Jump to content
Sign in to follow this  
ddbrown30

What is your proudest moment as a GM?

Recommended Posts

The title says it all. Whether it's funny or serious, planned or not, in game or around the table, what do you remember as your proudest moment as a GM? Feel free to bring up memories of any system; this topic doesn't need to be solely focused on EotE.

Share this post


Link to post
Share on other sites

I have a few groups right now. All of them are the same players, but they have a few different characters for different campaign styles. Right now we're running their retired Clone Trooper and former Republic Captain.

Rila was with the Naboo sector security before the reformation of the Grand Army of the Republic. She was ordered to command clones on Coruscant toward the end of the war and refused to lead troops she didn't know. She was arrested and ended up fleeing the planet before she could be executed. Afterward, her best friend took the post and ended up moving into the ISB. This friend lead a team that tracked down Rila's family in an attempt to find her. That family is now dead and the agent has spent 20 years hunting for Rila.

Double is coming to terms with an Empire that no longer wants him around and has been trying to find his way in the galaxy after a life dedicated entirely to combat. He's tracking down some old Republic officers who let a lot of his brothers die on Mygeeto rather than send in armored and air support. He also has to deal with the things he did during the war as part of the 501st. He was part of the attack on the Jedi Temple (See how their stories line up?) and responsible for the extermination of several species the Empire found troublesome. It's a lot to cope with especially when the only thing you've been taught you whole life is how to fight.

I could go on and on about these two and how their stories have worked alongside each other, but I'm going to focus on our last session instead and tell the story that was my favorite session to run in a long time.

The duo had agreed to help out an Imperial funded archeologist find something on a planet out on the edge of the Hyperspace tangle. My players had been to this planet before, but not these characters. They feared this planet for what was there. The archeologist needed to locate kyber crystals for Moff Dargon of the Corellian sector. In order to do this, he had a force sensitive girl (Felune) transferred into his custody by that ISB agent hunting Rila. They were there to save the girl and get her out alive. They made a deal that they would help the archeologist get the crystals (his previous expedition didn't go too well) and they would be allowed to "escape" with the Felune.

They land at the doors to a large temple built into the mountainside and the Imperials unload their digging equipment. Squads of Cave Troopers move into mountain to secure the perimeter, but slowly go silent one patrol at a time. My players are scared now because the last time they came to this planet they found a large group of apes that were guarding the kyber crystals (think Congo) and discovered it was once used as a mine by the ancient Sith Empire. I have other things planned for this trip though. One of these patrols stumbles out having been attacked. The other troopers run out to help them and take one of the injured men's helmets off. His eyes are totally black and he snaps to attention, ordering his quad to attack in a language that no one understands.

The party helps out in fighting back these possessed Cave Troopers. This is the reason the first expedition didn't go so well. They take charge of the situation and move into the temple with the archeologist, Felune, an old squad mate of the Rila's, and a squad of Cave Troopers. They walk for some time, spotting shadows in the dark corners and hearing whispers in familiar voices. At one point, Felune opens a door that doesn't appear on any scanners but is clearly visible to the group. Finally, they're surrounded by possessed troopers when we have to call it for the night, exactly where I had hoped.

 

We start up the next session exactly where we left off. Their squad was now pinned down in an impact crater and surrounded on all sides. They looked at me confused as to what I was saying, and I reminded them of their mission to reinforce a forward base that their forces had just captured from the Sith forces guarding this planet. It had only been a few days, but my players seemed to have forgotten everything about the game in that time. They fight off this ambush and make a break for the forward base across the muddy plain. The heavy gunner stopped once to grab the Lieutenant and call her by a name that wasn't hers but felt so familiar. It couldn't be right though, because she was a Lieutenant, not a Captain. The Trooper fired at the silver armored soldiers, dropping them as more squads appeared. He cleared their path when his final shot connected with the droid’s chest plate. It fell to the ground with the words "Roger Roger" echoing from it's vocal processor.

They made their way to the forward base. Once there, they met up with the Jedi who requested their assistance. She told them they would be accompanying her into the fortress of Lord Dreneth where they would kill the Sith and hopefully end the battle for this planet. They made their way out and up the hill toward the doorway to the temple. The thing Double remembered most about the fall of the Republic is how quiet it was. None of them spoke as they walked toward the temple steps and climbed with the orders to kill every Jedi inside. They weren't moving fast enough though, and the Cadet had to get her squad through the obstacle course in under five minutes or she'd never lead on the field. They made it up the hill and looked down at one last valley that they would need to cross before they made it to the door. They fought more Sith Empire troopers and Rila got to make the best throw of her life from the outfield as her company’s team slapped the Fondor security team with a third out and won their game. The ball slammed into the mitt of the third-baseman where the explosion sent the heavy repeating blaster tumbling down the hill, now unusable by the defending Sith troopers.

The enemies were defeated and a hole was now open to the temple, and lord Drenith. Felune grabbed the Leuitenant's arm and squeezed, she was scared, but wasn't sure why. Sorry, did I say Felune. I meant the Jedi, I'm not sure who Felune is. This Jedi looked Rila dead in the eyes and said "Whatever happens, we need to kill Drenith." But she couldn't be talking to Rila. Rila was an officer for the Republic, she fought for the military creation act, she fought for everything that become the Empire. Double did too. He served in the Empire for years after it's formation. Empire, of course! They were on the wrong side of this.

The commander checked his blaster pistol and aimed it at the door. A thin, blue light broke through the stone, slowly cutting it's way into the room. "Whatever comes through that door," he commanded to the assembled Sith troops, "protect Lord Drenith." Lord Drenith himself stood behind them, lightsaber drawn and humming. Protect Lord Drenith.

The door burst open and a Jedi charged into the room followed by soldiers of the Republic. Rila raised her weapon to fire, turned to face Drenith, and pulled the trigger.

Everyone dropped to their knees with an instant headache. An ancient, rotting body, preserved by unknown technology, burned slowly from the inside out where the blaster bolt had hit it's chest. Rila and Double picked themselves up and helped the others to their feet; the archeologist, Felune, and Rila's squad mate. The whispers were gone, the shadows had vanished, and they stood in the innermost chamber of the ancient temple with the burning remains of Lord Drenith.

 

Overall, this was one of my favorite sessions to run. My players went right along with it and started adding their own things into the shared hallucination. We got to pull all kinds of memories from each of them and mix it in with this story from the past. I would normally be worried about trying to do this kind of thing, but these players care about story above all else and didn't try to meta-game their way out of anything. The entire time I would talk to them "OOC" as we talked about how things made them feel and what made sense. Eventually, they realized this wasn't me talking to them, but the thoughts of Lord Drenith probing into their memories and trying to make sense of everything. It was an absolute blast to run. By far my favorite session in a long time and one of my wilder ideas. I'm happy I decided to go all out for it and not worry about the outcome.

Share this post


Link to post
Share on other sites

My proudest moment was when my group didn't take the longest most convoluted plan to achieve their objective.  They understood the path to take and didn't waste 2 days scouting the place,  2 more days finding contacts in the area.  They landed proceeded directly to their mission,  complete it and left.  This has only happened once,  in my games.

Share this post


Link to post
Share on other sites

I have lots of little moments that help me understand that I'm doing something right, but my coolest moments usually involve when the PC's return to a planet for a subsequent mission and the players realize that what they did previously has an impact on the locals that they can discern.  There are two such worlds where each time they step foot, something has shifted for the PC's and it's been neat for them to deal with.

If I can point to one event, there was a mission where a pair of Twi'lek slaves escaped from their slavers and took refuge next to the PC's ship.  The PC's took the two girls into their protection and that led to an adventure to their homeworld (Roon) which also led to a coup d'etet.  And later yet, the PC's were asked to return to Roon and they got to see some of the impact that they had made to the world.  (Some for the better and some not so much).  But the players all seemed pleased to find themselves in a dynamic campaign.

My most 'notorious' event as the GM was when the PC's stopped on a mining world to make contact with an agent stationed there.  The agent had been kidnapped by some of the local indigenous species along with about 20 other miners.  A rescue was called for and the PC's did the unexpected.  They tried to talk to the locals and learned that the crustacean critters had staged a reprisal raid because the miners were capturing THEM and using them to supplement their diet . . .

It was a nice moral dilemma for the "Jedi" to sort through.

Share this post


Link to post
Share on other sites
Posted (edited)

Not FFG, but D&D sorry. I planned out a campaign in the Forgotten Realms in which several seeds planted earlier in the campaign were able to spawn great moments later even though I was against running a campaign on rails.

The setting was in the Dalelands, a place of several independent village "dales", the most famous being Shadowdale. This area is between a mountain range (site of a long ago fallen dwarven kingdom) and a vast forest (site of a long ago fallen elven city). To the north, lands of the Zhentarim, an evil organization always trying to invade the Dalelands.

The PCs had met two NPCs early on. One was a gruff warrior. He started as a PC but the player left the group. When the player left, I retired him as an NPC that became a mercenary who was eventually hired by the Zhentarim. The other NPC was a dwarf villager smith that turned out to be a descendant of the old fallen dwarven kingdom. He was a reluctant descendant, but had proof in the form of a strange scroll with a charted lineage.

Early adventures fighting orcish bandits led them to a hidden lair in the edge of the southern mountains. Several sessions fighting them led through a lost ruined dwarven outpost to a quaint valley behind it occupied by various monsters. The valley had been the location of a prized silver mine of the dwarves. The players moved refugees of the orcish attacks into the valley and took over governance of it. PCs took positions such as the head of agriculture (PC druid), defenses (PC fighter), consular (PC mage), etc. After discovering the lore of the fallen dwarf kingdom, the young dwarven smith was brought to the valley as its symbolic leader since he was the only known true heir of the old royal family. The hidden valley was then outed and became known as Silverdale, adding itself to the Dalelands and thus history of the region.

The next adventures were against a Zhentarim invasion. The PCs were able to lead a small force from Silverdale to fight in defense of the Dalelands. Along with other Daleland militia, they set up a defense at a river crossing. The Zhentarim force was much larger and they were dismayed to see the cavalry of the Zhent's led by none other then their old PC fighter turned mercenary NPC. When all seemed lost, the merc suddenly turned the loyal cavalry he was commanding on the Zhentarim, saving the day and his old friends in grand fashion. Afterwards, the PC mage met the famous pipe-smoking Eliminster during celebrations at Shadowdale. The PC was over-joyed when Eliminster gifted him one of his magical pipes with a wink saying, "You can have it for now, just remember to return it someday".

Higher level adventures were the PCs slowly exploring north through the ruined mountain holds of the fallen dwarven kingdom. They eventually located the lost capital which was over-run with undead. Behind this undead was a lich cleric. The PCs were confused when they battled the lich since he stated, "You again! You won't defeat me this time!" They had never met the cleric, living or dead. Inside the dwarven capital with the dwarven NPC heir in tow, they met spectral dwarven warriors who had once been the bodyguards of the last king and were cursed when they failed in his defense. From them the dwarf obtained an old signet ring and discovered a portal it activated in the royal chambers. Of course the party went through it even though it looked damaged. The portal was for ambassadors intended to go to another portal in the old elven capital of the large forest to the east.  This portal had been destroyed during the demon invasion which burnt the city. The portal magic, not finding an exit in the present, sent the PCs to a time when the portal was still working. The PCs found themselves centuries before witnessing the fall of the elven city and helping a younger Eliminster (yes he's that old) rescue some of the elves. The younger Eliminster didn't carry around a signature pipe, saying, "I've never taken up smoking, but now may be a good time". The PC obliged him by giving him the pipe that the future Eliminster gave him in a cool paradoxical moment.

The PCs escaped the demons back through the portal to the lost dwarven capital thinking they would be back in the present. They were surprised to still be in the past to witness the yet not conquered dwarven hold under attack by an early Zhentarim army. They were not able to keep the capital from falling, but were able to rescue the king's son to go live secretly in the dalelands, thus keeping the lineage alive that led to the NPC dwarf the PC's located (the PCs actually penned the beginning of the scroll which the future heir had in his possession). The PCs were also able to kill the evil cleric leading the Zhents, thus in eye-opening fashion explaining why the future lich cleric had screamed, "You again! You won't defeat me this time!".

The PCs used the dwarven capital portal to escape with the king's son, wondering if this was smart since they were headed back to the fallen elven city over-run by demons. When they arrived, they found themselves amongst moss covered ruins, back in the present time. Eliminster was waiting nearby smoking a pipe. Luckily he had lots of time to figure out how to magically fix and tweak the portal in the fallen elven city so the PCs he had met long before could be saved.

I believe the campaign was the most enjoyable one I have ever run.

Edited by Sturn

Share this post


Link to post
Share on other sites
Posted (edited)

A Pathfinder campaign.  Players had made characters (1st level fighter, healer, bard, thief) with the common background of being the oldest kids in the same orphanage in a setting much like Medieval England, Eastern coastal hills.  Their orphanage is raided/massacred by Vikings while they're away from the orphanage, working their apprenticeships, learning to fish, sail, hunt, etc.  The Players find each other and flee North along the hills near the coast.  Their Guardian (who dropped some of them off at the orphanage when they were younger) finds them and takes them further North, still near the coast.

Their Guardian instructs them to stay in their well concealed camp while he hunts/forages.  They don't.  High jinks ensue.  Player (the thief) winds up ruining the concealment of their camp; their Guardian uproots them again, taking them even further North to hide out in a cave by the coast.  Their Guardian leaves again to hunt/forage; the players explore the cave to discover a parked/concealed GR-75, that hasn't flown for 13 years.  Their Guardian returns and spills the beans.

I hand out their revised character sheets having converted their Pathfinder characters to SW:EotE, beginning their SW:EotE campaign on a backward world where, 15 years ago, an exploration/mining expedition out toward the edge of the galaxy went South after a terrible hyperspace mishap/crash-landing.  They're free to remake their characters, in case my effort at conversion guessed badly as to the best analogs to their Pathfinder classes, but they're satisfied/pretty happy with my conversions:  healer and bard are force sensitive; fighter/brawler (who was also learning to fish/sail) received some half-cost Astrogation ranks, etc.

The player's begin their sub-campaign against the Exploration/Mining Director, who has ruled a locality across the sea to their East (with the help of Vikings/vassals) of this backwater world for 15 years with an iron fist after their crash landing, at the end of which they'll have rescued slaves/hostages and be able to repair the GR-75 and start heading back toward the rest of the galaxy.

tl:dr  Started a SW:EotE campaign on a backward planet, where the players didn't know they were in the SW:EotE universe, because they thought they were playing a Pathfinder campaign, right up until they found where the damaged GR-75 had been stolen/hidden from the bad guys, and their Guardian explained that they were some of the children of the original GR-75/expedition crew.

Edited by TomShaftoe

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...