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Bringing a campaign together
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garhkal
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PostPosted: Sun Jun 24, 2012 3:43 am    Post subject: Reply with quote

Sounds like anything that MIGHT challenge either of those 2 pcs, will be insta death for any one else.. powerarmor or not.
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Bren
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PostPosted: Sun Jun 24, 2012 4:30 pm    Post subject: Reply with quote

garhkal wrote:
Does the group have someone skilled at forgery?
Nope. They are Rebels, so any forged papers come from the Rebellion or the PCs have to track down specialists using streetwise or other contacts. I was just mentioning several possibilities one could use.

Some groups focus on the barriers and how the PCs over come them. Others want to hand wave overcoming the barriers and get on to something they would prefer to play. No reason everyone has to run it the same way I might.
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vanir
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PostPosted: Sun Jun 24, 2012 4:59 pm    Post subject: Reply with quote

garhkal wrote:
Sounds like anything that MIGHT challenge either of those 2 pcs, will be insta death for any one else.. powerarmor or not.


Big aliens can be very powerful in their element, but that requires the players to control the combat environment and keep the enemy in disarray, which so far the party has managed for the most part by keeping combat short, concentrated assaults on fixed positions with a lot of planning and preparation. Hitting hard and fast, with hit and fade tactics.

But in open ground and extended combat the opportunity for enemy combatants to bring up heavy support weapons, such as speeder mounted cannons and organised squads, or call in aerial support, interdict PC escape routes and things like that can quickly and irrevocably turn the whole advantage.

Even in hard assault combat, we had one boarding a crime lord's corvette on a landing pad at Nar Shadaa, we did okay whilst we kept moving but at a turbolift bank we got hung up with responding bodyguards and low level bounty hunters in numbers, and the Kasa went down with an injury because he's not armoured, the coynite did a lot of damage but got injured by a high level bounty hunter in melee, so went down, we wound up relying on ranged support firing from cover and using a lot of force points.

The cool thing about SWRPG which differs dramatically from something like D&D is the tremendous role technology/equipment and tactics during gameplay can have in influencing proceedings into or out of any particular template/archetype's dice strengths and weaknesses. This is as true for villains/bosses as it is for the PCs, and generally speaking the tougher a PC group is the more overwhelming are the resources of the kind of bosses they're up against.

If you're say a local crime lord, or a mid-ranked military or starport official and you've constructed this little empire of equipment and underlings for yourself, whenever it is seriously threatened by an outside force even if small and localised, why not throw the kitchen sink at them? That's what it's all there for, right? They just keep upscaling response until cost/benefit ratio becomes untenable, but that's usually well beyond the scope of a small party before it comes to that.
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garhkal
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PostPosted: Sun Jun 24, 2012 6:45 pm    Post subject: Reply with quote

Well lets see. Most Speeder mounted cannons do 4-5d with a +1 occasionally. Adding in the 2d scale diff that means they are around a light to medium repeater in damage.. Still easily shrugged off by 5d+ armor wearing coyonite, and that's not even taking into account the 2d bonus he gets to DODGE said shot.
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vanir
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PostPosted: Mon Jun 25, 2012 3:55 am    Post subject: Reply with quote

I use 2e for scaling and 2r&e for called hit locations if circumstantially appropriate.

Much more realistic action. We rely on armoured vehicles and organised formations a lot in our games, it's kind of dumb to have tanks that can be blown to bits by massed blaster pistols. I die cap them as per 2e, it works both ways, repulsortanks are scarier, do more damage, are harder to take down, very effective against infantry.

Speeder is die capped at 4 to hit, but Coynite is die capped at 5 to dodge (due to blast radius I assume), die cap to soak is 3. Even at a 4d blaster cannon that's going to hurt.

I also rule it circumstantially, so that if a speeder vehicle specifies its 4d weapon is a repeating blaster for anti-infantry use, I'll scale that weapon to character scale (particularly if pintle mounted and manned not remotely operated), a heavy repeater in this case using character scale at 8d. Makes more sense to me.

If a PC said, "I'm going to target that repulsortank's power exchangers (engine area or somesuch), with my blaster rifle and try to disable its drive," then if he makes the called hit location difficulty, with an aiming action, then we switch to 2r&e because it's still not easy, but you've got a much better chance of achieving damage, if you do any damage at all, it is to that specific system, if the dice gods are on your side and you score good damage you take out the entire drive or blow the vehicle up via chain reaction. Normal shots are capped though, armour resistance you understand, resisting small arms/smaller scale weaponry is kind of what dedicated glacis armouring is designed for.

Similarly, speeder mounted weaponry is by default blaster field-artillery and heavy support weapons. It's not just four guys with blaster pistols = 1 blaster cannon. That might work for some gaming styles but not ours. A blaster cannon is what you use, and go to all the hassle and inconvenience of using, because smaller arms on average won't do the same job, whether coordinated or not.

Massed rifles in war might do what a single MG can do, one is the substitute of the other but they just don't do what a pack howitzer or an antitank field gun can do.
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vanir
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PostPosted: Fri Jun 29, 2012 5:03 am    Post subject: Reply with quote

Our party is meeting up on Ryloth after the current GM finishes our little adventure of helping them as reb-allied mercs against local slavers at a starport. Then I'll be taking them back up the Corellian Run hyperlane to where it intersects with the Triellus at Arkanis and head southwest into the Trailing Sectors and to Vergasso, with a stopover and some shore leave at Elshandru Pica.

We've finalised the PC party:
Bongo Vass, a sabre rake and jedi padawan, ex-tapani space
Xavier, a mandalorian near-human force user, ex-slave
Melton, a human disguise artist, ex-tapani space
Tillian Rhol, a human freighter captain, ex-minos cluster
Riko, a human slicer/forger
Erekan Moralina, lafrarian starfighter pilot, rebel ensign on special assignment
Arl Ekkar, a coynite warrior, ex-elrood sector
Kaz, a kasa horansi adventurer
Buji, a mashi horansi infiltrator/sniper
Happy, a meris medical technician, ex-elrood sector
Goodcat, a farghul adventurer

Our party fleet at this point (travel as a group):
modded YT-1300 with enforcement permits (Tillian's)
BTL-T2 Y-Wing trainer (Melton's)
Phoenix-Hawk light pinnace (Bongo's)
KSE custom "mercinary" starfighter (Erekan's)

we have a deal with an NPC group for part ownership in a CEC Corvette we operate as a mobile base and keep in reserve away from player activities, usually in another system as a meeting point.
We have a handful of other small craft available but can't crew them.

We also have a small squad of SpecForce recruits travelling with us for training and interview purposes, we're working presently in concert with, but not directly under the authority of the Rebel command. We're sort of being interviewed/reviewed for the possibility of establishing a local cell in our areas of operation and some PCs are interested in formally joining the Rebel military.

Once at Vergasso I'm going to give them an opportunity to unload some cargo and do personal stuff, have a bit of starport fun and then probably send them off on a raid against an Imperial transport fleet shipping minerals to Fondor from mid rim sectors.

I'm going to try to play up the need for obtaining hyperroute maps, local runs especially for avoiding Imperial patrols especially once you start getting near the major shipping lanes. I can also introduce interesting ports of call for the party this way, as they switch from one starchart to the next along a complicated journey.

From here I want to use the Lafrarian starfighter pilot (who is a rebel pilot-ensign), to introduce the party to a beefed up version of the Isis Coordinates adventure. It'll be tough enough.

I am interested in any feedback or ideas in how exactly to introduce the party to Isis, since they're not officially recruited yet so it's not just a matter of receiving orders, and the players may need convincing of why they should go here and do that.
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MattMartin23
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Joined: 25 Jun 2012
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PostPosted: Wed Jul 11, 2012 2:37 pm    Post subject: Re: Bringing a campaign together Reply with quote

vanir wrote:
I'm about to take over GMing for our party and taking them through a campaign from 1-2BBY onwards.

It's a varied party listing, with PCs like a disguise artist who will make a great espionage agent, but also obvious aliens like horansi and a coynite, who tend to stand out trying to infiltrate something like an imperial academy.

We have some political intrigue planned and I want to do some secret agent work on imperial worlds, but while I'm still writing and developing our future adventures, adapting published modules and such, so that I have a campaign direction and plan for the party, one of the things on my mind is the chasm between humanlike and very alien looking PCs.

I like to try to personalise the adventure content to the players so they feel personally invested in affairs, and it makes an interactive gameworld.
Thing is between human and alien PCs there are obvious changes in direction and I want to avoid splitting up the party except for short sidequests, wherever possible so everyone can always be involved as a group.

How do some of the experienced GMs approach this? I don't want the aliens delegated to background roles of hired mercs or talking pets, I want them to become as personally invested in adventures and outcomes as human characters, but during this era the main protagonist is of course the empire, which will be playing the central role as we try to construct a rebel cell and build a small space fleet to take part in later battles between the rebs and empire.

Say for example if I do a Horansi adventure about some homeworld crisis, it sort of becomes something the humans fall to the background and the aliens take the lead, but then when it's over it switches back around when we face imperial customs etc.

I'm just looking for ideas of bringing the party together as such a varied collection of species, to get all equally involved in everything we do, and emotionally attached to each other so if the kasa gets captured say, everybody else is really cut up about it and goes to any length to get him back. You really need a lot of working together and bond forming there.

Open to any input. I'm working so much on stuff it's like a messy cupboard in my head.


One way to allow a mixed group of humans and non-humans to work together for a cause is to have them explore contracts with the Underworld for the rebel alliance. Perhaps they offer to perform a bounty or two in exchange for the rebel alliance having free access to certain space lanes run by the gangsters. Having them around the Hutts or Black Sun allows for a melting pot of the characters together. Also perhaps they are assigned to locate an Imperial Spy who is hiding out in the underworld. This could become an interesting cat and mouse adventure where everyone can be involved.

When I am running Rebel Cell Campaigns I typically have the PCs be very covert doing many back door approaches to the adventure: contracting with smugglers, bounty hunters, crimelords to make their way around the Empire. Then I will have a couple scenarios where they attack an Imperial base or set explosives to destroy a compound. Hey that would be perfect - Rebel Saboteurs! Have the human set up bombs in the meeting levels. Have the aliens pose as servers and set up bombs throughout the compound. Then have all the PCs travel underground and set detonations to blow up the base from underground. Then they could raid it and attack the Imperials that still remain standing and extract info that they need. The explosion of the compound should do at least 11D damage to all so most of the Imps would be stunned or wounded. The PCs would then be in a shootout. Dang - makes me want to GM that!

Best,
Matt
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ZzaphodD
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PostPosted: Wed Jul 11, 2012 4:07 pm    Post subject: Reply with quote

garhkal wrote:
Well lets see. Most Speeder mounted cannons do 4-5d with a +1 occasionally. Adding in the 2d scale diff that means they are around a light to medium repeater in damage.. Still easily shrugged off by 5d+ armor wearing coyonite, and that's not even taking into account the 2d bonus he gets to DODGE said shot.


And Coyonites (Read: Walking cheese) usually have rather high Dex and combat focus to begin with... Laughing

(I dont allow Coynites in my games)
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Bren
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PostPosted: Wed Jul 11, 2012 5:28 pm    Post subject: Reply with quote

ZzaphodD wrote:
(I dont allow Coynites in my games)
They don't bother me any more than a character in bounty hunter armor equipped with a light repeating blaster and they bother me far less than the 1H blaster cannon known as the Thunderer. But to each their own.
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ZzaphodD
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PostPosted: Wed Jul 11, 2012 5:48 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
(I dont allow Coynites in my games)
They don't bother me any more than a character in bounty hunter armor equipped with a light repeating blaster and they bother me far less than the 1H blaster cannon known as the Thunderer. But to each their own.


A bounty hunter with a light repeater can be tough. But a Coynite in traditional battle armour and with a light (or medium) repeater is much worse...

Dex 5D, Str 5D Coynite bounty hunter with Coynite armour will probably have around 7D (-1D dex) i blaster and soak 7D energy... So in my mind its worse than the human bounty hunter.. Wink

The problem isnt just that they have high stats, they also have several stats with minimum level around 1D meaning that they become combat monsters.. (AND they have 13D base attribute dice).

Also, they are embarrasing Klingon rip-offs... Laughing
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ZzaphodD
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PostPosted: Wed Jul 11, 2012 5:55 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
(I dont allow Coynites in my games)
....and they bother me far less than the 1H blaster cannon known as the Thunderer. But to each their own.


'My' Thunderer

BlasTech T-6 Thunderer
Damage: 6D
Ammo: 12
Range: 3-7/25/50
Price: 1250
Avail: 2, R or X

I actually have a 6D+1 heavy blaster in my games as well. Its the most powerful blaster pistol you can normally find.

DDC M44 Rancorslayer
Damage: 6D+1
Ammo: 10
Range: 3-7/25/50
Price:1850
Avail: 2, R or X
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Bren
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PostPosted: Wed Jul 11, 2012 7:15 pm    Post subject: Reply with quote

ZzaphodD wrote:
A bounty hunter with a light repeater can be tough. But a Coynite in traditional battle armour and with a light (or medium) repeater is much worse...
But a self respecting Coynite should be more concerned with gaining and maintaining honor and a Name than how to kill foes at a distance at little risk to himself which gains no honor.

ZzaphodD wrote:
(AND they have 13D base attribute dice).
Point. We did drop the stats to 12D starting for the PC Coynite.

ZzaphodD wrote:
Also, they are [strike]embarrasing[/strike] entertaining Klingon rip-offs... Laughing
There I fixed that for you. Razz

I still hate the Thunderers. If a DL-44 was good enough for Han Solo...
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Fallon Kell
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PostPosted: Wed Jul 11, 2012 7:18 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
A bounty hunter with a light repeater can be tough. But a Coynite in traditional battle armour and with a light (or medium) repeater is much worse...
But a self respecting Coynite should be more concerned with gaining and maintaining honor and a Name than how to kill foes at a distance at little risk to himself which gains no honor.
So he uses the light repeater as a cudgel.
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ZzaphodD
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PostPosted: Wed Jul 11, 2012 8:51 pm    Post subject: Reply with quote

Bren wrote:
ZzaphodD wrote:
A bounty hunter with a light repeater can be tough. But a Coynite in traditional battle armour and with a light (or medium) repeater is much worse...
But a self respecting Coynite should be more concerned with gaining and maintaining honor and a Name than how to kill foes at a distance at little risk to himself which gains no honor.

ZzaphodD wrote:
(AND they have 13D base attribute dice).
Point. We did drop the stats to 12D starting for the PC Coynite.

ZzaphodD wrote:
Also, they are [strike]embarrasing[/strike] entertaining Klingon rip-offs... Laughing
There I fixed that for you. Razz

I still hate the Thunderers. If a DL-44 was good enough for Han Solo...


I looked into the Elrood sourcebook, no shortage of blaster equipped Coynites.. Wink Also, Ekkar Arms makes both Blasters and Thermal Detonators.. Coynite Mercenaries (Honorary occupation) has blaster rifles...etc.

Each GM to his own, but theres nothing in the background of the Coynites that would prevent one from using a repeating blaster. If the opponent challenged him to a melee duel though..
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Fallon Kell
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PostPosted: Wed Jul 11, 2012 8:58 pm    Post subject: Reply with quote

Bren wrote:
I still hate the Thunderers. If a DL-44 was good enough for Han Solo...
Was it? As I recall, Han's was heavily modified.
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