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Star Wars: Dawn of Rebellion — Episode 01

It is the dawn of civil war. The Rebel Alliance is gathering strength, looking for ways to strike a blow against the evil Galactic Empire.

In the Arkanis Sector, the Twi’lek Rebel agent Lu’Nimah was sent to scout for sources of explosives needed to support the rebellion.

Agent Lu’Nimah requested pickup in deep space, not far from the planet she was exploring. Her message sounded hopeful, reporting that she had found something that would aid the Rebellion in their quest to restore freedom to the galaxy…..

Essential Traveller Rules

traveller-essentials

What are the essential rules to play Traveller? My below findings were from a campaign that Robert Eaglestone and I co-GM’d (he ran half the games, I ran the other half) over a calendar year. Additionally, I ran a couple of Con games. It was a total about 50 hours of gaming. Rules were mostly Classic Traveller with a smattering of T5 thrown in on occasion. Our main resource was The Traveller Book.

Here were the rules we actually used during the game.

Campaign Games

Characters

  • Character generation (since it was Classic Traveller this included potential death in character generation).
  • Skill checks
  • Characteristic checks (e.g. roll under Strength, no skills consulted.)

Combat

  • Combat (including damage, armor, and range rules)
  • Positive and negative die modifiers based on cover and other situations
  • Combats vs. animals
  • Mass combat rules for fighting large numbers of animals (mimicking the ‘Hordes/Chamax Plague’ probably rules to simplify combat vs. large numbers of creatures)

Vehicles & Ships

  • Dealing damage by strafing ground target with shots from our ship
  • Vehicle speed and vehicles taking damage
  • Effects on occupant when a vehicle is destroyed
  • Travel time from planet to orbit and between planets within a system

Gear & Trade

  • Cost and availability of various gear
  • Trading Tables (used once to calculator value of bales of high-quality hallucinogenic weed)
  • These were the only rules we used in our year-long campaign.

Rules We Hand-waved

The following rules were abstracted and handled narratively (no dice rolling)

  • Outside the game, ships were built and upgraded with armament, but the only thing that came in the play was ground strafing
  • Jump rules and refueling ships (no dice rolls)
  • Buying, selling and trade (didn’t use accounting tables; we hand-waved the accounting and said ‘you made enough to buy a ship’ or what have you)
  • A mass battle between starships
  • A nuclear explosion
  • Welding a hole through a hull
  • EVA

Con Games

The following additional rules came up during two convention games I ran:

  • Fatigue
  • Space hazards such as asteroids, x-ray burst and gravity sheers and their effect on a ship
  • Damage on occupants of a spaceship when a ship was hit from the above effects
  • Effects of ship damage on ship systems (e.g. grav plates malfunctioning) and the subsequent skill checks to repair of those systems
  • Gambling almost came up (bar scene in The Neutron Star Directive) but didn’t have time to get into that

Solo Gaming

The other thing I’ll call out is that there is another type of game in Traveller, what I’ll call GM Solo Gaming. This is worldbuilding, building vehicles, rolling up characters, etc. I’m not including those activities in the above list, although that is certainly a great thing in and of itself. I would say GM Solo Gaming material doesn’t need to be in the core rulebook but can be located in a separate GM Guide.

Forum Comments on Essential Rules

Here are comments from Google+ on what others think are essential Traveller rules:

“Character advancement, i.e. acquiring new skills and improving old ones.”

“House rules such as: ‘Don’t use character death during characters generation. If you fail a survival roll, character generation ends. You immediately make an aging crisis check (as if one age group higher). You get your mustering out benefits and your character enters play with a medical discharge.'”

“Starship combat rules, but which ones? Players have preferences all over the map. One such poster said: ‘I use Mayday for adventurer level starship combat. The missile customization rules are awesome. For big battles, these days, I use MJ12’s Starmada AE or Starmada Fleet Ops. I never really much cared for the abstract nature of Highguard’s combat system. I guess it’s the war gamer in me.'”

“Psionics rules.”

“Alien character generation rules.”

“Once I get past character creation, ship creation, and the occasional planet creation, there is really only one rule that I find to be essential. You say you want to do something. the Ref has you roll 2D6. You add a couple of modifiers. If the total is 8+ you succeed at what you do.”

“I’ve been using that rule since 1979 and it has worked marvelously. Sure, depending on the group we concentrate more on the space combat rules, or ground combat, or skill use, or trading. For the most part, however, just the rule I stated above does 90% of the work for me.”

“I don’t think my last campaign used any rules beyond Books 1–3 and Supplement 4.”

“Then the question of what within that did we not use or handwave? I don’t think we actually designed any ships. We didn’t get into any ship combat. There was no drug use. We had no animal encounters. We didn’t use psionics.”

“Of course, ship design, ship combat, and animal encounters are still things I’d consider essential, we just didn’t happen to need them.”

“But I think one of the great things about Traveller is that we could have pulled in something “non-essential” if the situation called for it and then set it aside again once we don’t need it. A good example is the system details in the Scouts book. If we were going to do some in-system stuff, then that’s great to have. But most of the time that extra detail just isn’t needed.”

So…what other rules do you consider to be *essential* to run a great Traveller campaign?

 

Using Rumors, Plot Hooks and Patron Encounters to Fuel RPG Adventures

Screen Shot 2015-06-22 at 7.58.05 AMA friend of mine was asking about how to create mini-adventures on the fly. Here are three key tools all GM’s should understand. Each technique has its own unique uses. I use all three depending on the context. At the end I briefly describe how I pull all three together for a campaign.

Rumors

A collection of about 10 rumors (usually a sentence), marked as either True or False, typically tied to a larger adventure.

False rumors are an interesting facet of dungeon exploration, because they let the designer – with just a line or two of prose – to really change the players’ perception and approach to the dungeon. (read more on rumors here).

In the Dungeons & Dragons adventure module B2 “The Keep on the Boderlands”, they have a list of rumors the PCs may encounter as they explore a town prior to entering the “Caves of Chaos” dungeon. Here are some of the rumors. Not all rumors are true; one marked with ‘F’ are False (or course, the players won’t know this):

  1. If you get lost, beware the eater of men!
  2. There are Dwarves living in the caves
  3. A fair maiden is imprisoned within the caves (F)
  4. Bree-Yark is yrch for “we surrender!” (F)

The the rumor that “‘Bree-Yark!’ is goblin-language for ‘we surrender!”. The DM is told that it actually means “Hey, Rube!” and, rather than a call for surrender, is a signal for any nearby goblins to come join in an attack! (if you’re not familiar with the term Rube, see here).

Many D&D adventure modules come with a list of rumors. If not, I’ll create my own and allow the PCs to do some information gathering before they dive into the actual quest.

Plot Hooks (aka ‘Random Encounter’)

Something that drops into the characters lap that entices the players to go on a quest.

An example: ‘Returning from their latest adventure, the characters find a dead goblin sprawled on the ground, purple-face up in the middle of their room. His swollen left hand, stuck in a glass pickle jar, is wrapped about some crumpled parchment. There’s definitely writing of some sort visible on the parchment.’ (Read this and other plot hooks here). Works best if you think about what is really going on behind the plot hook and you flesh out a short mini-adventure to tie to it.

Personally, my favorite plot hooks are simple, self explanatory, and location based. Basically a sentence written in present tense for a situation that, if pursued (or not avoided) will inevitably lead to a conflict. For example, here are two I whipped up this morning:

(Sea) You spook a pirate ship which is hiding in a lagoon or fog drift making repairs.

(Wilderness Road) In the distance a burning wagon smolders. Red-feathered arrow shafts prickle the corpses of retainers on the ground nearby. A small boy runs past you shouting ‘Help me!’. He’s pursued by brigands who already have his sister captive and wish to ransom the two orphans back to their uncle, a nearby baron.

In many cases, I’ll put together plot hooks tied to the PCs background. For example, here’s one I just created:

(Bendritch [Joe’s Character]) Bendritch glimpses a one-eyed man who has haunted his dreams since childhood. Bendritch watched his parents die at a criminal’s hand; this one-eyed man is the killer. He is part of a larger group of assassins. He was paid to kil Bendritch’s parents since they discovered the dark secret that the local ruler had been replaced by an illusionist whose doppleganging skills allow him to rule the area and feed his nefarious plans for world domination.

In both examples, that’s all the detail I’ll put into it. I’ll make the rest up on the fly.

See this great article on ‘how to create plot hooks‘.

Patron Encounters

A patron you encounter who offers you money to do a mission, typically with twists and complications.

If you are not familiar with patron encounters, these are a common way of capturing the beginning of an open-ended adventure idea in older Traveller products. Each one describes a basic mission or goal, as presented by a patron (aka the guy that hires you). It then offers you a list of up to six different options about how it could play out. These options provide inspiration, re-usability and options. If you can’t decide on a particular option, then you can roll a d6 and choose one. (Source)

Jefri haut-Oschem, Planetologist

Required: Life Sciences, Survival; Spacecraft

Reward: Cr. 2,000/day plus expenses.

Players’ Information

His Excellency haut-Oschem is a respected Planetologist, specializing in worlds that are nearly habitable. A planet might be a little too cold, or too dry, or be infested with a lethal native species. Haut-Oschem’s genius is in making tiny changes to a planet’s ecosystem or climate. All too often, a change can ripple out through the complex balances of a planetary environment and have unforeseen consequences.

Haut-Oschem requires a spacecraft and a crew trained in the sciences for a brief period of research – no more than a few weeks, possibly a month or two. While haut-Oschem has worked with the Scout Service in the past, this mission is entirely under the aegis of private research. The ship will be visiting worlds outside settled space.

Referee’s Information

Any character with contacts in the Scout service can find out that haut-Oschem has quarreled with the Survey section, and that his once-stellar career has dark clouds hanging over it. Something has gone wrong…

  1. Haut-Oschem has been replaced in the eyes of the Scout service by a younger researcher, Harad Leish. Old haut-Oschem wants to prove that his theories and methodologies are still valid. Leish and a laboratory ship from the Scout Service are currently surveying a jungle world inhabited by numerous hostile species. To prove his worth, haut-Oschem needs to find a way for humans to live safely on the world before the Scout service do.
  2. As above, but haut-Oschem is bitter, and his real plan is to sabotage Leish’s survey team.
  3. Haut-Oschem has discovered that he made a terrible mistake at the start of his career. He approved the settlement of a world before he fully understood the ecosystem. Every few centuries, a species of carnivorous locusts hatches in vast swarms and devours everything in their path. The characters need to find a way to stop the insects from hatching.
  4. As above, but haut-Oschem wants to preserve his reputation above all else. The characters need to stop the insects without revealing what they’re doing to the settlers.
  5. Haut-Oschem discovered something very valuable on his most recent survey, such as a massive deposit of precious metals or alien technology. He wants the characters to help him recover it.
  6. As above, but haut-Oschem is in a race with the Scout service. He’s not the only one to have read between the lines in his latest survey.

(Source)

Putting it All Together

See this great article on how to create a sandbox adventure setting using Patrons and other setting details. This is approximately what I do.

When kicking off a campaign, here are some steps I follow:

  1. Create rumors tied to any larger adventures or campaign arcs. About 6-12. Mark some as False. List these on a single piece of paper and put into a dice table format. If possible, fit it only a 3×5″ card. Roll randomly for rumors. Players may hear the same rumor more than once. Often I’ll tweak it on the fly, creating a variation of a rumor the players already heard.
  2. Ask questions about character’s background, and use the answers to create plot hooks tied to the characters. Write 2-3 plot hooks per character on 3×5″ cards. I’ll ask the questions in-game but create the plot hooks outside of the game between sessions.
  3. Create 3 or more Patron Encounters. Each Patron Encounter equates to a 3-4 hour adventure session. At a con game I’ll let the Patron adventure play out in 3.5 or so hours. In home games in a campaign context, I’ll try to let the Patron encounter play out in 2-3 hours and leave some room at the end for players to roam around doing whatever they want at the end.

Organizing and Managing These Tools

I like to record plot hooks on 3×5″ notecards, with a label for the context. The context is the environment or location (city street, dungeon, tavern, wilderness, sea, etc.) or character (each PC has one or more plot hooks tied to their background). I’ll keep them handy and just flip through the stack when things are getting boring. If you’re nearing the end of a session and you’ve not had a good conflict or fight, just grab for a great fight-inducing plot hook and throw this at the PCs.

Aside from these 3×5″ plot hook cards, I generally don’t have further notes or ideas. I’ll whip up the other details on the fly at the table, adapting it a bit to the circumstances.

Having a 1) list of example NPC names  and 2) pre-generated NPC stat blocks are key tools to help things flow quickly at the table.

How many plot hooks, rumors, and patron encounters do you need? Ideally this is what I’d have:

  • 3 plot hooks per environment (city street, dungeon, tavern, wilderness, sea, port), each on a 3×5″ card.
  • 3 plot hooks per PC, each on a 3×5″ card.
  • 6 Patron Encounters, each on a 5.5×8.5″ page in my notebook (letter size paper will work too of course).

This is enough to run a complete campaign. Usually I’ll create some dastardly, dark secret which they PCs will discover and (hopefully) defeat by the end of the campaign arc.

I usually don’t actually have all this prepared by the first or even second game. I’ll start a campaign with only 2-3 cards and 1-2 patron encounters, then build my card and patron inventory as I go.

Aside from these 3 techniques, I will also use 1 page Dungeons and pre-published adventure modules to supplement these tools in Fantasy campaigns. I non-Fantasy campaigns I use the techniques list below as my sole adventure prep tools.

Tips on Running the Game

Prep situations, not solutions. No planned adventure survives after the first encounter with the players. The players will be innovative and come up with plans you could never expect.  Prepping detailed solutions before the game on the players behalf will only waste time and cause you frustration when the players ignore your ideas.

Alternate GM’s Phase and Player Phases. What I mean by this is using the Mouseguard technique of having a short GM-prepared adventure, typically based on something like a Patron Encounter or Savage Worlds 1 Sheet. Once your adventure is done, usually in 2-3 hours, it’s now the Player’s phase where you let the players drive and do whatever they want. Encourage them to dig into unresolved mysteries. Go after their enemies. If things get boring, pull out a Random Encounter from one of your plot hook cards.

Ask Players What They’re Doing Next. At the end of the game, ask players what their plans are. They want to go explore the mountain range to the south? I’ll whip up some Mountain encounters before the next game.

Don’t Overprep. Prepping material that is never used wastes time and causes GM burnout. Just prep what you need for 2-3 sessions, material that you’re pretty sure will be used or can be used in future campaigns if you don’t use it in the current campaign. Metaphorically, you’re like a machine creating a railroad track for the players, but you only lay track a few dozen feet at a time, right in front of the players, and move the track constantly as you adjust to the direction the players are going.

Read Sandbox-Style Game Systems. Read Dungeon World. Some of the best GM advice on the planet is in that book. Fate Core is another great book to read with advice on creating issues that fuel a campaign. Fiasco is a great game to help you limber up and learn to ‘wing it’ when creating story on thy fly at the table.

Pirate/High Sea Adventure Hooks

For my friend running a 50 Fathoms game 🙂

8 Adventure Hooks for use on the High Seas

5 Pirate Related Adventure Hooks

Resources for Rumors, Plot Hooks, and Patron Encounters:

Great writeup on using Hooks and Rumors

How to make a Traveller sandbox

100 Plot Hooks

100 City Encounters

222 Rumors

Rumor/Random Encounter Generator

RPG Adventure Types

Tips on using rumors

Example of how rumors play out into ad hoc adventures

Hooks and Rumors

Traveller Patron encounters

50 Fathoms: Session 06-Trouble in Jomba Town Part 1

Jomba Town_1

Trouble in Jomba Town: Part 1

Characters:

  • Mordecai
  • Liam
  • Rodrigo
  • Daxon
  • Barchus

Date: 6-20-15

XP: 2

Recap:

Trying to make a milk run the Crew decided to head to Jomba Town for a quick cargo run.

While there they discovered that the Ghost Trail, a inland trade route connecting Jomba to Calibs Rock and Tuck. The Ghost Trail has been haunted for some time, but recently people have wound up dead and the Crew managed to get a bounty raised for its resolution. While exploring Jomba, the Crew managed to make some enemies with the one of the many corrupt Councilor’s. This pompous Swede was upset that Rodrigo was providing free food and healing services. After a short scrap with the Swede’s hired thugs Liam and Daxson managed to convince the thugs to leave Rodrigo alone.

Hitting the Ghost Trail the Crew investigating the recently deceased and interviewing the families they discovered a connection: Only people that were killed had red hair. The attacks always came at nightfall to those with red hair.

Setting up a trap for the killer ghost, Liam dyed his hair red and waited till sundown. Hearing a haunting sea shanty the ghost of Jomba himself appeared and attacked the group. With the quick thinking of the Mages they were able to bind Jomba in the mortal realm and reason with him. He divulged that an Irish slaver named Ian O’Connel killed him to get him “out of the way” and he was cursed to attack any redheads on the trail. He didn’t know the damage he caused but was mindless in his ghostly form. The body of Ian must be laid on the road to release Jumba from his torture.

Armed with the information the Crew is now gearing up for manhunt.

 

Fat_Swede_Jomba

 


Liam

Captain’s log,

I find myself, for the first time in a long while, at a lose regarding what to make note of.

In coming here, I survived the unsurvivable. I watched men I knew and commanded, men who trusted me, drown or get eaten by some unknown sea monster. Since arriving, I’ve been ship wreck twice and lost at sea in equal measure. I’ve seen blood sacrifices summon an abomination. A monster tried to eat me and we’re now fighting our SECOND ghost.

The crew believes me fearless and ever confident. Unmoved by these horrors and trials we face. And right they should. But I must confess, it is by no small effort. If truth be told, to see such nightmares given life has shaken me to my core and brought into question all I believed true about reality. If the crew were to ever learn this. Well, losing faith in ones captain can and will be the death of a crew and I’ll be damned if I let that happen. These men – Crow, Mordecai, Rodrigo, Daxson, Brachus, John, Mongrel, Miguel, Cara, Cais, and Equais – are my crew, my Caribdus family. Even if it cost me my life, they will have a captain they can trust and depend on. I only hope and pray none of us end up cursed to roam this world as a lost and vengeful soul like poor Jomba.

Captain Liam McCormic.


Daxson

All we wanted was a bigger boat.  The higher pay of this job to hike down the ghost trail from Jomba Town seemed like the best way to get there, but I wonder if it would have been quicker to just make the milk runs as the priest calls them. He is an interesting guy. Every time we port he disappears and we never see him til it is time to leave. I have been wondering what he could be up to so I tagged along this time. It seems he has been feeding and healing people. All kinds of people. Anyone. I do not understand what he is up to or what purpose this serves. Though many people appreciate the free meal or the healing, it seems to stir up trouble too. I must keep an eye on this priest and determine what his end game is.

Star Wars: 20 Grievances Against the Empire

rebel-allianceYou’ve joined the rebellion, but why? Here are some examples of grievances against the Empire which lead to you joining the Rebellion. Kicking off a Star Wars Rebellion era campaign? Have this list on hand to help give players ideas for their backstory.

  1. My business was shut down because someone on my list of clients potentially had Rebel leanings. Why not go all in?
  2. I’m the child of a Senator. Once the Galactic Senate was dissolved, my father became an outcast. And so did I.
  3. Some crazy old man told people I was a Jedi (I’m not I swear, I can’t even lift a spoon with my mind and my luck a cards isn’t that good) but someone told the local Imperial commander and I barely got out alive.
  4. Our taxes keep going up, every cycle. Law and order is great but these taxes are killing the system’s economy. We’ve tried complaining to the Grand Moff but he just ignored us with some brusque hand waving. Now they’re telling us about upcoming wage and price freezes? Rationing dura steel? What’s next?
  5. We run the largest turbo lift factory platform in the Rim. We can’t afford to keep bribing the military for looking the other way.
  6. Some of my neighbors asked a question at the planetary governor’s speech . . . just asked a question. The next day, they were gone, and their were Stormtroopers guarding their door. How long before they come for me, for all of us?
  7. I used to work at the Imperial military medical complex in the capital. One day, I got lost and wandered into the restricted wing. Those machines, those droids, what they were doing to those people . . . it wasn’t research, it was torture. I was lucky enough to leave without anyone noticing me, but the galaxy has to hear about this.
  8. Getting into the Academy was hard, but I made it. Studied hard, maybe not top of the class but no slacker either. But some of the things we heard, stories about action in the Outer Rim and even in some core systems… I could tell I wasn’t the only one left with a bad taste… Some of us started getting together in groups, just socializing initially. I don’t know who was the first to begin, but one day I helped a fellow student hiding a memory chip. Moments later he was being escorted to the head master’s office. We were later told he dropped out of school. They got that thing right. From a shuttle at a height of 3000 meters. Apparently his back rockets didn’t fire. Terrible tragedy. A fine student. Condolences to his parents. I smuggled myself out the next day. For once got really lucky and came into contact with the right people, gave them the memory chip. Was invited to stay. Never looked back. This is the right thing to do.
  9. That’s the second and the last time I’ve been cheated by an Imperial officer. First one might just have been a bad shlaaka worm in the brood. The next was a clear sign the the Empire is going to continually change whatever deal you make with them. To the Hells of Uuluph with them. They should have known better. The Rebels might be a bunch of self-righteous goody two-shoes, but they are my ticket to paying back the Empire until we’re even. And then some. Because nobody messes with [colorful name of PC].
  10. The Empire was anxious to mine Thoralide to use in making Star Destroyers. So anxious that they didn’t mind flagrant safety violations and forced overtime which led to the death of numerous miners. My best friend died in the Thoralide mines on Cynda.  I joined the Rebellion after that. (See http://starwars.wikia.com/wiki/Thorilide/Canon).
  11. The Empire is a gigantic bureaucracy. You were an Imperial employee, and you got swept under the carpet – no pay, no benefits, nothing. Reaching out to your superiors ended up in a death threat.
    I didn’t join the rebellion, the Empire handed me to them. When a sector patrol came to my small community, one that wasn’t involved with any galactic government, they accused us of harboring rebels. They trumped up charges on a local shop owner to justify it, saying he cheated the patrol’s commander. After that, they bombarded our community from orbit. A few of us survived, and after a few months were visited by regular traders, who gave us, half starved and nearly dead from exposure, passage off planet. That is why I’m fighting the Empire, they hit first.
  12. Probably I would have just gone on my way except that the damn censors reduced the number of operas we could perform to, ugh, I don’t know, maybe three…. and all of them were terrible. Absolutely TERRIBLE don’t you know. And to add insult to injury when I mentioned to someone I might join the Rebellion the bastards seized my ENTIRE WINE CELLAR, other than this bottle here, which of course, I am happy to share with you, my being-in-arms.
  13. An attempt to be cool by joining a student protest against imperial oppression got out of hand. Now you’re an outlaw, when all you really wanted was to study Literary Analysis and impress girls with how politically activated you were.
  14. Worked for Coruscant Security Force before the formation Imperial Security Bureau and was Purged as undesirable along with most of the other Non-human officers and staff. The choice to join the Rebellion came when later he and the rest of his non-human neighbors were corralled into sectors designated Alien. And was required to have a workpass or a pass just to visit placed he’d frequented his entire life.
  15. The Hutts have a bounty on your head. The Empire has a bounty on your head. The Rebellion is the best place to hide.
  16. Member of a religious sect which promotes hermitage as a means of devotion. Left for a remote and primitive planet 20 years ago. Returned to find the Empire in control. The difference was enough of a culture shock to push you to action.
  17. Well shucks, after the revenuers closed down our still there really weren’t nothin to do BUT weld a blaster to the roof of my speeder truck and jump it off things while firin it in the air and hollerin and throwin empties out the side. What’d they expect? Anyway that’s how me and all my cousins became the rebel alliance. Some people from another planet said they’d get us bigger guns to fight the revenuers but I can’t rightly say if I can fit a bigger gun up on my ole truck…
  18. Why did I join the Rebel Alliance? I was born into it. My father was an officer in the Republic Navy and left the Empire a few months after its founding. My mother was in the Alderaanian service and was already unhappy with all of the civil liberties that Palpatine’s administration had eroded away. They both joined the Alderaanian Resistance led by Prince Organa and met each other. A couple of months after the destruction of the Sarlacc Project, here I come.
  19. I was born on a freighter and rarely had the chance to step onto a planet. My parents were bonded pilots and were making a pretty good living by transporting goods and people for the Empire — items of low importance like medical supplies, food, the occasional groups of soldiers. Rebel agents were following an Imperial soldier on what was just another run to some far-flung sector. The Rebel Alliance intercepted Devarn’s ship and confiscated the soldier and goods. When they arrived at the Imperial outpost and informed the Commander of what happened, they were met by an Imperial Intelligence agent. They were asked to continue what they were doing and would be paid well to become informants.
  20. I used to make a fortune smuggling spice along the Rim. The baronial patrolmen were delightfully inept and cheerfully corrupt. Suddenly the Empire moves in with their military governors and clone troops, and boom half my business gone. Unless you’re a Hutt you can’t make a dishonest living anymore. Now I run weapons to the Rebellion. It’s nowhere near as profitable, but if they overthrow the Empire I can make a new fortune off the resulting confusion.

Edited and compiled from the amazing crowd-sourced wisdom of the Google+ communities here and here.

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