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DangerShine Designs

When and where is your campaign set?

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After seeing @Nytwyng's post here about a campaign that was a "Raiders of the Lost Jedi campaign, set roughly 250 years after RotJ", it got me wondering what other awesome campaign settings have guys played in or GM'd? I'm particularly interested in:

  • When is it set?
  • What makes it unusual or unique?
  • Where did you get your inspiration?
  • if you could summarize the campaign in one sentence, what would it be?

I play in one campaign that is set about 9 months BBY and centers around a pair of Smuggler/BH's that are inexorably being pulled towards the Rebellion.

I GM a campaign that is set about 6 months ABY and has been an extension of the EotE Beginners game that I've detailed elsewhere, wherein the PC's have taken over Teemo's palace and are trying to kick-start his business to turn it into their own. It is very specifically geared towards leaning into the darker and most criminal elements of the galaxy.

I am also plotting out a campaign that is set (literally) weeks ABY (that I have also detailed elsewhere) that has an Imperial Captain defecting along with his ship and a skeleton crew as they try and find the Rebellion. The players will go from Imp to Rebel over the course of the campaign, with a bunch of twists thrown in for good measure. I am waiting for my copy of DoR to include the Imperial Cadet as part of the pre-gen characters that I'm building to add flavor.

So! When/where are you all playing and what are you all up to in that Galaxy far, far away? :) 


 

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I'm currently running twin campaigns set around the same time period as Rebels. So far, it's mostly focused on the seedy underworld of Star Wars, but now that the singular campaign has split into twin games, I've got one side focused on life as an Imperial, while the other is focused on the day-to-day good that the Rebellion brings to the galaxy. 

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If you wanna talk great settings, there's no better than the infamous MarcyVerse, the incredibly extensive alternate universe created by forum favorite @Maelora:) .  I've become a sort of unofficial archivist of MarcyVerse lore, but I'll wait a bit to see if she's feeling well enough to provide am overview, but if she doesn't stop by soon, I don't think she'd mind me sharing some details.  It's exceptionally cool :) .

Myself, I'm hoping to get a new story set on the oft-forgotten world of Socorro sometime in the near future...

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We started our campaign at ´5 BBY and now we have arrived at 4 BBY. The story has departed from what's canon though since a Shard Jedi Knight reappeared. She had led a Jedi expedition to Tython during the Clone Wars, but they got stuck there and therefore managed to survive order 66. She got turned to the dark side while stuck on the planet, tricked our party into helping her activate a Tho Yor and then got out of there with her new ancient toy. She's been using the Tho Yor and a clan of flesh raiders from the planet to, we think, build up forces for a showdown with the Empire. Her agenda is to kill the Emperor, vanquish the Sith and restore the Jedi order.

 

We're not really up to date on what she's doing since the party is more or less a party of magical hobos. Magical martial arts hobos, we should look into getting some sleeveless Gi's and participate in some sort of tournament where you fight on the streets.

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When/What: 6 BBY, Newly formed Rebel Cell featuring a former ISB agent who lost his idealism about the New Order, but still believed that the Jedi were responsible for Palpatine's rise to Emperor. A now aged former clone-trooper and a Gand Jedi who was barely a padawan when Order 66 happened (with his Jedi nature being a secret from the other characters through all of Season 1).

Unusual: Not sure if it counts as unusual, but we're exploring what it means to take on the Empire in a specific sector, with power structures, rivalries between Imperials that can be exploited, smugglers, pirates, potential allies to recruit, what happens if a planet rebels 'too early' and the repercussions of that (think Tarkintown from Rebels). We're also using tv structures, theme music and sound triggers, extensive handouts etc.

Inspirations: Assorted WEG campaigns I used to run but it's heavily inspired by Star Wars Rebels and Rogue One

Summary: Some of us - well, most of us - we've all done terrible things on behalf of the Rebellion. Spies, saboteurs, assassins.

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When is it set? - 16 BBY

What makes it unusual or unique? - It originally started with the Saga system as we were playing through Dawn of Defiance, we converted over to FFG when we started to introduce another side homebrew campaign using all the free time in-between the major acts of DoD. This side campaign has the heroes establish the foundations that would later be the "secret rebel base" on Dantooine. The players make it unique by either being Veterans of the Clone Wars, newly enlisted Imperials who switched sides as they notice the Republic change to the Empire. As well as a surviving Jedi and his exiled Squib friend.

Where did you get your inspiration? - I took over as GM mid Act 2 of DoD and Act 1 of the homebrew campaign, seeing as I was the writer of it. The original GM started getting into arguments with another player.  The inspiration for the story pulls from Battlefront: Elite Squadron. The DoD campagin introduces everyone to Senator Organa, and how a Rebel cell starts out, the Dantooine side campaign gives them an opportunity to start their own. They get to meet Grey from the Battlefront game, I include X1 and X2. Another thing I wanted to drive home to the players that I felt the GM before wasn't portraying well; is the level of branded criminal activity it all takes. Most of the players thought doing the right thing was rewarding and without risk. Yet now the majority of them are wanted criminals of the Empire, and they are beginning to learn how difficult that makes moving about is.

if you could summarize the campaign in one sentence, what would it be - Leverage meets Indiana Jones in a Clive Cussler novel.

(Once they finish the homebrew, I do plan to compile my notes and outlines, polish it up and self-publish it all for free on here)

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We're playing at 1ABY. The PCs run a couple of shady businesses on the planet Natalon, and have been dealing with the Empire taking over their home planet and nationalizing resources. They're smack in the middle of local dissent, the Hutts and Black Sun vying for control of the planet's underworld, and the shift in culture from pseudo-independence to Imperial domination.

Summed up in one sentence: Casa Blanca set in a John Wick underworld, but Star Wars.

It's been a lot of fun.

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On 2/26/2018 at 1:16 PM, DangerShine Designs said:
  • When is it set?
  • What makes it unusual or unique?
  • Where did you get your inspiration?
  • if you could summarize the campaign in one sentence, what would it be?

Two games. One still taking place during the first year ABY. The other taking place around 4,000 before the invasion of Naboo. We'll refer to the first as the GCW game and the second as the Old Republic game.

 

For the GCW game, the focus is on a group of smugglers turned mercenaries with hearts of gold, making their mark on the galaxy. Each of them has a past to deal with and each has their own reasons for sticking with their crew. Loyal friends that have bonded through hard times and are looking to the horizon of a future filled with hope.

 

For the Old Republic game, three Force Sensitives and two bounty hunters find their fates intertwined as the Dantooine Jedi Temple is ransacked by the resurgent Sith army. Sharing a vision of the present and the future, the jedi hopefuls embark on a task no other has undertaken before. Unsure if this means the entire empire is back, the Force Sensitives track down one of the bounty hunters as they flee the temple's ruin, to lead them and their suddenly important tribal staff away from the Sith. From there, they have embarked on a journey to the Core worlds to warn and prepare for the future.

 

Inspiration comes from Star Wars movies, books, games, animated shows, comics, mixed with my own ideas.

 

GCW: mercenaries with hearts of gold struggling with their pasts fix problems and get paid doing it.

 

Old Republic: the fate of the galaxy rests upon the shoulders of 3 opinionated and stubborn jedi initiates and 2 aloof bounty hunters.

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Since it was my comment that sparked the thread, it would be rude of me not to reply. :)

I run two campaigns--

The Raggedy Edge started out about 6-9 months BBY, but as of session 8 seeing them leaving Jedha just as a big, metal sphere came into orbit and fired a green blast at the planet, we're now about a month or so ABY in the upcoming session 11. It's a pretty standard campaign heavy on EotE, with some AoR and FaD tossed in for flavor, so what makes it unique is the interplay between the characters. That and, during initial character creation (in part because it was my first campaign GMed in this system), I played fast and loose with the character creation rules...plenty of GM grants, and randomized extra XP for most of the characters if the players could give me a good background to justify them not being starting characters. (I didn't know about knight level play at the time. :lol: ) To summarize it in one sentence? Firefly. (But, of course, its gone off in its own directions.) An overview of the campaign, and adventure summaries can be found on mySWRPG.com.

Then there's the one that sparked @DangerShine Designs ' interest--

Raiders of the Lost Jedi is set roughly 250 years after Return of the Jedi. That far ahead, enough can have changed over time that I don't have to worry about stepping on canon's toes or canon stepping on mine. We're only 2 full sessions in, so there's plenty of twists on the horizon for them. My inspiration? Blatant theft. When looking around online for materials to use when building the campaign that became The Raggedy Edge, I came across a post describing this very sort of campaign and fleshed it out in my own ways. Described in one sentence? A group of treasure hunters for the rebuilt University of Alderaan seeks out Force-related locations and artifacts, racing against dark siders who seek them out for their own nefarious purposes.

Edited by Nytwyng

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When is it set: My campaign is set at a somewhat vague point in time, a few years before A New Hope. I wanted to keep it a bit vague so I could, if necessary, take some liberties with the wide-ranging scope of the story while trying not to contradict canon. (I don't really care about canon, I'll break it without hesitation if I feel it serves the story better, but for now I see it as an interesting challenge to fit my story within it if I can).

What inspired it: It's mainly inspired by lots of browsing of all the nice Star Wars lore on Wookiepedia, but there's a bit of Babylon 5 (especially the vorlons and shadows) and Mass Effect (especially the interesting planet design and dark humor) in it as well. My university studies in islam, jainism and buddhism may have influenced how I portray the Jedi and other force traditions. I'm probably subconsciously influenced by all the high drama and nuanced villains from a lot of manga and anime, too.

Summary in one sentence: The player characters are force-sensitive adventurers who, after encountering the fallen jedi master Ilum on the forgotten planet Tython, are now on the run from both her and the Empire, but will be forced to take desperate action as Ilum's twisted desire to destroy the Sith makes her more and more dangerous for the galaxy.

Why it is unusual or unique: The campaign has a complicated and consequence-heavy "fish tank" structure*.  Ilum and her followers, as well as various imperial factions and other random groups are all the time doing things in the background, while the PCs are just trying to avoid capture, deal with the fallout from their latest defeat, and thwarth Ilum and the Empire in whatever desperate ways they can. This means that the campaign essentially have two major groups of villains (Ilum and the Empire) that are also mortal enemies to each other, and a challenge for me as a GM is to make sure that the PC's can't just sit the whole thing out and let Ilum and the Empire destroy each other. As time progresses in the game, no matter what side plot the PCs occupy themselves with,  Ilum and the Empire will advance their different agendas (the machinations of these villains are sometimes shown through short cutscenes, too), which functionally sets a clock on the game. So the PCs must be goaded into action against one faction or the other, and eventually led to a climactic confrontation with at least one of them (preferably more), but I have plenty of tools to work with there.


*A Fish Tank, in RPG theory, is a character-driven story structure where drama is generated through ambitions and relations between characters. Good examples of this structure are a lot of HBO dramas like Deadwood and Game of Thrones. In a fish tank, the actions taken by one actor (for example, the player characters in an RPG) naturally generates a counter-action from other actors, which drives the story forward.

Edited by Natsymir

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My oldest game started 36.3.5 - about a year after the Death Star went kaboom. It was a straight ‘scum and villany’ Story at first but has evolved into ‘Tomb Raider’ with the players seeking old treasures and artifacts. Recently woke an old Massarri Preist on Yavin 4 ‘by accident’ and led him to the Temple of Exar Kuhn, then bugged out when the Inquistion arrived... 

The other game is set about the same time and started on Tatoonie with the ‘Mos Shutta’ start, but while they are running from Teemo, they are secretly working for his Major Domo...

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I started with the evacuation of Yavin Base, after the Deathstar blew up. The group has now advanced 2 years into the story, and is building a sizeable rebel group in a sector I created. If I finish this campaign, I will make a campaign pdf from it, so others can enjoy this setting.

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I'm running a fairly new campaign at the moment, we're only 4 sessions in. 

  • When is it set: The campaign is set 15 years after Revenge of the Sith/The New Order - so dawn of Rebellion Era pretty much.
  • What makes it unusual or unique? Well, my campaign is a large Sandbox with One big meta-plot, two major, independent story arcs and dozens of smaller stories. The idea is that the player will be able to jump between all the stories or select the ones they find interesting, as they do, the stories they are not involved with will advance without them. As the story progresses all their Motivations will be turned against them.  
    The Meta-plot concerns the establishing of a new rebel cell, founded with the aid of the Church of the Force, and the Empires attempts at stopping this. (My group is not yet rebels but will unknowingly help or hinder this rebel cell.)

    The Major stories concerns; Two rival Hutts fighting through intermediates over control of the planet Boonta and An insane Droid religion, run by the enigmatic "CORE", turning militant and  trying to start a robot rebellion.  
  • Where did you get your inspiration? The open world / Sandbox design came from working on that for a living (Video Games dev), Elements are drawn from Force Awakens, Rebels,  Rouge One, Droids and FFG's published adventure modules. Lot's of inspiration came from the characters that my group is playing and I changed and added many hooks after I saw what they would likely be interested in. (Exploration, Piloting/Racing, Ship modifications, Duels)
  • if you could summarize the campaign in one sentence, what would it be? "A open ended story of four peoples search to find true meaning in something greater than themselves." or I guess it could be "Four insignificant criminals change history and the fate of a sector"
Edited by GM_loke

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My campaign title is "Escape of the Houndstooth"  A Rebel group attacked the Imperial prison orbiting Bakura. The ensuing prison break is what sets the PCs (and others free)  while escaping the PCs commander a ship that was in the impound section, a YV-666. from there we set off for adventure. 

  • When is it set? 4 ABY,  a few weeks after the battle of Endor, including the death of the Emperor and the destruction of the second Death Star. 
  • What makes it unusual or unique? The Rebellion is winning. The Empire is fracturing during Operation Cinder. Small groups of Imperial fleets are taking over planetary systems.  Meanwhile the Hutts and Black Sun are raking it in, as the anarchy makes good crime business.  
  • Where did you get your inspiration? Historical post-war chaos.   the similarities in how Mon Mothma de-militarizes the New Republic navy after the Battle of Jakku reminds me of how Germany was treated after World War I, which lead to the eventual rise of the New Order.  But that's if the PCs even make it that far. 
  • if you could summarize the campaign in one sentence, what would it be? "The Galaxy is on fire. help put it out or bring marshmellows."

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  • 18 BBY
  • The PCs are participating in a Rebel Cell on Raxus that has recently been created by an insane protocol droid who has programmed his personality matrix into more than 1,000 reactivated CIS droids.
  • Creepio. The protocol droid, Rusty, (and the other droids for that matter) are all CIS-obsessed, determined that droids are superior, and constantly quote Creepio.
  • AHHHHHH... WHY WOULD YOU AWAKEN ME... WITHOUT SKIN? or BEHOLD, THE ULTIMATE ACHIEVEMENT IN THE UNIVERSE, THE SINGULARITY ENGINE!

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2 hours ago, Yaccarus said:
  • 18 BBY
  • The PCs are participating in a Rebel Cell on Raxus that has recently been created by an insane protocol droid who has programmed his personality matrix into more than 1,000 reactivated CIS droids.
  • Creepio. The protocol droid, Rusty, (and the other droids for that matter) are all CIS-obsessed, determined that droids are superior, and constantly quote Creepio.
  • AHHHHHH... WHY WOULD YOU AWAKEN ME... WITHOUT SKIN? or BEHOLD, THE ULTIMATE ACHIEVEMENT IN THE UNIVERSE, THE SINGULARITY ENGINE!

Looking into a side plot like this, dealing with the remnants of droids on Agamar. http://starwars.wikia.com/wiki/Agamar

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  1. We started right after the destruction of the deaths star and have just discovered that they are building another death star. 
  2. Nothing in particular. I am still looking forward to fly into DS2 with my Hotshot. 
  3. All of Canon and Legends
  4. Star Wars Rebels on galactic scale.
Edited by SEApocalypse

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My new campaign is going to be starting in a few months and that is going to be very interesting because it takes place 13 ABY in the old Legends timeline. 

I haven't crafted the whole story yet but the back bone of the game is different factions working together in the new galaxy post galactic empire. I have 6 players and each group of 2 will be from a different game (EotE, AoR, FaD).

During the New Republic Era the fringe is seeing the backlash as the empire is no more and wanting to get on the good side of the winners i.e. the new republic and the new republic troops are busy trying to clean up the galaxy dealing with all the different Imperial warlords that rose up out of the Galactic empire and lastly at this time Luke's Jedi Praxeum is slowly coming to fruition but a lot of people in the galaxy are nervous and fearful of these people who up until 13 years ago were either said to be extinct or all criminals so the Jedi will be working to seek acceptance and be seen as a legitimate faction in the galaxy. 

 

I got my inspiration from the Module "ghosts of Memory" 

 

A short summary would be "we are all connected. or the Unifying force" as the theme for the campaign is how no matter where in the galaxy you come from you can still help each other. 

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