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Every run a 'squadron' game?
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garhkal
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PostPosted: Sat Jul 01, 2023 1:50 am    Post subject: Every run a 'squadron' game? Reply with quote

I mean, where all the pc's are part of a squadron (ala wraith/rogue squadron) and all have their own fighters?
IF so, which ship(s) did they get? WERE they their own, or were they ones the 'rebellion' just let these pilots use?
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pakman
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PostPosted: Sun Jul 02, 2023 12:27 am    Post subject: Reply with quote

No...... but...

I did put a lot of thought into running one.

Here is the TLDR version
The most important part - it is not misssions, gear, fuel, logistics, balancing players in in weaker ships etc.

It is make 100% sure the ENTIRE group of players wants this kind of campaign.

Because if kind of defines almost everything in the "feel" and flavor of the game.

Longer version:
One of my players was ....highly enamored....with the the video game squadrons, so I put some work into thinking about what it would take, and what it would mean ....

The ships...
All the questions you mention are VERY important - like where do you get several hundred thousand credits worth of fighters - and who owns them?
Can the players modify them?

Who bankrolled them? And - fighters need a lot of support - (the flight crews on carriers outnumber pilots almost 20 to 1 - and that does not actually include the sailors who run the ship). So who is paying for all those others?
(yes, droids cost money too).

The Game
But then - let us get to the "type of campaign" - it is pretty difficult to run a smuggling/fringe type game when everyone if flying missions in fighters.
That and - it focuses most of the skills onto the piloting type - not a lot of social, science, knowledge etc. or even personal weapon skills used in the cockpit (yes, some - but incredibly limited).

You could say 'well, they just use the fighters toget to the places they want to go" the answer to that is ? why?
Fighters are incredibly expensive high performance vehicles - the military does not ferry around personell in fighters - they use tra...er...shuttles.

The game would need to focus on the missions - and the players have to decide - who do they work for? Who has the money and motivation.
Maybe the could be scoundrles - working for a bunch of hutt who have a fighter squadron - that sounds like being controlled even more than having a gangster hold the note on your ship.

Of course, if not a syndicate - that leaves a major power - and depending on era - those options are limited.

The Adventures
I thought about how I would make missions for the players - and make them story focused - I mean, I could maybe make it work in the background of the clone wars or something - or make most of the action take place onboard base/carrier social settings - but then why did we go with a squadron game?

Most things would be "mission" based - and unless the gm were planning on coming up with a lot of options - the players won'g have as much choice as they usually do (depending on your game).

So, no - the rebellion (where the fighters are incredibly valuable - as they can't just go buy more) I would think NOT just let players use the assets - they are too valuable. Other factions - maybe even less so.

That and survivability - the big deal about being on a big freighter is it typcially has a decent amount of hull and shields - dpending on the fighters - the players might get killed really fast (or faster).

Conclusion
So, if ALL the players wanted this (if it were just one guy - I would tell him to go play his video games....rpgs' are group games) then I think it COULD be done - but the gm has to think a lot about the details

I mean - the players could be left overs from a merc company, and maybe after the clone wars it was absorbed by the empire, and they became indepdent - they would constantly be scrounging for a base, fule, flight crews etc. but that might be part of the game. Start them out on older ships - with a lot of wear and tear - some old clone wars v19's or some ywings. Make them work their way up to really nice things etc.

If they think "well, maybe they have more ships than pilots - so we get the better ones!" well - then, they will be running missions constantly - as then resources are very limited.

I mean - I am currently running an ALL force user game - and THAT was a big lift - the squadron thing - was even more limiting after I started thinking about it.

So, I think you could do it - just make sure everyone understands the why, and what it entails.
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Last edited by pakman on Sun Jul 02, 2023 10:54 pm; edited 1 time in total
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garhkal
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PostPosted: Sun Jul 02, 2023 12:47 am    Post subject: Reply with quote

pakman wrote:
It is make 100% sure the ENTIRE group of players wants this kind of campaign.


Just like if i wanted to focus on all jedi, or all smugglers/fringers..

pakman wrote:
All the questions you mention are VERY important - like where do you get several hundred thousand credits worth of fighters - and who owns them?
Can the players modify them?


Canon there's a few templates that DO come with their own fighters.. IIRC.
The mon cal pilot and the new republic rookie pilot both come with an X-wing. BUT that's all i saw.

pakman wrote:
Who bankrolled them? And - fighters need a lot of support - (the flight crews on carriers outnumber pilots almost 20 to 1 - and that does not actually include the sailors who run the ship). So who is paying for all those others?


Don't i know it...

pakman wrote:
That and - it focuses most of the skills onto the piloting type - not a lot of social, science, knowledge etc. or even personal weapon skills used in the cockpit (yes, some - but incredibly limited).


Just like a game focused on scoundrels usually focuses a lot of skills...
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pakman
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PostPosted: Sun Jul 02, 2023 11:10 pm    Post subject: Reply with quote

I usually don't counter point here .... but... I felt a few things were worthy of mentioning.

garhkal wrote:
pakman wrote:
It is make 100% sure the ENTIRE group of players wants this kind of campaign.


Just like if i wanted to focus on all jedi, or all smugglers/fringers..



But the smuggler campaign is one of the most common - and the vast majority of the game is built around it - usually with smugglers going from being independants to eventually rebels (the han solo arc).
So - we have a LOT of content for smugglers and rebels....

An all jedi (or force user game) - is even more rare - but it can happen - but not a lot of adventures or other content around it (unless of course doing a tales of the jedi, or old republic etc.).

My point was - the squadron game - very rare - and has a lot of implications ...which is NOT just like a scoundrel game...

garhkal wrote:
pakman wrote:
All the questions you mention are VERY important - like where do you get several hundred thousand credits worth of fighters - and who owns them?
Can the players modify them?


Canon there's a few templates that DO come with their own fighters.. IIRC.
The mon cal pilot and the new republic rookie pilot both come with an X-wing. BUT that's all i saw.


Honestly - in my opinion - the game designers did not think about the implications of just putting that in there (we see that in a lot of places...).
After all - those implications - are what your entire post is about!

garhkal wrote:
pakman wrote:
That and - it focuses most of the skills onto the piloting type - not a lot of social, science, knowledge etc. or even personal weapon skills used in the cockpit (yes, some - but incredibly limited).


Just like a game focused on scoundrels usually focuses a lot of skills...


Um...maybe I failed at wording - but it is not "just like" as I am saying the squadron game - does NOT have a lot of skills, and unless you make up a lot of new templates - everyone if some kind of pilot.

My entire point is - your topic is spot on because it is NOT like the more typical games - which have the most content.

Can you do a squadron game? Yes.
Maybe model it after the The DarkStryder Campaign stuff - as that answers a lot of questions and gives examples for diversity of encounters....although -it is not quite a squadron game - but the closest we have.

In my game - the one guy went with the rest of the players - who did my work for me - in asking a lot of the questions I brought up. He just playes more squadrons and elite dangerous now....
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CRMcNeill
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PostPosted: Mon Jul 03, 2023 12:13 am    Post subject: Reply with quote

For campaign ideas, look no further than the X-Wing novels.

Plus, I've devoted a lot of energy into improving starfighter combat weapons and rules, so if you're looking for ways to make tabletop combat more exciting and interesting, check out my index.
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PostPosted: Mon Jul 03, 2023 1:55 am    Post subject: Re: Every run a 'squadron' game? Reply with quote

garhkal wrote:
Every run a 'squadron' game? I mean, where all the pc's are part of a squadron (ala wraith/rogue squadron) and all have their own fighters?

I haven't. But would I? À la Rogue Squadron? No. À la Wraith Squadron? Maybe.

For many years now, I have only run Rebel Spec Ops or Smugglers-to-Rebel campaigns. A long time ago, I ran one Hunters/Mercs campaign.

I have enjoyed a couple players playing SpecForces characters who got transferred to SpecOps. IIRC one was due to punishment for something they had done, and another was assigned to assist SpecOps for one specific mission (the first adventure of the campaign) but decided to stay on. These were military characters in a non-military campaign.

I love space combat and try to put some in almost every adventure I run, but an entire campaign of almost nothing but space combat would be boring for me so I would never do that.

The only military campaign I have ever had any interest in doing would be a Wraith Squadron type of campaign where all the PCs are good fighter pilots but they are also each some other kind of specialist in other skill sets needed to perform the missions. The PCs would definitely need to start with a lot more skill dice than even I normally give, so I would be inclined to make it a short campaign, maybe even just a mini-campaign. And I wouldn't run this campaign without re-reading the first Wraith Squadron book and then reading the other Wraith novels.

Quote:
IF so, which ship(s) did they get? WERE they their own, or were they ones the 'rebellion' just let these pilots use?

I think a good start to the campaign would be liberating their fighters in the first adventure. Maybe the Alliance gives them a junky shuttle and they have to infiltrate an Imperial facility where captured Rebel fighters are being stored. But I would imagine that the group like this would not necessarily be flying the same fighters in every mission, so flying what the Alliance provides may sometimes occur. Sometimes they may even have to fly Imperial fighters for a mission. They would be like a high caliber SpecForces missions team called in whenever every member will likely need to to pilot fighters for a mission.
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Last edited by Whill on Tue Aug 01, 2023 1:48 am; edited 1 time in total
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garhkal
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PostPosted: Mon Jul 03, 2023 2:21 am    Post subject: Reply with quote

CRMcNeill wrote:
For campaign ideas, look no further than the X-Wing novels.

Plus, I've devoted a lot of energy into improving starfighter combat weapons and rules, so if you're looking for ways to make tabletop combat more exciting and interesting, check out my index.


Hence if i ever get another SW game off the ground, i was thinking of basing the group similar to Wraith squadron. Good ground skills/infiltration, but back ups for pilots (Y-wings focused).
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PostPosted: Mon Jul 31, 2023 4:27 pm    Post subject: Reply with quote

Kind of.

My friend ran an annual game at our local convention. It often had a dozen players or so. We were members of Bandit Squadron, a hodge-podge group that did the missions that nobody else wanted. We solved big, important missions, but never got the credit that the named (Red, Gold, Rogue, etc.) ones did.

We weren't all individual fighter pilots, though. A number were, but as the number of players swelled there were many different roles. I was the overall commander (a Mon Cal captain of a capital ship), while another player had a pleasure yacht (and his stepson played his trusty droid assistant). We had Y-wings and other starfighters assigned as well.

He wove our stories alongside the stories of the CT. So while the Rebels were evacuating Hoth, we were dealing with some other threat across the galaxy. Eventually we moved past the CT and into the Thrawn saga. I think he ran it for 5-6 years in a row.
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PostPosted: Wed Aug 02, 2023 6:36 pm    Post subject: Reply with quote

I ran a 6-player rebel squadron campaign back in the mid-90's following the excitement created by the X-wing, and TIE Fighter PC games and the Rogue Squadron novels. The players were each assigned their own fighter - I think there were four X-wings and two Y-wings configured for a single pilot.

The players were based on an isolated base using the WEG example of Tierfon Base and they received their Intel and orders from an unknown source, so they were operating as an isolated cell. They did not have to worry about equipment or logistics for the most part as the pilots. The game was primarily space combat raids - so it was a lot of combat. I know how other people feel about too much combat in games, but it just didn't get old and the entire group loved it.

Cut to years later I started an Imperial Captains campaign that was intended to be 100% tactical. It went well, but when I started introducing more story elements and roleplaying, the players latched on to it, so that campaign has evolved quite a bit.
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PostPosted: Thu Aug 03, 2023 2:20 am    Post subject: Reply with quote

Sounds like it would have been fun.
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PostPosted: Sun Sep 03, 2023 9:54 am    Post subject: Sort Of... Reply with quote

Sort Of...
My New Republic campaign (c.20-25 ABY) didn't start as a 'Squadron' game, but would eventually morph into one, then after a while would alternate between a 'Squadron' game & the 'Classic game' as needed. So balance of sorts.

The campaign regulars were:
a Shistavanen Jedi & Order 66 Survivor who had an Astromech, a YT-2000 & an Eta-2 Interceptor
a Twi'lek Teräs Käsi & Force Adept, who had either an X-wing or modified TIE Interceptor? Or Chir'daki? After his original fighter got destroyed, he had an, entanglement, with one of the Imperial Remnants, & got an armored TIE Hunter...
An ex-Stormtrooper with a modified TIE fighter
a Mandalorian Sharpshooter who became the Shistavanen Jedi's Padawan, who had a modified Y-wing & a modified YT-1300 he salvaged, & R5-D4? i think...
a Jawa Jedi NPC which also had a Eta-2 Jedi Interceptor & Astromech companion; i think i semi-retired him sometime after the group's latest addition...
a Manumitted B1 Battle droid, TX-47? Bounty Hunter, can't recall what ships he had, only that he had a transport & a fighter...

Campaign ran c.1997? 1999-2015?

Regardless of whether the game was in 'Squadron' or 'Classic' format, my players didn't like getting bogged down with details, so i had to keep things simple for them. IOW, leave the Logistics to the NPCs...
As for ship ownership, the characters owned their ships.
The Shistavanen got her Interceptor from the Jedi Order, whereas the Jawa salvaged his from a scrapyard
Spyr found a wrecked YT-1300 on Tatooine, & got his 2 Y-wings as part of his payment for the New Republic Bounty posted for one of the New Sith, just prior to the campaign's start.
The Shistavanen got her YT-2000 after the Order 66/Jedi Purge, & the others had their ships prior to 20 ABY.
When Samej, the Teräs Käsi lost his ship going solo, he got his new ship from partnering? with a Dark Jedi/Sith NPC...

Whill wrote:
would be a Wraith Squadron type of campaign

i practically devoured the X-Wing novels, Rogue & Wraith serieses...
now i can't remember, did i meet Aaron Allston or Mike Stackpole...
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PostPosted: Sun Sep 03, 2023 3:09 pm    Post subject: Reply with quote

Three of the five were force users? Rather force heavy..
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PostPosted: Mon Sep 04, 2023 4:51 pm    Post subject: Reply with quote

garhkal wrote:
Three of the five were force users? Rather force heavy..

Four of the six, but yes. The 'Mercenaries' campaign & the Nightstar Circus campaign had a different balance/mix. Half or less in those.

Random thought; does this thread belong in the campaigns section?
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PostPosted: Mon Sep 04, 2023 5:44 pm    Post subject: Re: Every run a 'squadron' game? Reply with quote

Inquisitor1138 wrote:
Random thought; does this thread belong in the campaigns section?

It's not random. I agree. Topic drift is a reality, but I re-read the OP and it is not really about the tech in the first place. This is a GM or campaign question. Moved.
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garhkal
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PostPosted: Tue Sep 05, 2023 1:08 am    Post subject: Reply with quote

Inquisitor1138 wrote:
garhkal wrote:
Three of the five were force users? Rather force heavy..

Four of the six, but yes. The 'Mercenaries' campaign & the Nightstar Circus campaign had a different balance/mix. Half or less in those.


Who taught them the force? OR were all self taught (minus the one who was padawanning from another PC?)
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