Tag Archives: Star Wars

PAX Unplugged: Day 1 – Live Update Log

This article is a log updated periodically throughout the day, and then published when complete.


Arrival: 8 AM

First of all, an update and correction from my last scouting report. While we had been warned off the changes in entrances previously, for some reason it hadn’t sunk in. For those of you taking a train in, stops around 14th -16th streets will be superior than hiking over from elsewhere. In addition, Will Call has moved from the location originally sent out by email, and is now by the entrance hall. This means that everyone is all going to the same location, which, well…

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This is the sight of the entrance hall at 8:00, two hours before the con is supposed to open, and an hour before event registration was set to begin. I had already picked up my badge, and I knew where I was going to RPG registration, but I was far from the first.

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To reiterate, this is an hour before registration opens. If anyone thought I was overstating the morning pileup, things look like anything but right now.

However, in spite of the backup I did it! After striking out last year, I managed to get into one of the Star Wars modules run by Fantasy Flight Gaming. There is also a neat change from last year: along with Games on Demand, people have games that they are offering to run that have been included on the docket. I am seeing some people are using it to demo games they have/are developing, which seems like a great way to generate interest and stress test.

10 AM – 2 PM

“Begun the Clone Wars Have” was a fun module, and I know enough about the system that I can see the hallmarks of a module designed for this kind of event: early rolls to get people used to the system while getting them to use resources, challenges that stretches people out of their niche followed by a finale that left two thirds of the party down for the count.

I won’t say to much about the events, because I really don’t want to spoil it for people, but I think  FFG is definitely leaning into the Rise of the Separatists and Collapse of the Republic splat books on this one, and that character choices heavily come from those books: Clone Commander, ARC Trooper, Jedi Master, Jedi Padawan and Senator were all included in the group of up to 6 players with an Outlaw Tech to round it out. Considering Seamus’ work on both of these books, I was excited to play, and I think I can definitely say that a full Clone Wars campaign seems really viable. I even got to take a look at some of the squad combat rules from Rise, and they could really do nicely in an Age of Rebellion game to make being a Diplomat more interesting in combat.

As an observation, the time slot bills itself as four hours for all of the games FFG is running (also Legend of the Five Rings and Android: Shadow of the Beanstalk). My group was one of the first to let out, and the other two games were still going strong, so I would say that four hours is indeed the expected time.

Finally, I learned something cool! There is a fan community run version of Pathfinder Society for Star Wars: Legends of the Galaxy. It has a shared, generally running plotline for GMs and players, along with resources for both (including hosting the Oggdude character builder!). The creator and head of the site was actually one of the GMs, and hopefully I will get the chance to sit down with him and learn more.

2:30

Ignores his own advice, quickly scarfs down crab fries in the cafeteria while typing updates

3:00-3:45

While signing up for events, I had seen something that piqued my interest: a recently Kickstarted (though not yet released) game by the name of Zafir. It’s billed as a tactical RPG along the lines of X-COM, but set in an alternate Earth where an industrial revolution has been set off ahead of schedule with new magical ores. It sounds like an interesting idea, but I’ve signed up for a card game tournament, so I can’t stay for the whole time. Still, I manage to chat with the developer, watch character creation and plan to meet up to find out more later in the con.

4:00

There’s a cool little racket being set up in the tournament center, a soft drink tavern. You buy your mug and have free refills for the day. It’s great for people here for the whole day, especially as you get thirsty, and they seem to be making bank.

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Oh, and I got bounced from my tournament in about 15 minutes. *sad trombone music*

4:30-5:45

Well, the Zafir game is still running. Fortunately, they are still in combat, and I get the chance to see how combat works over a few encounters. It seems pretty intuitive, but I hope to go over things a bit deeper in another article.

I catch Seamus between Transit sessions and check in before I prepare to leave. Yes, it’s early, but I’ve been going at this for 10 hours now, and cons are marathons and not sprints. I plan to be back tomorrow with friends, and I have the whole expo hall to explore!

 

Meet the Party: Star Wars: Separatists

An entrepreneur managing armies of battle droids instead of finances and job orders, trying to find some way to turn a profit in all this. A member of the Separatist Senate who truly believes in the cause, working to sway both allies and enemies. A warrior of an ancient tradition, fighting for glory in a galaxy that condemns him. A swordswoman skilled in magicks, out in the galaxy to prove herself and perhaps even learn a thing or two. The Grand Army of the Republic and the Jedi Order aren’t the only ones with stories to tell during the Clone Wars . . . so deploy the droids and get ready to fight for freedom from the Republic with this ready-to-play party of Separatists for Star Wars Roleplaying from Fantasy Flight Games!

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Star Wars: Collapse of the Republic Review

“The Clone Wars rage on. Both the GALACTIC REPUBLIC and the SEPARATIST ALLIANCE have had great gains and losses in territorial battles and planetary allegiances. Years of conflict have exposed doubts in the JEDI ORDER, as veteran clone troopers question their own role. Other organizations take advantage of the chaos of war to pursue their own agendas. Bounty hunters and criminals ply their trades. The NIGHTSISTERS of Dathomir conduct esoteric rituals to further their plots while the DEATH WATCH of Mandalore escalate their terrorist activities in the name of tradition. The Force brings these agents together in the most unexpected ways…” This is the end of the age of heroes, but has it saved the best for last? Let’s find out together and bring the Clone Wars to a close as we go chapter by chapter through Collapse of the Republic for Star Wars Roleplaying from Fantasy Flight Games!

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Meet the Party: Star Wars: Jedi Knights and Clone Soldiers

A Jedi Knight forced to become a leader and a teacher, learning as much as she goes along from those under her wing as they’re learning from her. A Padawan on his second Master, fighting in a war when he’d rather be studying, because such is apparently the will of the Force. An officer, first among brothers, determined to get as many of them alive to the end of the war . . . whatever that might mean for them. A pilot who wouldn’t be out of place at a Corellian spacer’s cantina, never mind that he’s technically only eleven standard years old. A trooper who believes a quantity of firepower has a quality all its own, but it’s not the only quality worth bringing to the battlefield. These Heroes of the Republic are ready to fight the good fight on whatever planet it comes to, so  let’s see what they can do and fight back against the Rise of the Separatists!

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Star Wars: Rise of the Separatists Review

“The galaxy is in conflict. After years of growing tension, the worlds of the SEPARATIST ALLIANCE have seceded from the GALACTIC REPUBLIC. Under the leadership of the Jedi Knights, clone troopers fight bravely against the remorseless droid army. Away from the battlefields, Separatist diplomats and agents work to turn additional planes against the Republic, and both sides seeks alliances with neutral systems. Meanwhile, smugglers, scavengers, and pirates find opportunities to profit from the war, which continues with no peace in sight . . .” Such is the opening crawl for Rise of the Separatists, the latest Era Sourcebook from Fantasy Flight Games. The light of the Jedi Order still shines, the Republic still stands, and clones fight the good fight, so let’s go section by section to see what this book has to offer for Star Wars Roleplaying!

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Meet the Party: Star Wars: Allies and Adversaries

From the bowels of amusement we stab at thee! Last week we covered an overview of Allies and Adversaries, but now it’s time for some fun, to breathe some life into the words and number on the page. These might not be the most serious or mechanically maximized characters we’ve ever built, but they are a nice way to show off the new character choices that Allies and Adversaries offers: The Ewok, Jawa and Tusken Raider. So, take a gander at the Oddball Defense Force!

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Star Wars RPG: Allies and Adversaries Review

In general, among the writers here at Cannibal Halfling Games, we are attracted to the things that we write about for a variety of reasons. Sometimes, it’s because it is something at the cutting edge of mechanical development. Sometimes, it’s excitement at projects to come. Other times, it’s remembering a forgotten project that could use a bit more love. And, once in a while, we see something that makes us snort with laughter and say “Oh, I have to see that!” It was the final of these that had me take a look at the recent supplement for the Star Wars RPG from Fantasy Flight Games, Allies and Adversaries.

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Meet the Campaign: Post-The Last Jedi

Maybe it’s because I’m in dire need of a fix before Episode IX is released, but I find myself drifting back to the end of The Last Jedi. I know that it’s a polarizing topic for a lot of fans, but I keep thinking of the possibilities and implications left by the ending. The interesting part is, going at the question of “How Do I Build a Campaign?”, previous Star Wars Meet the Campaigns have created a location and then built up hooks around it. This method doesn’t work as well for something as broad as the entire galaxy. It might be simpler to have a GM pick a planet and say “this is what is happening here”, but unless we are talking about a popular setting like Nar Shaddaa, a write up for places of interest is less useful because there is little to keep players there without railroading them.

So, after some thought, I’ve decided to try coming at this from the other direction: rather than picking a location and populating it with plot hooks, this Meet the Campaign is setting up themes and using bits and pieces from throughout the system in order to build a framework that spurs a wide background of characters into the action. Unlike the previous entries, this installment is system specific for Fantasy Flight’s Star Wars RPG, but the themes are universal (or galactic) enough to be transferred over. And just to be sure, as this takes place after the events of The Last Jedi, spoilers will abound, so consider yourself warned.

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Meet the Campaign: Star Wars: Nar Shaddaa

Nar Shaddaa is a popular stop for Star Wars campaigns due to the gritty, cyberpunk feel. It has all the elements of a seedy underbelly, with equal chances for players to be heroes and crooks. In my mind, it has the plot density to not only be a stopping point, but a place to house an entire urban campaign. This is a setup for players and GMs who might wish to use Nar Shaddaa as the primary focus of a campaign, or simply the place that players frequent to repair, turn their haul into credits, or to unwind a bit. I am generally a fan of incorporating the players’ stories, drives, and foibles into how the story unfolds, which makes writing a plot at the outset difficult. Instead, we are going to populate the urban sprawl of Nar Shaddaa with factions, and places of interest for our players to run into. The factions have primary drives, which is to say, what they will be trying to accomplish according to the status quo. From there, the players’ choices will be what moves (or doesn’t move) the paths of those around them.

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Meet the Campaign: Star Wars: The Astrogation Glitch Cantina

Every campaign needs a place for weary adventurers to sit down for a while, enjoy a drink, and maybe find some new work, and that’s no different a long time ago in a galaxy far, far away. Looking for a cantina for your spacers to visit that’s not on that dust-ball called Tatooine? Need some staff and patrons to interact with? Hooks to kick off your next adventure? Then fire up your hyperdrive and make the jump: we’re heading to the Smuggler’s Moon of Nar Shaddaa to grab a drink and some work at the curiously-themed cantina known as The Astrogation Glitch! Continue reading Meet the Campaign: Star Wars: The Astrogation Glitch Cantina