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Morticutor

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  1. I ran a Stargate game a looooong time ago and set it in another galaxy. Generally, to make it feel Stargate-y, I needed an enemy who was scary but dumb enough to be foiled regularly (like how the Wraith and Goa'uld were long-lived and outrun by modern-thinking SG teams), touched by Ancients somehow (in mine the galaxy was colonised by Ancients who were kicked out for being dicks. They called themselves Hyperboreans and meddled regularly in the affairs of mortals as self-proclaimed gods, which was part of the norse vibe I was going for). The hard part is making a modern day team viable in a setting with space gods, which I assume is why most humans are downtrodden medieval types. Also, pick a vibe. SG1 had Egyptian (and other Earth cultures), SGA had a Trek vibe, SGU had steampunk. I went norse, what would be cool would be like Homeworld, where all the names are from Cradle of Civilisation places and words (Tanis, Hiigara, Kapisis) and there's a strong ME vibe that looks to places like Pakistan and Iraq, with mythical entities like Tiamat and Kali more than Egyptian stuff. With technology, Ancient tech (or something equivalent) would work well. I'm thinking like Runequest/Elder Scrolls, where magic (or nanotech or tapped control of some etheric energy source, like B5 Technomages) means that there's a certain level of powered stuff going on anyway. For example, the Ancients could have developed a noosphere that propagates through the gate network and connects all nanotech devices, connecting them metnally or even physically. At the wierdest you could dissemble a nanotech entity and remake them at the end point, control the weather or even the minds of the people around them. The space peasants can still be space peasants, oppressed by the Ancients or their successors. I mean, a race that usurped the Ancients' name would be an interesting enemy because culturally they may not really be ahead of humans, but have all that fancy Ancient tech they don't understand - kind of a mirror to the Tau'ri, who have always been placed as the Ancient's successors.
  2. I haven't even read Far Horizons, but I'd also go with coming up with someplace new. The joy being that this new world could even be within the Inner Rim and still new, giving you a lot of political options. Besides, if you're sticking in one place you'll want a more varied biome than you usually get, with more a more complex setup and neighbours. Good luck with it, it sounds fun.
  3. OP, I made up a whole bunch of planets and locations to throw into my new game and I bet others around here have as well. If you want some inspiration I don't mind sharing and I'm sure others would too.
  4. I have a copy and use it regularly. Unfortunately, it's not hugely helpful for my game - I started with the Whisper Base scenarios and my players are still based in and around Onderon, which isn't shown in great detail, so I'm having to make up the Japrael Sector from scratch. Ah, fair enough.
  5. Given that you don't have any force sensitives on the team, I'd skip any force ghost encounters in favour of a 'haunted house' vibe. Ancent droid sentries, nesting animals (bonus points for falling through a crumbling floor into a nest of nasties and having to regroup), puzzles where they have to find alternate routes through the temple as walkways crumble, creepy statues that hold secrets and the goal being...some kind of dark side imbued weapon or holocron (raising interesting questions about the motives behind the orders for its recovery). Also puzzles and traps that read the characters and force them to face their deepest fears. Get in the deep chambers, with no natural light? The lights go out and cue the Empire-style magic tree encounter.
  6. I haven't actually any plans on keeping the players in one place - at least, not for the beginning. Partially it's because planet-hopping is a thing in Star Wars and there's enough material out there to easily do a 'planet of the week', but also because I started with the EotE beginner's adventure so they've already left Tatooine and their base is currently the Krayt Fang, with Ryloth already programmed in as the next stop. This is because I want them to get out and make some contacts before they settle down and choose a direction. It also means that I can string together adventures, building up a network of contacts and ideas of what they can smuggle from here to there. (For example, the next adventure has them helping out a Twi'Lek clan who pay them in spice, with the one after that having them help a crew captured by pirates in return for that crew introducing them to a good fixer who can sell that spice for a premium.) I'd also recommend the Star Wars Atlas, which covers a ton of big-name and minor planets for inspiration. Wookiepedia, too.
  7. What the ****? Dude, send these immature twats packing and find a new group. Are there legitimate solutions to the problem? Sure, and they have been suggested in the thread if you are hard set on playing with these assholes, but no game is better than a **** one if you ask me. It's more their loss than yours. Also, this. If you can't get a group locally, fire up Skype (other video call services are available) and do it online. The great thing about the internet is that we don't have to put up with local tools.
  8. ...Wow. First of all, you're the GM. I tend to think of Star Wars as a 12 rating, so I don't use real swear words or show explicit sexytimes in my EotE game anyway because it doesn't seem right; I elide right over it. Someone pulling that nonsense would get a pointed telling-off. The second thing is that in real life, unlike in 24, torture doesn't work. In the real world, torture just encourages people to tell you what they think you want in return for stopping. So I'd start throwing in people who are innocent and lead them to do horrible things to people who may be bad people but then turn out not to be. With bonus points for leaving grieving wives and children behind and with poeple looking to do horrible things to them in return. See how they like torture then. The mission from GTAV (I won't link it given the content) is a great example of what I'm on about and if a player kept on like Trevor (doing it for the torture boner), I'd remind them that this is Star Wars, not Saw. Solo wouldn't torture anyone, and even if he did, it would all be off-screen. Like the scenes of Han being tortured in Cloud City.
  9. OP, have you seen the Star Wars Atlas? It's not a computing tool but it does show you major and minor routes in the regions, plus it zooms in to variosu regions like Hutt space, the area around Tatooine and a few others. I'm using that for my game, both the (many) mentioned worlds and adding my own where I wanted them. IIRC there's a way of calculating travel time, though I think it contradicts the stuff in Fly Casual anyway.
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