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Heroes and Rogues: An Imperial Campaign
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cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4833

PostPosted: Thu Feb 19, 2004 10:40 am    Post subject: Heroes and Rogues: An Imperial Campaign Reply with quote

Would someone mind giving me a rundown on what WEG said in Heroes and Rogues in their rules concerning running an Imperial Campaign? Thanks for your help.
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Loc Taal
Grand Master (Founder / Admin Emeritus)


Joined: 17 Jun 2003
Posts: 801

PostPosted: Sun Feb 29, 2004 11:39 pm    Post subject: Reply with quote

They talk about playing from the Imperial perspective. In their minds, the Rebels are terrorists, trying to undermine society.

Quote:
A great many Imperial citizens are genuinely convinced that the Empire is an advancement over past political systems.


Quote:
Do not misinterpret this to mean that there is no room for personal heroism within the Empire's institutions. Far from it. Despite the many disadvantages Imperial citizens and soldiers deal with everyday, many competent, caring, and capable persons are genuine heroes. Many do achieve fame, position and power through hard work and their own abilities. Along the way, however, many have a change of heart. Many eventually come to doubt whether they are fighting for the right side. Still others begin to question where it will all end. For some, questioning whether the fame, the position, and the power are worth it, after all, is the beginning of true heroism.


Quote:
Running an Imperial campaign poses some problems which Rebel and independent campaigns do not. If you want to run an Imperial military campaign, for example, you must deal with the fact that the Imperial Army and Navy are far more regimented than their Rebel counter-parts. This cuts back on character freedom, since TIE pilots and Army troopers are seldome consulted by their superiors regarding bombing targets and mission objectives. They are told where to go and what to do, and they are expected to do just that.

The military campaign also limits the number of character templates which can be plausibly brought into play. Just how many adventures will involve a TIE pilot, a wealthy doctor, and a COMPNOR SAGroup youth and retain a shred of believability? The obvious answer: precious few. Thankfully, this is not necessarily the case.

There are ways of getting around these problems, and the conventional military campaign is not the only option available.


They list different types of campaigns: military, diplomatic and civilian, with additional info on each.
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Hellstorm
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Joined: 22 Dec 2003
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Location: Montreal, Canada

PostPosted: Mon Mar 01, 2004 1:40 am    Post subject: Reply with quote

You could run the game with the players belonging to a somewhat independent Anti-Rebellion Unit, that might give the players a little freedom and keep the game under the Imperial flag. 8)
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Ray
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PostPosted: Mon Mar 01, 2004 9:21 am    Post subject: Reply with quote

Good idea, Hell.

For we all know, after all, that Alderaan was blown up by a Rebellion Doomsday Device... Being developed there.

It was unfortunate that the Imperial Peacekeeping Platform, the "Death Star", arrived too late to prevent it from happening...
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Hellstorm
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PostPosted: Mon Mar 01, 2004 1:23 pm    Post subject: Reply with quote

LOL Laughing 8)
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Ray
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PostPosted: Mon Mar 01, 2004 2:01 pm    Post subject: Reply with quote

Wish I could take credit for it, but that's from one of the missions in Star Wars: Galaxies.

Put me on the floor, however, when I read it.
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Son of Fire
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PostPosted: Wed Mar 03, 2004 3:16 am    Post subject: Reply with quote

You mean that’s not what happened? Laughing Wink
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Esoomian
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PostPosted: Wed Mar 03, 2004 7:07 pm    Post subject: Reply with quote

Thats how my GM ran our Imperial campaign. We were Imperials who believed what we were doing was right. And we hated the Rebels for their terrorist activities... Particularly the destruction of Alderon
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Hellstorm
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PostPosted: Wed Mar 03, 2004 8:16 pm    Post subject: Reply with quote

Son of Fire wrote:
You mean that’s not what happened? Laughing Wink


Oh Darn, the Emperor lied to us!? But why ? What could he possibly have to gain? Very Happy
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Ray
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PostPosted: Wed Mar 03, 2004 8:23 pm    Post subject: Reply with quote

Well, I didn't vote for him...
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Volar the Healer
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Joined: 04 Aug 2003
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Location: Arizona, USA

PostPosted: Mon Mar 15, 2004 8:49 pm    Post subject: Reply with quote

Hellstorm wrote:
You could run the game with the players belonging to a somewhat independent Anti-Rebellion Unit, that might give the players a little freedom and keep the game under the Imperial flag. 8)


How about being from a planetary force? Corellian Security, or a mercinary unit supporting The Empire?
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Hellstorm
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PostPosted: Tue Mar 16, 2004 3:25 am    Post subject: Reply with quote

That was just to give them a little freedom, some players don't like belonging to units that have to take direct orders. I wouldn't mind playing anything. 8)
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Tuco: "But if you miss you had better miss very well. Whoever double-crosses me and leaves me alive, he understands nothing about Tuco."
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Son of Fire
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PostPosted: Tue Mar 16, 2004 5:50 pm    Post subject: Reply with quote

I voted for him.
But then again I have been know to be temped by the Dark side on far to many an occasion.
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