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immortalfrieza

You know you're playing Edge of the Empire when...

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- The adventure starts with the whole group falsely accused, arrested, and being transported to a penal colony. The prison truck crashes, the door opens, and the group proceeds to butcher the cops transporting us and stealing the truck.

- You attempt to create and play a compassionate and morally upstanding character and end up assaulting a police station 2 sessions in.

- You find a couple vials worth of coaxium in the police station, the hyperspace fuel they had in Solo, and any and every plan between the player characters from then on starts with something akin to: "Let's blow up a city block!"

- Any and all plans to take care of anything stealthily or with talking our way out fail miserably and we end up in a massive firefight.

- One of our group is so psycho and torture happy the rest of us try to stop him from murdering a witness that falsely testified against us before.

- My character decides after all the above went down to just ditch the group with a "You guys are INSANE!!! I'm outta here!" for good measure.

- Our group can now add theft, breaking out of confinement, and multiple murders to our rap sheets and we haven't even gotten off the planet yet. Our GM outright stated he never expected us to follow false convictions with one actual crime after another.

Edited by immortalfrieza

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I had a group that started up their own gang during the galactic civil war era. They resolved the majority of their pasts by killing them (they didn't have to, they wanted to).

 

Their crimes include:

 

trafficking and sale of sentient beings

resisting and escaping arrest

destruction of a space station hangar

wanton violence

the murder of at least 2 dozen innocent civilians

blowing up a building

grand theft

 

These are just the things that there are witnesses for. There were many other crimes but those were ones with no witnesses.

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19 hours ago, ExpandingUniverse said:

... you're GM states he loves the new Disleen Canon and want's to run an Eps 7 - 9.2 era campaign..... oh wait... he sold all his FFG SW rpg stuff.... oh well, it was fun while it lasted :(

This is ironic because I'm really hoping FFG releases a sequels era source book after Eps 9 comes out so I can run a major campaign during that time period. 

Edited by unicornpuncher

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2 hours ago, Yaccarus said:

A success, to be sure, but maybe not a welcome one.

I reckon success, total belief (the triumphs), but that soldier was either in trouble for something or had some other mission the commander now wants to know about (the despair) !

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So my group is composed of,

Myself. Psychotic assassin astromech droid(weaponry includes fully modded Heavy blaster pistol, micro-rocket launcher, and a flamethrower)

2 Force users: Pantoran outcast and a Zabrak monk.

A Human smugger, Human ex-Rebellion soldier, and a Duros Slicer.

After capturing a young Hutt who was the only surviving member of a group who ambushed us, after we found out the whole thing was a set-up, while we were flying to go find his boss/our boss who hired us. My droid just starts casually strapping down everything in the cargo hold of our YV-666, which is where the Hutt is being imprisoned. Our smuggler, who realizes I am about to space the fat slug, beats a retreat and has to bodily block our Pantoran jedi from checking out the hold. "Just let happen man! Nothing you can do!" he says. Just before I magclamp myself to the deck and open the side door, and am treated to the sight of a Hutt being sucked out an airlock too small for his body.

This is happening at the same time that we are dogfighting a couple Z-95s, and I roll a triump to have the hutts corpse slam into one of their cockpits.

Edited by BadMotivator

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3 hours ago, unicornpuncher said:

This is ironic because I'm really hoping FFG releases a sequels era source book after Eps 9 comes out so I can run a major campaign during that time period. 

Each to their.. i liked bits of Solo tbh... but my dislike/anger/hatred for the new stuff didn't make me want to sell/get rid of all my FFG SW stuff...

EDIT: I deleted a lotta stuff that in hindsight when posted would have kicked up a right ----storm ūüćļ

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5 hours ago, BadMotivator said:

So my group is composed of,

Myself. Psychotic assassin astromech droid(weaponry includes fully modded Heavy blaster pistol, micro-rocket launcher, and a flamethrower)

2 Force users: Pantoran outcast and a Zabrak monk.

A Human smugger, Human ex-Rebellion soldier, and a Duros Slicer.

After capturing a young Hutt who was the only surviving member of a group who ambushed us, after we found out the whole thing was a set-up, while we were flying to go find his boss/our boss who hired us. My droid just starts casually strapping down everything in the cargo hold of our YV-666, which is where the Hutt is being imprisoned. Our smuggler, who realizes I am about to space the fat slug, beats a retreat and has to bodily block our Pantoran jedi from checking out the hold. "Just let happen man! Nothing you can do!" he says. Just before I magclamp myself to the deck and open the side door, and am treated to the sight of a Hutt being sucked out an airlock too small for his body.

This is happening at the same time that we are dogfighting a couple Z-95s, and I roll a triump to have the hutts corpse slam into one of their cockpits.

Now that‚Äôs just mean. ūüėą

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On 1/31/2019 at 5:03 AM, LordBritish said:

Sounds like the players have made their minds up on this one; falsely accused is cute. Time to earn those sentences!

Just out of curiosity though, did you guys have a session zero to establish initial expectations?

Don't think so... we basically just created our characters and got thrown together... and now I see the problem.

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18 hours ago, immortalfrieza said:

Don't think so... we basically just created our characters and got thrown together... and now I see the problem.

Aye I wouldn't worry about it, it's a hurdle we all stumble with at some point. Our first campaign with this system only lasted 3/4 weeks because we just didn't understand what the star wars universe expected of us; our expectations were either too lofty or in my particular case I just didn't understand what it was I could do. So we all charged a gang boss in a speeder and simply died when we were shot out of the guy. XD We had a better grip in who we were in the second session, where we were essentially break and entering specialist; our job was to get into difficult places to recover objects of value then leave so while we were still most definitely criminals, we were professional and we didn't simply gun our way through everyone; it was often a side effect of plans not going quite to plan.

That's the thing with "thrown together by fate" tropes. It doesn't establish any kind of dynamic that would be useful in setting a career, which is absolutely essential to a party just starting out. That's why I love the shadow run trope of "Mr Johnson is hiring a party for a particular job, requiring a specially selected set of skills". Immediately that's a reason for everyone to cooperate for a given clearly stated goal, so that even if the team don't all know each other at the start (and usually, it doesn't hurt for some people to have an established relationship already,  it fosters a sense of worldliness I feel), they all have a reason to cooperate and an ultimate goal to aim for. Once they have done this assignment? Well, you are free to pick what the next one is or go more freelance. There isn't any harm in making the first assignment something that they must do, feed them hints of other things they can do during the assignment and leaving the option of which of those do you want to do next?

I feel a pure sandbox never works with inexperienced players; they often get confused at what they can and can't do or otherwise just decide "I want some action, so I'm going to march straight into that police station and start gunning people down until at least one of these people tell me who sold me out!", without necessarily the knowledge of the consequences a galaxy can throw at them (a huge bounty obligation, and bounty hunters don't have to play fair with dangerous types) that can get them into a self fuelling cycle of self destruction. So maybe putting some roleplay rails onto this will help at least build some expectation of what the galaxy could offer them, then free them up to change tracks once they have more experience under their belt.

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On 2/1/2019 at 1:03 PM, BadMotivator said:

So my group is composed of,

Myself. Psychotic assassin astromech droid(weaponry includes fully modded Heavy blaster pistol, micro-rocket launcher, and a flamethrower)

2 Force users: Pantoran outcast and a Zabrak monk.

A Human smugger, Human ex-Rebellion soldier, and a Duros Slicer.

After capturing a young Hutt who was the only surviving member of a group who ambushed us, after we found out the whole thing was a set-up, while we were flying to go find his boss/our boss who hired us. My droid just starts casually strapping down everything in the cargo hold of our YV-666, which is where the Hutt is being imprisoned. Our smuggler, who realizes I am about to space the fat slug, beats a retreat and has to bodily block our Pantoran jedi from checking out the hold. "Just let happen man! Nothing you can do!" he says. Just before I magclamp myself to the deck and open the side door, and am treated to the sight of a Hutt being sucked out an airlock too small for his body.

This is happening at the same time that we are dogfighting a couple Z-95s, and I roll a triump to have the hutts corpse slam into one of their cockpits.

So what kind of damage does a small asteroid (frozen Hutt corpse) do to a ship?

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4 hours ago, LordBritish said:

Aye I wouldn't worry about it, it's a hurdle we all stumble with at some point. Our first campaign with this system only lasted 3/4 weeks because we just didn't understand what the star wars universe expected of us; our expectations were either too lofty or in my particular case I just didn't understand what it was I could do. So we all charged a gang boss in a speeder and simply died when we were shot out of the guy. XD We had a better grip in who we were in the second session, where we were essentially break and entering specialist; our job was to get into difficult places to recover objects of value then leave so while we were still most definitely criminals, we were professional and we didn't simply gun our way through everyone; it was often a side effect of plans not going quite to plan.

That's the thing with "thrown together by fate" tropes. It doesn't establish any kind of dynamic that would be useful in setting a career, which is absolutely essential to a party just starting out. That's why I love the shadow run trope of "Mr Johnson is hiring a party for a particular job, requiring a specially selected set of skills". Immediately that's a reason for everyone to cooperate for a given clearly stated goal, so that even if the team don't all know each other at the start (and usually, it doesn't hurt for some people to have an established relationship already,  it fosters a sense of worldliness I feel), they all have a reason to cooperate and an ultimate goal to aim for. Once they have done this assignment? Well, you are free to pick what the next one is or go more freelance. There isn't any harm in making the first assignment something that they must do, feed them hints of other things they can do during the assignment and leaving the option of which of those do you want to do next?

I feel a pure sandbox never works with inexperienced players; they often get confused at what they can and can't do or otherwise just decide "I want some action, so I'm going to march straight into that police station and start gunning people down until at least one of these people tell me who sold me out!", without necessarily the knowledge of the consequences a galaxy can throw at them (a huge bounty obligation, and bounty hunters don't have to play fair with dangerous types) that can get them into a self fuelling cycle of self destruction. So maybe putting some roleplay rails onto this will help at least build some expectation of what the galaxy could offer them, then free them up to change tracks once they have more experience under their belt.

Thing is, our group are all somewhat experienced with the system, or at least I think all of us are and we all have the same goal right now, namely getting the **** off the planet. It seems to be the end result of a combination of our characters not really meshing well personality-wise with each other and a bunch of bad rolls whenever we attempt to do ANYTHING subtle. I don't mind really, it's hilarious.

Also:

Quote

So we all charged a gang boss in a speeder and simply died when we were shot out of the guy.

Funniest... typo... EVER!

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When the mechanic slaps a amphibious attachment to a CR92a 

 

 

Edit: they were doing it to fake their deaths because their obligation was too high, paid off a merc squadron of Y-wings to stage the attack. Pretty cool idea so I let it happen.

Edited by Samuel Richard

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