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Author: Stan Shinn (Page 49 of 113)

Future Campaign Idea: Star Wars Organized Play

Star Wars WEG d6 1e

Star Wars WEG d6 1e

Wanted to jot down my thoughts about a potential future shared RPG campaign technique using the Star Wars setting. Helping some folks on the d6 community form an Organized Play group (since I used to manage the D&D regional organized play) so these thoughts are in my mind.

In a nutshell, we’d have episodic games set in the Rebellion era, where we’d rotate GMs and have our characters go on Military missions but return to homebase afterwards. Perhaps we could have GMs own specific story threads or NPCs. Games could be played in a variety of contexts (Saturday Nights, Ragnarok Saturdays, one-shot events, etc.).

For those interested, here are my initial thoughts on how this might work.

General Information

ARTICLE 1: Adventure Premise — Players play characters who are members of the Rebellion during the time period between Episodes IV and V. Characters are not Jedi, but may potentially be Force sensitive. As members of the Rebel Alliance, you are stationed out of a secret headquarters in the Arkanis sector. From your home base you join other members of the Rebel Alliance to go on adventures assigned to you from the Rebel leadership. Adventures are self-contained and take place over a game session of about 3-4 hours. After the adventure is over, you return to home base and await orders for your next mission. Each mission may be with a different set of characters.

We may optionally have seasons, with the first season or two being in the age of Rebellion, and perhaps season 3 being set during the latest trilogy or in the Old Republic.

ARTICLE 2: Dynamic Games — Players may move freely between games run by different gamemasters and may transport their character to any game participating in SWd6OP. Games can be run in person or online via virtual tabletops like Roll20.net.

ARTICLE 3: System Choice — Players must build characters according to West End Games’ “Star Wars: The Roleplaying Game” 1st edition with errata. Gamemasters can choose to use any rules from 2nd Edition, 2nd Ed. R&E, 2nd Ed. REUP, or retroclone so long as they disclosure the specific rules they are using that are different from 1st Edition.

ARTICLE 4: Character Types — Characters can be flawed but fundamentally must be heroic and do good on behalf of the Rebel Alliance. Characters are built according to standard character creation rules.

  • Species Restrictions: After reviewing the 1e rules, we may come up with some species restrictions. For example, all species that get a 2D for 1D at the beginning of character creation may only do so once. Meaning they cannot put 2D and get 4D in a single skill. (This is a 2e concern, not sure it applies to 1e).
  • Force Sensitives: We may add more specifics on which Force sensitive powers you can acquire. Force sensitive characters cannot use light sabers. (In future seasons, we may allow ALL characters to be Jedi. Rule of thumb is that none of you are Jedi, or you all are, which will vary by campaign). There is a d6 template called the Lrri Tenets. This introduces a martial monk of sorts to Star Wars. Akin to the guy from Rogue One. We might use this template.

ARTICLE 5: Skill Points & Character Advancement — Characters should start each game with 5 Skill Points (aka Character Points). Characters may spend unused Skill Points after games to improve their characters as described in 1e. Players must log their experience and be prepared to show new gamemasters their past history of play and Skill Point rewards.

ARTICLE 6: Character Death — Characters can die. After a character dies, the player must create a new character which can join in that game or in the next game, at the GM’s discretion. New characters start with zero experience.

ARTICLE 7: Multiple Characters — Players can have multiple characters, but each character earns their own Skill Points; they cannot be transferred between characters.

ARTICLE 8: Gear & Expenses — As members of the Rebel Alliance, your gamemaster will assign you an amount of funds to spend on mission-specific needs such as bribes or equipment. The Rebel Alliance will pay for your room and board and reasonable expenses. Any surplus goods such as stolen spaceships or credits acquired from military operations goes back to the Rebel Alliance, not the player’s pockets.

ARTICLE 9: Tracking Advancement — We will use the honor system, but in order to ensure players are tracking their character points correctly, we will track advancement using a form which dumps date into a shared Google Spreadsheet.

Gamemaster Information

ARTICLE 10: Giving Back as a Gamemaster — Part of what makes Star Wars d6 Organized Play fun is giving everyone a chance to play. We’ll make that happen in part by having players step up to run occasional games. Although there is no specific requirement, have as a goal to run 1 game for each 4 games that you play in. This way everyone can play as much as they want, without limiting games by lack of gamemasters who are willing to only run games.

ARTICLE 11: Adventure Guidelines — Gamemasters should use 1) modified classic adventures that make sense in the organized play environment, or 2) original adventures that are created and shared with the organized play gamemaster community. Adventures should be self-contained, run in 3-5 hours, adhere to Star Wars canon, and not introduce situations or outcomes that affect canon or disrupt other gamemaster’s storylines.

  • Extended Adventures: Some adventures may take 2-3 sessions of play. In these cases, you should have the heroes return to their home base (ship, camp, etc.) after each session so you can explain the why you have different characters in some of the session (the likelihood of having the exact players and having perfect attendance across three sessions is usually pretty slim!).
  • Home Base: ‘Nothing exciting happens’ at the Rebels home base (since all GMs will be sharing it we don’t want it to be volatile).
  • Recurring NPCs: NPCs generally don’t cross GM storylines. NPCs are self-contained in an adventure, or if the GM has the NPC as a recurring person, they are only in that GMs storyline. Alternatively, the recurring NPC is ‘off camera’ seen on a holovid recording but you can’t include them or kill them.

ARTICLE 12: Gamemaster Rewards — Gamemasters earn 5 Skill Points for each game they run which they can spend on characters which they play in future games.

Redmark Session 03: Bugbear Patrols

Hashar, Servant of Mars

Hashar, Servant of Mars

January 28, Third Age 1331 — Midday

As if the name of the place, Bone Hill, wasn’t enough, the sighting of the two bugbears raises new concerns about what forces might lie in wait inside the old keep. Unwilling to risk kicking the proverbial hornets nest without more information, the party begins scouting the surrounding area. Fortune works in their favor and they find find a perfect spot to ambush the two patrolling bugbears.

Thanks to his military training, Marcus is able to orchestrate a text book ambush. With Marcus’ and Lundie’s exceptional close quarters combat prowess, Quintos’ precise magic, and Ghost Dancer’s…eccentric…approach to the bardic ways it goes better than any could have expected with both bugbears going down before they knew what happened. The bodies are dragged off into the creepy woods and buried.

Afterwards, they party does some more scouting of the area and comes across a larger bugbear patrol. With one wearing heavy armor, one looking very much like the mage type, and 6 others this patrol looks much more threatening. Perhaps wisely, the party chooses to wait in silence as the second patrol passes by. Fortune is a fickle thing, however, and Marcus, Lundie, and Quintos are ambushed themselves by some foul undead bat like creature. Quintos is quickly bitten and paralyzed leaving Marcus and Lundie to fend for themselves. They win the day when Lundie sends the evil creatures fleeing in terror of him and his brave little pony. Quintos recovers and, luckily, the patrol passed by none the wiser.

Undaunted, the party restarts their efforts to fully scout the area. Yet again, another patrol is spotted. This time there are only four, and the party returns to it’s previous ambush spot. Once again the ambush is a resounding success. This time the party acts quickly to revive some of the bugbears, one at a time of coarse, hoping to garner some information about the strength of this bugbear garrison. The first revived, Grumpsh, proves useless and is sent to meet his maker a second time. Hashar, the second revived, proves much more useful and surprisingly interested in Marcus’ comments on Mars. Through a brilliant use of the good cop/bad cop strategy Ghost Dancer and Marcus learn much about the remains of the bugbear garrison. As an added bonus, Hashar is intrigued by Mars and shares he has only one chief care, making money. This opens the door for the party to “recruit” him and recruit him they do.

As night falls, Quintos and Ghost Dancer volunteer to attempt a night scout of the castle to see if they can get closer. Near the castle Quintos was not “pondering” women and ale and so he was atypically alert. He manages to notice they are being followed. After a brief game of cat and mouse, the two attack their pursuer. It goes down quickly. Curiosity gets the better of Quintos and he goes to closely examine the mystery assailant. Poking it with a stick earns him more than he bargained for as the undead creature quickly strikes out at him. Again, Ghost Dancer and Quintos end the creature. This time, however, they decided to burn the thing and quickly retreat to the parties camp.

Will this new bugbear ally prove worth the trouble? Has Marcus manage to break the curse of going down in every fight? Has Quintos learned his lesson about poking things with sticks? Will the information gained from Hashar prove true or will it prove false and cost the party their lives?

Redmark Session 02: In Search of Bone Hill

January 26, Third Age 1331 — Night

It is a busy evening at The Minotaur and The Emperor Inn. Before our heroes settle into their rooms for the night, love is in the air.

Carousing at The Minotaur and The Emperor Inn

Quintos and his unseen servant seek to steal the luscious Lyndette, a “waitress” who is more than willing to serve—for the right price, from the warrior Stanford. Stanford is ready to fight, until charmed by Quintos. From there, he agrees to hook up with large-and-in-charge Helga.

Then, Quintos spots twins! He invites Lyndette and the twins to his luxurious room to party Roman-style. But he is unable (or, so he says, ‘unwilling’) to pay the gold and he spends the night alone.

Lundie, too, flirts with a hottie. The bearded dwarf babe, Bralga, shows him to his room, where they shyly compare notes on stone cunning.

Wilbur, the wee Halfling boy, rounds up a crowd to come see Ghost Dancer perform for the evening. The bard sings of the events befalling the group on the way to the Inn:

While Lundie stood on tip-toe to lick the egg-shaped rock,
And Ivamel wrote death with his bow,
Our man, Quintos, with the ladies was all talk,
And Marcus the Orc-Slayer set his squirrel skulls in a row.
Now our Lady Sophia leads us down a path
To claim Urthjarl’s prize and face Orc wrath.

Marcus preaches the God Mars to fellow warriors. Ivamel hustles some gamblers who tell him Pebble Hill will be a safe place to camp. Can we trust the word of those who just lost their mutton money to Ivamel?

January 27

Our heroes scurry about Nimroth, preparing to journey west and seek the Undead Keep foretold in the Augury received at the Lady of the Lots.

Dasheen Elf Assassin

Dasheen Elf Assassin

Marcus and Lundie sell him orc plunder, and then rent horses from Captain Hayden, the head of the city guard, and Marcus’s new soldier buddy.

Quintos and Ghost Dancer visit Lord Renaldo, the Merchant Prince. Quintos negotiates for information, offering trade routes to the Imperium. Arilon, the disrespected elf, helps Quintos and Ghost Dancer find the information they need: Bone Hill, the possible location of the Undead Keep, lies just 30 miles to the west.

Just then, all hell breaks loose. Lord Renaldo, by decree, changes the name of the town from the ancient elven Nimroth to Restenford, and declares open season on all elves in the city.

Mobs chase Arilon, who gets away, but throughout the city, elves flee in terror.

Our heroes try to help smuggle out a frightened half-elf, but he is shot dead by the arrow of another elf. The killer elf on the roof turns out to be Dasheen—one of a group of elves who follow the goddess Dashani and believe in racial purity. They will apparently kill half-elves and humans for some unknown end.

In what is becoming his trademark maneuver, Marcus rushes into battle only to fall from serious wounds and face death while the battle rages around his prone body. Lundie the pious dwarf, once again brings Marcus back from the touch of the Roman death god, Viduus, who is about to harvest Marcus’s soul. Marcus is now even more in Lundie’s debt.

The heroes ride to Pebble Hill, which is near the Shrine to Our Lady of the Lots. (Naught! Naught!) They stay with their old friends at the Shrine, and Marcus wins the lots. He receives the following augury:

The ghost must you favor, in battle to lead
The undead will glance beyond him
His presence they will not heed

January 28

Bugbears!

Bugbears!

After a delicious breakfast of eggs and beer, the party arrives just before noon at Bone Hill. The land is desolate, the trees dead. Everything seems colder. Deader. And there, patrolling the perimeter, are two hulking humanoids. Bugbears.

What secrets and horrors hide in Bone Hill? Will the heroes even get a chance to discover those secrets—or will the Bugbears prove to be the party’s demise?

Stan’s RPG Bucket List Updates

I’ve been keeping tabs on my ‘RPG Bucket List’ for a few years. I just added two more items to the bucket list:

Here are some videos describing the above:

I updated my bucket list to check off the following items which I’ve done in the last two years. Wow, I’m really making progress!

  • Develop and publish a GM toolkit (DONE).
  • Develop RPG Convention tournaments or contests (DONE).
  • Help with an RPG Convention (DONE).
  • Run a campaign that starts at level 1 and hits at least level 10 (DONE).
  • Play the same character for more than a year (haven’t done this since the 80’s) (DONE).
  • Run a licensed game campaign that made people go “This feels like playing the Show.” (DONE).
  • Run a Star Wars campaign (DONE).
  • Play or run a Middle Earth Lord of the Rings roleplaying campaign such as 1st or 2nd Edition MERP (Middle Earth Roleplaying, http://en.wikipedia.org/wiki/Middle-earth_Role_Playing), or The One Ring (now in print, Cubicle 7 http://www.cubicle7.co.uk/our-games/the-one-ring/) or D&D 5e with custom backgrounds (DONE).
    Design an interesting, original magic item (DONE, the clock-ticking-down demon sword in a 1st Age Redmark game).
  • Play or run classic D&D modules which I’ve never played starting with the UK series: The Sinister Secret of Saltmarsh (DONE), When A Star Falls, Bone Hill (DONE) and Nights Dark Terror; then on to Dwellers of the Forbidden City, The Hidden Shrine of Tamochan, The Forgotten Temple of Tharzidun, Against the Cult of the Reptile God (DONE), Scourge of the Slave Lords (A1-4), The Lost City, Queen of Spiders (G1-3, D1-3, Q1), and just maybe (with a character I don’t mind losing) Tomb of Horrors (S1).

— Stan

Redmark Session 01: The Die is Cast, Lots of Luck Gives Visions of the Future

It was 1331 on January 26th dawn broke around 7:30am on a chilly but beautiful morning. Our travelers:

  • Ghost Dancer—a man, with war chants and self proclaimed Indian
  • Ivamel—a man with a stranger past…
  • Lundie—the pious dwarf, devout and strong
  • Marcus—an officer in the IX legion and a roman priest of Mars
  • Quintos—from a noble family and a roman veneficus, a warlock of the IX legion

They had been traveling together by convenience for some time. Each having a different motivation to head to Nimroth, but all walking with a purpose. During the day protecting each other from bandits and at night sharing stories by the campfire, in such a short period of time they had formed a bond, which is rare in this age.

As they approached about 10 miles from Nimroth, the alert adventurers heard a noise in the deep woods, it was the sound of crying. Marcus rushed down the path in the woods, thinking of a woman in distress in this dangerous place. As the bold adventures rounded the bend, they saw a young woman, a priestess, crying and around her the dead bodies of human mercenaries and orc fifth. As they built trust with the young lady, they asked her what had happened and learned of her sadness because she could not raise her fallen companions. During the discussion Quintos, got that look in his eye, as he approach the young and comely woman with more than intentions of friendship… For a moment Sophia started to calm down… Then…

Orcs attack!

Rounding the bend ahead where an Orc War chief and his 4 Orc warriors.. Blowing a battle horn, they charged into the fray… Our hero’s fought bravely and ultimately defeated the Orcs, however during the battle Marcus rushed in-front of his demoralized friends to protect them and was fallen by the war chief blade.. Lundie the pios dwarf, a paladin of his order brought Marcus back from the touch of the roman death god Viduus as he began to separate Marus’s soul.. Marcus is in Lundie’s debt..

Sophia seems to have a secret -- what is it?

Sophia seems to have a secret — what is it?

After the battle, more comfortable with our heroes as they protected her, or perhaps it was the positive advances of charming Quintos, Sophie shares her mission to go to the shrine of the Lady of the Lots. This place is were she was to receive an augury. Her fallen companions the human mercenaries were to be the ones to help her on the quest…. Or as she said under her voice, could it be these new found heros….

The party travelled some two miles to the mound of the shrine of “Our Lady of the Lots” it was a strange area where the cold melted away to find warmth some 500 feet around this strange mound with an 60 foot long giant egg like structure. Sophia lead the party to the entrance. Once inside we knocked on a door and were introduced to Brother Faldelac and other acolytes of the Lady. The Brother was a strange man, but excited to see Sophia. He then announced we must do an Augury. We must roll the dodecahedron and the nought nought is the number we must seek. It seemed that we would roll these two dice to get the highest score of 100 or nought nought, whomever won all rolls would get the augury from their god the Lady of the Lots..

Next the priest and acolytes of the Lady chanting and marching in unison, proclaimed holding their dice cups to their chests that we must roll. We all seated at different tables and after many rolls, the finalist were selected and ultimately Ivamel (the strange… man?) was selected to receive the Augury. It foretold the following:

In haunts of old, sacred gems rest.
The first was from elvish hands wrest.
Now hidden deep, the undead keep
Urthjarl ‘s lost prize to Nimroth’s West.

Lots of Luck at ‘Our Lady of the Lots’

This is when Sophia read from the translated page from Enmyr’s codex (from the 2nd Age) which Sophia let you read:

Stormgate was in olden days created as a small stronghold to serve as buffer against the orc territories. During the reign of Elf Chieftain Calismar, this primitive outpost was expanded into a powerful city-state, its walls and towers erected as the final life-work of the famed wizard Urthjarl.

Thus, in the 916th year of the second age, the eight walls of the city were erected in the shape of an octagon — each appeared, formed and sustained purely by the power of magic. To all appearances, these walls are ordinary stone. The power to sustain these walls was wrought into eight gemstones — each implanted into the crown of a large statue of Urthjarl himself.

Against the encroachment of the orc hordes from the east, the elvish kingdoms prevailed for centuries. Then a traitor did what all the vast orc armies had in long centuries not been able to do. Only a skilled master of magic could unwork the crown’s gemstones and unbind its power. In secrecy of night, an insider with sufficient mastery of the arcane stole each gemstone from the statue’s crown.

By the time the night guard was aware of this treachery, the unknown betrayer of the elves had slipped into the stygian darkness of night. The city lasted only minutes after the gems were removed. At the first rays of dawn, the walls crumbled, and an awaiting orc army attacked, destroying the entire Elvish city of Stormgate.

One messenger alone survived to tell their tragic tale. After many bloody battle, with no stronghold to fortify the pass of the Dragonridge mountains, the elves gave way, and Stormgate and the lands west of the mountains were for many generations lost.

800 years passed.

An adventuring party of Elves, making their way into the Dreadlands, stumbled upon a orc warrior’s tomb deep within the caves of the Deathbone canyons. There they found one of the stones of the Urthjarl Octagon, and in the dead orc chief’s hand he found a scroll containing clues leading to other of the Urthjarl gemstones.
I, Enmyr, was among this party. Numbering five, we were beset by fell beasts as we made our way back westward towards Inlaness. I alone survived to record these events, my friends’ life-blood spilt by nameless horrors.

The runes from the orc chieftain scroll, the clues we have discovered, and lore such as we uncovered in our ill-fated journey I transcribe here, encoded in ancient Zygannian script, in the hopes those friendly to Elves and their allies may find the gemstones of Urthjarl Octagon.

We must find them, and bring these gems of power to friendly hands. Were they to fall into the control of our enemies, Thrëa would fall into darkness, a dead-man’s land where nameless horrors lope through the night.

After much discussion, the party believed this encounter with the priests was not an ACT OF LUCK, but fate itself and the Lady guiding our future. We decide to help Sophia and her order to protect the people of Thrëa and work to secure the powerful gemstones before the orc can get them all.

So we head some 10 miles to Nimroth to safely return Sophia to her order. We then spend the night at the Minotaur & The Emperor. As Quintos plans to meet with Lord Renaldo tomorrow morning

And so the DIE IS CAST as our heroes begin forge their destiny, given visions from the Lady to save the people of Thrëa….

Quintos tried (but failed?) to impress Sophia


Party Level:

  • Characters are 1st Level

Party treasure to date:

  • 1 Scimitar (from Orc War Boss)
  • 12 Squirrel Neck less
  • 3 Leather armor
  • 1 Chain Mail Armor
  • 3 Long Swords
  • 2 Short Swords
  • 5 Daggers

Bankrolled Inspiration

  • John: 1 Point
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