Session … not sure what number… sixth? The group just levelled up to 3rd. Rey can’t make it, so I think the scenario I was working on might have to wait a bit.
Which means… NO idea what’s going on tonight. There is one possibility, I suppose.
I’ll end up running Kashyyk (sp?) in Flames, which I’d pretty much decided not to run, but I didn’t want to get into a new major arc with player’s missing. This is going to be a problem for the next couple weeks, I think, since Dave G’s going to miss a ton of the next couple games, and Ghenghis Con is coming up in 3 weekends. Mess.
KiF ended up taking longer than I figured (I started the session with a big party, so we didn’t have the whole night for the module, but I had fun with the party, and I think most other people did as well.
The fact that KiF will take another session to play through is fine, though. The same people will probably miss it next time, which works, and we’ll be able to wrap it up and be ready for the bigger story to start up after GC.
This Saturday, I ran a little one-shot for Jackie, Justin and the Hill-Kleerups. Justin was playing his ubiquitous halfling thief, and was scouting ahead.
This has become a wonderful tool for working on communication skills with the Boy (which he doesn’t realize). I describe to him what is in the room, using the ‘normal’ boxed text. Everyone else is sitting at the table, but they aren’t ‘there’, so he must then turn around and tell everyone else what he just saw, reinterpreting and retelling as best he can. It’s an excellent little trick, and one of the reasons that I use prepackaged modules for these one-offs, since I’m more likely to hit some new words for him to learn.
Aside from his use of the word “passage” instead of “hallway” or “tunnel” at one point (which illustrates how the gaming’s helped his vocabulary), there was this exchange:
Him: Okay, the next room is really big, with big piles of garbage in it, and there’s rats crawling all over the garbage. Someone put out box-trap things to catch them, and I saw some guys come in and collect the trapped rats and then leave.
Him: No, they were just regular rats.
We’re warping him.
Game tonight. I got Nothing.
Addendum: Dave sent me something funny to cheer me up.
Comments on the game and thoughts on the storyline: tonight I’m using a module out of Star Wars Gamer: “Welcome to the Jungle.” I don’t mind using packaged modules, and this one was interesting enough, once I got through the lack of background info… there was a LOT of that missing.
I’ve been twisting these pregens around to make them fit, and it’s worked out so far — WTTJ is basically babysitting a diplomat, whom I’ve made an old friend of the Senator, and I’ll be doing something similar with Kashyyk in Flames after this one.
Still, the first session we played of WttJ was a mess, simply because I hadn’t prepped it well enough, and it required more work than most. Second session (two weeks after this post), explained more and concluded the story to my satisfaction.
Robert has logs up for the DND campaign over here. They are pretty good, and fun because they really sound like a player retelling the story, switching back and forth between IC and OOC.
I guess I’ll have to post my personal thoughts on the sessions thus far.
Third game session last night, another one of the sessions I’ll refer to as “Establishing Shots”, to use a movie term.
First Session was meant to get the group working together and get them their ship, also introduce a few little nuances of the system that become sort of important later (ship proficiencies, for example).
Second Session establishes that Antilles doesn’t always tell them everything, or tell them the truth, although they are, generally, on the side of the angels, nonetheless (if the assumption is that the Prince is on the side to begin with.)
This one, Down Below, sent the group into the bowels of Coruscant the city-planet (their home), and I got to give them a slice of the things that go on beneath the upper crust of the planet. Gammoreans and force users rooting around in abandoned structures that shouldn’t have any working mechanics and yet somehow do. They visited the squatter-city of Down Below and met a few of the inhabitants, learning that there are some decent people there (might be interesting if something comes of that), and I think the expectation is that they might have to go back later. It wouldn’t be a bad idea if they did; some more familiarity down there might give them a place to run if needs be.
Next time, I’ve said we’re going to be dealing with the Senate.
Summary, by session:
– Session One favored the Scout/Pilot immensely, since everyone else was at a disadvantage while shipboard.
– Session Two … well, I’m not sure that favored anyone.
– Session Three definately favored the more military and sneaky types, although Juli’s nobel is doing pretty darn well in combats and whatnot (he’s taken out… two Gammoreans in hand-to-hand thus far into the campaign.)
Next session will favor the guys with diplomacy, gather info, sense motive, useful language skills, and so forth. There /shouldn’t/ be a lot of combat, maybe any, but that’s the way it is in the Senate.
Having finished that episode up, I think I’ll have all the establishing shots done, and can continue a bit more into the main story arc. The nice thing is that so far I’ve managed to drop some foreshadowing into every session, although it’s not likely that anyone has recognized it as such.
The second session was sort of spread out over an abortive attempt to get something going on 15th, and a ‘real’ session on the 21st of September
All in all it went well. Robert joined us, and Dave G has a revised Jedi character using the new rules I’ve adapted. (I’ll post a link to the original rules at swrpg.net sometime soon, but I feel that many of the prestige class design choices and requirements are deeply flawed, and as such I think it’s worth something as a starting point, and not much as a final product).
The module was… decent. Horribly arranged and badly documented, but there was a couple of interesting things in it. I rewrote the beginning and end of it to show the players that even Antilles will play them in order to get what he wants, and leave them in the dark if it suits them. His intentions may be good, but the end result is the same: the characters are pawns.
This is just the sort of message I was hoping to get across.
This was also the first session I had the scroll code set up to run. I like it a lot, and I hope to eventually meld in an MP3 of the theme music to the html… the timing on it right now is good enough to time it with the stereo.
Okay, I don’t remember when we ran the first session… would have had to have been about… let’s say 9/7.
Things went all right. I’ve been digging through all of my old and news Star Wars stuff to see what sort of things I could find that would convert into the era that I wanted. There’s some stuff written for the Rise of Empire, sure, but the problem is that most of it takes place out on the Fringe, which is of no use to me, since I’m doing stuff in the Core Worlds. I need intrigue, etc.
So, first session was a rescue mission to pick up some people who are bringing intelligence back from the Free Trade zone to Antilles. This “intelligence” works really well, since I can work any sort of major revelation into the storyline later in the game and say “you remember that datachip that guy had WAY back in Session One? Well, this is what was on it.” — Then my players can ooh and ahh at the complexity and depth of my plotting, and be amazed that I knew what was going to be happening to them that far in advance.
Love it. That was the good part. Also, worked out a fun way to get a ship to the group, and give it enough quirks that the players really got into it. The thing was used, and used by Ishi Tiib, so there are many fish-jokes going around, and comments about the thing smelling like a wharf, etc. Really got everyone into it. Shot the shit out of the ship, too, which is pretty classic.
Downside — only Rey was geared up for Space Adventure — everyone else pretty much sucks on ice when it comes to running the ship, so that made things not nearly as fun for a few people. Can’t be helped — at least people will be motivated to improve now that they’ve seen that they can suck.
In my experience, one of the the real fun parts of Star Wars games is wanting stuff — there’s a cool toy, or a cool modification to do to your ship, or something you need to fix, or a rare crystal you need for your lightsaber… or something — even if nothing is happening in the plot, you’ve still got things to work on.
So, now people want to fix up the ship. At least one guy wants to get the Startship Transports Feat, and other people want better (and no so fishy smelling) gear. Very cool.
Actually, this is cool. I tried to do something like this about 3 years back with TiHE, and I couldn’t keep it updated properly after about the 19th session, because it was just too much of a pain in the ass. This should be a cakewalk.
Kay. SO. Standard disclaimer: PLAYERS — if you don’t want to know what I’m really think about how the campaign, the session, or your particular character’s storyline is working out, then DON’T READ STUFF WITH “STAR WARS CAMPAIGN” in the title.