“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!
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!
“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!
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!
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.
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.
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.
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
A captain, still scarred by the loss of her fighter squadron in battle with the First Order. A diplomat with a surprising talent for getting under a person’s skin so much that they do the right thing out of spite. An obsessive mechanic, signing on to the cause for access to high grade military tech. A former bounty hunter,a remorseless killer, who looks to protect those who saved his life and taught him about The Force. A burgeoning Force Sensitive, who is torn between the legend of the Jedi and her own criminal bent. In a galaxy far far away, a long time ago, but still a few decades after the events of the original movies, the Republic has fallen (again) and it’s time to make up interquel stories as we await Episode 9!
It was a normal enough day for the crew of the Citadel-class transport called the Black Rose, currently berthed in a space station dock in orbit around Nar Shaddaa. Drake the Bothan Entrepreneur was trying to balance the crew’s budget after they sold their last ship, the Red Empress. Aralai the Twi’lek Pilot could be heard grumbling in the cockpit about how she had run out of booze the night before. Zeb the Human Mechanic was tinkering with the ship’s modifications, and his younger sister Morgan was putting together a particularly malicious slicing program on her datapad. Patches the B-1 Doctor, Bulldawg the Klatooinian Heavy, and the sundry other members of the crew were keeping to themselves . . . when a loud banging sound echoed on the main hatch. Instead of the usual bounty hunters, when they opened the hatch they found the furious owner of the space dock, screaming about how one of his two shuttles had just been stolen. Drake immediately turned to Zeb and Morgan and asked the dreaded question: “Where’s Barry?”