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kinnison

Beyond the Rim, thoughts (Obvious spoilers)

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Question about the adventure for those who have it..  Does it specifically call out opportunities for specific Obligation to come into effect? (like Under A Black Sun does) or do you need to integrate that in yourself?

Edited by QuietDroid

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It calls them out, but not as clear cut as the Black Sun adventure. There are four or five hooks and a number of obligations and motivations linked to each. Select the hook that works best for your character(s) and be prepared to sand off some rough edges when they don't fit as well as you like.

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Some questions on handling the chase scene in the KIDNAPPING IT-3PO section:

 

1. About how many rounds did you have this go until the Yiyar clan reaches the hanger?

2. The YiYar start out at medium range and it appears that the players will be hoofing it...Assuming they try to run down the Rodians how do you handle that?

3. Starting out there is a medium distance gap between the players and the YiYar, how do you use the disparity in distance when the Yiyar finally do reach the hanger, if at all?

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Some questions on handling the chase scene in the KIDNAPPING IT-3PO section:

 

1. About how many rounds did you have this go until the Yiyar clan reaches the hanger?

2. The YiYar start out at medium range and it appears that the players will be hoofing it...Assuming they try to run down the Rodians how do you handle that?

3. Starting out there is a medium distance gap between the players and the YiYar, how do you use the disparity in distance when the Yiyar finally do reach the hanger, if at all?

I ran it the following way:

 

First I had my players and the Yiyars make Athletics and Piloting (planetary) checks to see if they closed the distance.

 

Next I had the first encounter, the droid emerging from the repair shop. All my players who had gained on the Yiyars had to roll. Those who failed "lost" a range band.

 

After that there was the crowd emerging from the tapcafe. Both the Yiyars and my players had to roll, thus giving me new relative positions to work with.

 

Next one of the Rodians abandoned the gravsled and took cover behind the info kiosk, firing some shots to let everyone know he meant business. At this point one of my players (Bounty Hunter) went for the shooter with his blaster out and took him down, while the closest PC (Mechanic) leapt onto the sled and made an Athletics check to pull IT-3PO off the back.

 

At this point there wasn't much motivation for the Yiyars to extend the encounter. Wheel security was incoming fast, so the driver gunned it and disappeared in the crowd. My players, meanwhile, where just happy to have gotten hold of the droid and focused on blending into the crowd to avoid arrest.

 

In between all this were some Triumphs on my players' part, lots of Threat (I used that as a running tab of collateral damage, which would have come up had they been arrested) and other stuff I just handled on the fly. I didn't have anyone roll for initiative until the very last round, and then only the Bounty Hunter and Mechanic (and the Yiyars) because I wanted a more cinematic chase instead of everyone trying to keep track of maneuvers, range bands and the like. It worked out quite excellent, if I may say so myself.

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Some questions on handling the chase scene in the KIDNAPPING IT-3PO section:

 

1. About how many rounds did you have this go until the Yiyar clan reaches the hanger?

2. The YiYar start out at medium range and it appears that the players will be hoofing it...Assuming they try to run down the Rodians how do you handle that?

3. Starting out there is a medium distance gap between the players and the YiYar, how do you use the disparity in distance when the Yiyar finally do reach the hanger, if at all?

I ran it the following way:

 

First I had my players and the Yiyars make Athletics and Piloting (planetary) checks to see if they closed the distance.

 

Next I had the first encounter, the droid emerging from the repair shop. All my players who had gained on the Yiyars had to roll. Those who failed "lost" a range band.

 

After that there was the crowd emerging from the tapcafe. Both the Yiyars and my players had to roll, thus giving me new relative positions to work with.

 

Next one of the Rodians abandoned the gravsled and took cover behind the info kiosk, firing some shots to let everyone know he meant business. At this point one of my players (Bounty Hunter) went for the shooter with his blaster out and took him down, while the closest PC (Mechanic) leapt onto the sled and made an Athletics check to pull IT-3PO off the back.

 

At this point there wasn't much motivation for the Yiyars to extend the encounter. Wheel security was incoming fast, so the driver gunned it and disappeared in the crowd. My players, meanwhile, where just happy to have gotten hold of the droid and focused on blending into the crowd to avoid arrest.

 

In between all this were some Triumphs on my players' part, lots of Threat (I used that as a running tab of collateral damage, which would have come up had they been arrested) and other stuff I just handled on the fly. I didn't have anyone roll for initiative until the very last round, and then only the Bounty Hunter and Mechanic (and the Yiyars) because I wanted a more cinematic chase instead of everyone trying to keep track of maneuvers, range bands and the like. It worked out quite excellent, if I may say so myself.

 

Wonderful example. When I finally get a chance to run it, I might just run the chase this way.

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Quick question. I thought that since Nexu had been exported offworld that Cholganna would be on the map somewhere, but I can't seem to locate it. I'm trying to run some additional adventures alongside BTR and want to keep travelspace on a somewhat accurate plane. Does anyone have coordinates or is it uncharted yet charted? :P

****UPDATE**** found it on this map. Between P3 and P4 http://editorial.designtaxi.com/news-starwars0702/big.jpg

Edited by Keeop

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So obviously you found it trailwards of the end of the Perlemian Trade Route... still I'd like to recommend

'Star Wars: The Essential Atlas '

Really essential for GMs. Loads of great maps, historical and sector overviews, info on a huge number of planets, locations and events and close look at the films' settings. Great to plan your hyperspace jumps and to find adventure hooks

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I had  strange thought. Lets way one swapped out the sexes for all the major NPC's...do you think that would change the way the players would react..at least in a significant way? I wonder if, in general, less violent outcomes would be sought.

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I had  strange thought. Lets way one swapped out the sexes for all the major NPC's...do you think that would change the way the players would react..at least in a significant way? I wonder if, in general, less violent outcomes would be sought.

Not for my PCs. Two of the five are female (just like their players) and one of them is a bloodthirsty gunslinger (Smuggler - Scoundrel with FSEx). She loves shooting women...and men...droids too.

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Made it though the first session. It went OK, some things I wish I had done different.   I did make some minor changes to Reom...less powerful, less successful...more needy.

 

There are some issues I do have...

 

*It seems awkward having the Yiyar clan show up on Cholganna and dealing with the survivors. I don't  know if I can pull that off convincingly.

 

*I really don't like the way the exploration of the Sa Nalaor is handled. If it wasn't going to be fleshed out why not just use a much smaller ship? It seems silly to have players go explore such a large vehicle and be handled so flippantly. I am not sure what I am going to do about it. I have a couple of sessions before it comes up.

 

*I really don't get the whole big deal about scanning the planet and going on and on about how many minutes it takes. Even with the jump routes there was a big deal about the time it takes...but there is no timeline to show what benefit there is to shaving off 20 minutes off of scanning or 20 hours off the jumps. Seems like a lot of busywork that just doesn't matter that much.  I can see how this is some good examples to use in ones own adventure at a later date when you may want to set time limits before something big an bad happens.

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1. THe Yiyar clan is the main antagonist for the players.  The whole scene where the droid gets captured should fuel the players parinoia should add a lot.  Either they are able to get the droid back, or they end up trying to follow the Yiyar clan and have a grudge against them.

 

2. The exploration of the Sa Naloar is a bit of a red herring.  The whole ship should be a stripped wreck by this point, maybe there would be evidance of parts of the hull being cut, and hauled off to the survivors camp, maybe have a few Neks using it as a den, or parts of the ship collapsing to add the suspense.  The end result is a confrontation with the Yiyar clan and the survivors near the wreck

 

3. You are racing against the yiyar clan, and even ISB to find the survivors.  if they players did a good job on the station the should be way ahead of everyone, othewise they are catching up.

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Thanks, Kinnison.

 

1.) Yeah..And it has been fun. One character decided to help escort it from its arrival to their ship..and he got caught up directly in the struggle. 

 

2.) Yeah...but looking at the size of that ship it begs for much more. But I suppose i got sucked into the red herring myself :)

 

3.) I do get that..but it does seem that a good portion of one section is getting into the good graces of the captain and influencing him at the expense of the Yiyar. If the Yiyar do show up it just seems to be weird for me to be both the Yiyar and the captain as there is no role playing that element with myself. I am not saying it is deficit with the game, just with me....Perhaps it will just be best to use the Yiyar to explain any bad rolls on the party's part.

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The wreck is a great place to place other mysteries for further adventures - for example after scanning a portion of the ship the PCs detected fait electromagnetic signal. After some dangerous climbing/swimming etc they got there - it was a still operating safe, containing only seemingly useless jewels. These much later (when they wanted to sell them well after Raxus Prime) turned out to be Old Republic data crystals. For now they lie forgotten somewhere on the PCs ship...

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We finished part 1. The players thoroughly trounced the YiYar, blasted out of The Wheel without authorization AND successfully did the single leg jump (sound funny).  The ISB   DID get a tracking beacon on their ship.

 

It doesn't appear to me that it would make much sense to have the YiYar show up on Cholganna since they don't have the droid....the pod or even a tracking device on the player's ship. I am thinking about having the ISB agents at the Wheel show up and pretend to be somebody else waiting for reinforcements to arrive.  This would still allow the YiYar to show up on Raxus Prime, as they could track Reom and his sister.  Thoughts on how this may mess my game  up by following this path?

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I had forseen the same difficulty for my game - the Yiyar not having sufficient bite to stay involved. Thankfully a PC's Bounty Obligation was active and a trio of bounty hunters tried to take in the PC at the same moment the Yiyar grabbed for the droid. End result for me was that the Yiyar escaped with the droid ahead of the PCs (the PCs will still beat them to Cholganna since the PCs' ship has a Class 1 hyperdrive) and the PCs barely escaped the bounty hunters (and not without picking up Criminal Obligation from shooting up the Wheel).

 

For your situation, the alteration to the ISB sounds fine. Have the first ISB ship be a 'undercover car' and then have a Sentinel or pair of Lambdas follow with some stormtroopers. Save the Yiyar for Raxus.

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Just picked it up. Cant wait to run it!!! Ive had the core rule book since it was released and i really love this game. I wrote my first adventure for it,(being a HUGH SW fan helps!!!). Overall i love it.

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I am running part 2 this weeks and I am making some notes. I made the escape pod a very necessary part of the adventure for the players as it will provde the clues to determine the fate and possible location of the wreckage of the Sa Nalaor. I planned to have the players encounter the engine section but there doesn't appear to be any purpose of finding the engine wreckage. It doesn't doesn't advance the plot or even allow for anything interesting to happen.  

 

Other than throwing some random monster (i mean alien) encounters...what things would you guys recommend to make this actually a worth-while stop for the players?

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The most obvious thing to me would be some sort of salvage the players could sell to Reom when they hit Raxus Prime.

 

They could find mysterious foot prints leading deep into the Jungle. Said footprints could be of some rare Bull Nexu that the players could later hunt if they decide to do the big game hunter follow up adventure suggestion.

 

They could find a malfunctioning and probably insane B1 battle droid that could give them an edge when they finally make it to the refugee camp. The droid could know the combination to the captain's lockbox that has all the neat treasure in it.

 

You're right. It doesn't really advance the plot and only seems to be there to let the player's know they are on the right track.

Edited by kaosoe

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One problem with going back to salvage.....is that the location is compromised both to the YiYar clan and, more importantly, to the ISB. Now that the Empire knows the location it would be very difficult to go back later to claim....I don't know if the author thought this one through.

 

I do like your other ideas....even a corroded beyond-repair protocol droid who, after pulling out its memory circuits could provide clues to some other awesomeness to the players for a later game....or even a locker with some money back on the Wheel (which would force them back to face the consequences of certain actions.)

 

Thanks, Kaosoe!

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Is it possible to slice something that doesn't have any power left? If it is, maybe the players could try slicing the main controls to find out where the ship was headed before it made a last escape and crashed on Cholganna. Maybe a secret seperatist base somewhere. Could provide some interesting exploration later on.

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I created some rolls based on things players need to do.  This is an initial run though...Thoughts????  I may set up a doom track or time track that will be marked off every time it triggers and when completed the ISB to the scene (I am going to skip having the Yiyar on this planet). That way wasted time means something rather than just missing a roll.  Open to critique/criticism

 

 

1. FINDING THE ESCAPE Pod

 

    It has been years since the emergency beacon has broadcast. Due to the corrosion and final degradation of they system is has started broadcasting a very weak signal for a very short time. Players sensors to pick up a signal but what do they understand from it?  

 

COMPUTER [dd

Success=Party is able to immediately pick up the location. 

Failure= they are delayed as the signal was weak and perhaps started stopped all together. Players still find the location but it cost them on the Time Track.  

Advantage= they are able to determine source is indeed from the escape pod of the Sa Nalaor. Apply any additional rolls as boost to the next roll.

Threat= they cannot determine which ship this was...Extra threat can be applied to as setback to the next rolls.

 

 

 

 

2. Find Place to Land Ship (Survival Roll)

Roll.

 

SURVIVAL [ddd]

 

Success=Place found relatively close

 

Failure=Number of (additional) encounters for players until they reach the location.

Advantage= How safe it is to land....add boost to the landing roll roll

Threat=How dangerous it is to land....and setback to landing roll

 

 

3. Land the ship.....Ship takes 5 strain

Pilot [ddd] +b

Success=Reduce 1 stress for every success.

Failure=increase  1 stress for every failure.

Advantage= ???

Threat=Takeoff will be a problem Roll PILOT [dd] + to avoid taking ship stress= the number of Threats rolled.

 

 

 

Find Escape Pod

Survival [ddd]

Success=Find the pod

Failure=Delay in in finding, add to the Threat Track...roll again

Advantage= Remove strain?????

Threat=Animal encounter

 

 

Half-submerged pod.

 

Perception [dd]

Failure=Find occasional shreds of fabric unable to determine origin

Success=Able to determine CIS Navy suits.

Threat=Animal encounter

Advantage=Find items fixable equipment..perhaps a blaster rifle

 

Hard check to to find corroded blaster pistols. Can possibly be put back into working condition in a workshop.

Comp data can be pulled. Will tell the last location of the ship before ejection. Last log will have conversation. Will allow the party to get a rough determination of where the ship could have landed/crashed.

 

Edited by azato

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Looks good. I think it should work, I ran it a bit differently

On their scan checks of Cholganna I had them find the pod (failure), success would have meant that found something more of the main ship.

Landing was fine, no issues there but then discipline (aka fear) checks when they got off the ship, and then average athletic or coordination checks to get to the POD site. IMO these add a lot of narrative to the story and setup for reaching the POD. A fair amount of strain was given out just getting to the POD.

At the POD, I just let the story with the bugs and environment dictate the scene, Of. Course someone did get too close, so that was a bit of fun, but others were able to make it into POD.

They found some bodies, space suits and eventually sliced the computer to see the Hologram. The only thing that caught me off guard is they wanted to Ping the Sa Nalaor. I made this a Difficult Task and then they wanted to try again. So upped the difficulty to daunting. I was not happy how I handled this situation, I would have rather upgraded it a bit to drive a bit more chance of a despair. In the end they passed the daunting task and still no return from Sa Nalaor. Given the lack of any reliable power at the settlement I felt there only a triumph would have resulted in any success. Still hate to tell a player that you passed a daunting task but nothing happens.

I think I should have kept the difficulty lower for the Ping test. Live and learn

Back to topic though,I guess I would not go into great detail of the scene and just let it go where the players want. I feel that the book gives you plenty of information to make it work.

Good luck, and looking forward to hear how it goes!!

Edited by TheBigE

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TheBigE - I do like the idea of a failed scan roll yields finding the Pod….thus adding time and additional exposure to threat as the result for failure but still getting to the same destination. The book it seemed to be rolling for rolling’s sake. I will probably keep it the way I have it for now…but will keep that in mind for the future.

 

I made the mistake of telling the players that they were free to use Wookiepedia as much of that would be “common knowledge”. Would you believe that somebody posted a spoiler for that pod scene in Wookiepedia? That being said….I plan to **NOT*** put those bugs there.  Instead make it a difficult task to get to the pod…and while all eyes are on the person getting to the pod.. having the arborean octopi attack those “safe” on the bank.

I like the idea of roll to avoid strain during cutting through the jungle…how did you handle that mechanically?

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