in case they need something, to his regret, Kip and Dr. Renner accompany him (after having been rebuffed by Amarynth).

Amarynth finds out that the data spike is a high-priority Imperial data spike.  If it’s the one her contact thinks it is . . . it’s supposed to be destroyed because it contains Imperial garrison and troop movements for the sectors next to the Fringe.  Priceless data for anyone in the market for it.  However, it would take a top-notch slicer to get through the virus protecting it.  He warns that the price would be in “used speeder” range ($2,000 to $5,000), and will be in touch when he has a slicer or two lined up for her.

Halron and his touring group are accosted by a Rodian thug who demands $100 apiece from them for wandering through his gang’s territory.  Halron tries to explain that he’s trying to fleece these two rubes, and offers to split the money with the Rodian, but the Rodian is not interested (not too bright, and a bit scared of the others).  While they’re talking, Dr. Renner convinces Kip that she should take a closer look at the Rodian’s blaster.

Kip takes the Rodian’s blaster away from him—then shoots him with it.  Four Trandoshan thugs hop out of the shadows and attack.  For the first time, Dr. Renner reveals his force powers (because every previous attempt had failed miserably), yet simply makes one of the Trandoshans dance in the air as he couldn’t actually hit anything with him.  After a long fight, the party manages to defeat the gangers and disposes of them off one of the sheer drops prevalent in Nar Shaddaa.

The party meets up and heads back to the ship.  Halron and Amarynth notice they’re being followed, and Amarynth is able to determine two distinct people, one Imperial and one Rebel is following them—neither is aware of the other.  Amarynth heads off to get some dinner for everyone while Halron leads the two rubes back to the ship.  The two tails split up—the Imperial following Amarynth and the Rebel following the others. 

A disappointed Arby greets Halron’s group (“Oh . . . you survived”) back at the ship.  Halron took both Kip and Dr. Renner to the lounge and told them to stay put.  Kip, for the first time in recorded history, obeyed, while Dr. Renner followed Halron back to the boarding ramp. 

Amarynth picked up some food, keeping an eye on the Imperial tail.  When she finally returned to the ship, the Imperial noticed the Rebel agent and scurried away.  Amarynth shouted out “Hey, rebel scum, get away from my ship,” causing the rebel to pull his blaster and open fire.  Halron, at the loading ramp helped Amarynth catch the agent in a cross fire and defeated him.

Amarynth boarded the Lakota and gave everyone dinner, explaining what she had found and that they would need several thousand credits to pay for a slicer.  The party put their heads together to come up with a way to earn the cash.

-----
Lots more funny lines, as I finally got to join in as Arby.

Arby:  “Why do I do this to myself?”
Amarynth:  “Because I own you.”

Arby:  “There are explosives on my ship?!”
Amarynth:  “It’s my ship.”
Arby:  “You just fly the damn thing, I could train a monkey to do that.”
Kip:  “I could fly the ship.”
Arby:  “I rest my case.”

Amarynth:  “These are the parts from my droid.”
Alejandro:  “An R5.  Those are difficult to deal with, if they don’t have regular memory wipes.”
(Arby:  “Oh, God, please wipe my memory!”)
Amarynth:  “Yeah, I wipe him every so often, then reload his personality from some backup tapes.”
Alejandro:  “He must hate you.”

Kip (to Halron):  “Oooh, can I go with you?”
Halron:  “Are you going to keep your mouth shut?”
Kip:  (thoughtfully) “No.”
Halron:  “Whatever you answer is, is the answer I’m going to give you back.”

While Halron is trying to talk the Rodian out of being stupid.
Dr. Renner:  “Hey, Kip, what kind of blaster does he have?”
Kip:  “Oooh!  I don’t know, I’ll go take a look at it.”
Keelia (to GM):   I’ll try to yoink* his gun.
Me:  Do you have “stupid” as one of your hinderances?
Keelia:  I have “Being Keelia” as one of my hinderances.
Me:  (gripping my forehead)  Ooh!  I forgot I put that on your sheet.  Sorry everyone—my own stupid fault.

*yoink is the term we coined for Kip taking someone’s gun at high speed.
Hinderances are the Savage Worlds version of Disadvantages, if anyone didn’t know.

Amarynth:  “Here’s some food.”
Kip:  “But . . . you said not to eat anything or I’d end up in a bathtub full of ice.”
Arby:  “What?!”
Kip:  “Someone might drug me and steal my organs for sale on the black market.”
Arby:  “Human organs are valuable?!  Why didn’t anyone tell me this before?”
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« Reply #7 on: August 28, 2015, 07:21:55 AM »

Hey Bill,

Sorry that I dropped the ball on the force discussion. Gathering the funds to get my computer fixed has been complicated in various ways and my access is spotty. Thanks for writing up this game.
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« Reply #8 on: August 28, 2015, 01:00:16 PM »

It's cool.  I figured people might get a kick out of it.  We're taking this Sunday off, but should re-convene on the 6th.
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« Reply #9 on: September 18, 2015, 06:33:39 PM »

Well, we had our first catastrophic run-in with Savage Worlds.  I actually ended the game early so we wouldn’t need a new party.

We had two combats that nearly wiped the party.  Even with the continuous spending of multiple bennies on the players’ side, they barely survived the combat.  Bennies were being hoarded for spending only on soak rolls and re-rolls for soaks.  It was that bad.

The first combat, with eight Stormtrooper extras firing at four party member Wild Cards (not an unusual or abusive situation for Star Wars), the Stormtroopers were regularly hitting, and even getting raises, while the party was spending long periods of time under heavy cover, unable to do anything useful.

I was longing for a bell-curve to even the situation out.

The average party roll was a 3 while the average NPC roll was a 5.  Even Keelia with two guns, the edge to use them together, and a d10 in shooting, was unable to do much to the Stormtroopers.  Especially after she was hit, repeatedly and was suffering at a -3 penalty.

The second combat was worse . . . it had 7 Stormtroopers, 1 Wild Card Stormtrooper officer (Ranba Ral, the one from the first session—no better than anyone in the party), and the Wild Card Sith who was replacing Darth Vader for the game (several advances beyond the party).  Even with the inclusion of an allied Jedi to keep the Sith busy (after Jerry decided to try to engage him with Force powers and wound up getting almost choked out), it was still a rout for the party.

The party regularly targeted Ranba, but, never did enough damage to do more than shake him, if that.  Assuming they hit, which they didn’t very often.  The NPC slicer the party was protecting and trying to get to their ship was hitting more often and responsible for more Stormtroopers kills than both Keelia (a gunslinger) or Adam (a mercenary) combined.

After a couple of rounds, I had Ranba retreat solely so the Stormtroopers wouldn’t get his +1 bonus to recover from being shaken.  It didn’t matter—they continued to get mauled.  I even had Arby (the R5 droid) power up the ship’s cannons and attempt to help out.  He was hitting more with is d4 in shooting than the party was (and obliterating Stormtroopers with every successful hit).

I had the bad guys allow the party to escape instead of press their advantage and attempt to board the Lakota.  None of the players could roll worth shit, and, obviously, no one was having any fun.
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« Reply #10 on: November 22, 2015, 08:29:08 PM »

I'd live to see the character sheets you created for your game, Bill, as I'll be running a similar set of games at next GenghisCon. 

Given the conversation we've had multiple times about Jedi in games (namely that you're wise to have all Jedi or no Jedi given how easy it is for them to imbalance a party), I decided to take an alt-history take on the SW universe.  One where the PCs are Storm Troopers who can actually shoot, and the other where the PCs are the rest of the named big characters who aren't Jedi getting to wipe out the Star Walkers who are, in this conception, the clear bad guys (inspired by the Cracked article, taking "history is written by the victors," and being more modern and atheistic about the Jedi religion, and not taking it for granted that the Skywalkers just stumble into authority positions in the Empire, the Senate, the Rebellion and the Sith/Jedi Orders).

Star Wars: Coming, Winter Is

A blonde knight with one hand. A princess in the highest ranks of power. Siblings. Lovers. Conspiratorial murderers who brought down the last regime to install their evil father on the throne. Lannisters? Nay, Skywalkers.

Alderaan was a false flag event. The destruction of the Death Star was an inside job. Anakin "Darth Vader" Skywalker and his progeny have always known, always been in league. Their rise to the top of the Rebel Alliance and the Empire is no coincidence, it's all been a part of their plan. And now the only thing that stands in their way to complete galactic domination is YOU.

Restore the Republic, oust the tyrants!
Friday 2pm

The second game will be a squad of Storm Troopers doing the same. We'll settle it once and for all if Troopers with the shoot skill can bring down the Jedi/Sith.

Star Wars: Game of Clones

Widows and orphans of the Twin Freedom Moons demand justice against the Jehadis who fractured the Republic to reign over the ashes. You brave Troopers will track them back to the caves in which they hide and bring peace to the Galaxy once more.

Our once grand Republic was divided and brought down by radical adherents to a hokey old desert religion and its barbaric sword wielding knights who respect no rule of law. Sith and Jedi are merely two sects of the same doctrine of death and conquest. Crypro-Sith infiltrated our Empire and Crypto-Jedi lead the Rebellion and flew their planes into our buildings. And now we know they were all from the same family! Purge the Skywalkers, end this false war, and avenge our fallen brothers and sisters.

Prove those propaganda videos wrong, our blasters will find their mark.
Sat 10am
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Bill
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« Reply #11 on: November 23, 2015, 01:14:49 PM »

You see, that I can get behind.  Change the setting, and it's much more interesting to me.  I've also attached the character sheets for the four PCs.

Unfortunately, I work on Friday (start at 1430) and I'll be sound asleep at 1000 on Saturday (probably not getting up until 1400 or so).

On the other hand, I can stand at the window near my desk and wave as ADT is across from the Radisson/Red Lion Inn.

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