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Djack

Creative ways to acquire a ship.

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That's always fun. One of my character's on a Star Wars MUSH once bought Tydirium at a charity auction and got a Guardian Light Cruiser when the new Emperor offered a pick of one of three ship classes usually restricted to Imperial forces to anyone who donated enough money to the charity.

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In my old Star Wars campaign, the players were traveling on a passenger liner that was attacked by pirates. They fled in an escape pod that landed on an ice planet, where they found a seemingly abandoned ship. The only occupant was an eccentric droid who had been left behind hundreds of years ago without a memory wipe.

 

The captain had legally willed the ship to the droid (an NPC) and the players wound up becoming crew. Eventually, the droid sacrificed himself to save the ship from a system virus, and left the ship to the players. 

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The best way to steal a ship off the empire is to dress up in a Vader costume (complete with voice changer) walk in and take one.... it would be a brave stormtrooper who says no.

 

If my players tried this, I would so want an imprisoned, tortured for a decade, Jedi to escape the nearby Imperial cell block at that exact moment.

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My personal favourite (which I've used precisely once, so take "favourite" for what it's worth) is to have the players find an older, pre-owned ship that's been hidden or abandoned for some reason. Then they get to figure out what kind of people used to operate the ship before them, search it for interesting secrets or other hidden items, and spend some time and excess credits repairing it and getting it back in working order. And then, once they take to the stars, there can be all sorts of past baggage from the previous owners (and their enemies) coming back to haunt the players. Lots and lots of potential plot hooks there.

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A beat up, useless YT1300 was a 'Wedding Present' from my loving Father-in-Law from the arranged marriage based on my Blackmail Obligation/Emancipation Motivation about freeing Twi'lek slaves primarily and slaves in general secondly...

 

I think we also decided that the Droid PC Mechanic was in a junk pile in the hold and it/he fixed it up to make it space worthy, dunno I'd have to check.

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My group smuggled ourselves as cargo, waited till the third shift, hooked up knock out gas to the life support system and took the ship while everyone was passed out. 

 

Later we joined the Alliance as a salvage privateer group. We would warped in after battles and salvage pilots/crew, ships and cargo. Was a lot of fun and got our hands on a lot bunch of "stuff".  :D

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No idea if the show Dark Matter is any good, but the whole idea of waking up with amnesia on a ship drifting is a cool starter session.

I’ve seen the whole series (so far), and I thought it was pretty good.

IMO, that and “Killjoys” both make good fodder for EotE campaigns.

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I've literally only watched the first episode of Dark Matter, been meaning to continue the series but haven't had the time. But I'll third that idea and say that waking up with amnesia on a derelict freighter would be a very interesting start to a game. Even better, you're all deep cover Imperial/Rebel agents, so you have to discover your identity twice, first your cover, then your real identity.

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One of my old GM liked to lampshade the "in media res" nature of starting with some equipment/allies that are just given by the rules without explanation.

If players dont ask themselves how they own a ship, then use that to your advantage. In my past, the entire point we never wondered turned out to be a massive plot point for his campaign (we were basically immortal beings who could keep their memories for more than 10 years).

In Star Wars, unless you want to go the route of "players are ex-Imperial Agents who wiped their memories for their own protection", you could always go with "each character assumes the ship is owned by one of the other player", and find a way to make it a plot point somehow.

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No idea if the show Dark Matter is any good, but the whole idea of waking up with amnesia on a ship drifting is a cool starter session.

I’ve seen the whole series (so far), and I thought it was pretty good.

IMO, that and “Killjoys” both make good fodder for EotE campaigns.

 

 

Of the two, I think Dark Matter is the superior show, but overall:

 

Dark Matter + Killjoys = Firefly itch ALMOST scratched

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My EotE group was contacted by a mysterious employer and hired to steal an old luxury yacht from some unsuspecting rubes on a casino starliner.

 

Turns out their targets were the characters from my old d20 system Star Wars game, an entertaining reveal to the few players from both campaigns. The employer was the surly R2 unit on the yacht who believes the ship to be his. He grew tired of his current crew and decided to find a new one.

 

In addition to a fun story hook, it allowed me to easily slide the new characters into old campaign ideas I didn't want to give up on.

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