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Making preparations and setups for a new campaign
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Yora
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PostPosted: Fri Aug 28, 2020 5:59 pm    Post subject: Making preparations and setups for a new campaign Reply with quote

It's been a long time since I last ran a Star Wars game, and I haven't run the d6 system yet, and from everything I've been reading it seems to be a common approach to drop the players off somewhere and then see where it is going.
But of course even then the GM has material prepared and some kind of plan. And while I have a pretty good general idea for the overall subject and tone of the campaign, I really don't know how approach the actual planning for the game.

What kinds of preparation and planning do you do when you set up a new campaign? What things do you think are absolutely necessary to have ready before you start, and what things would you consider to be really useful to have set out in advance?
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Grimace
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PostPosted: Fri Aug 28, 2020 8:37 pm    Post subject: Reply with quote

I think you have already done part of what I usually do:

Have a general layout of what your campaign is going to be...the main antagonists, the general feel and vibe of your campaign.

Then I generally have a few places for the group to go to, as they're likely going to diverge from where I initially intended them to go. So have some ideas of the places before they decide to go there. Just general ideas about each, not a full detail of each world, but enough to not leave yourself hanging there going "uh...um... hold on" as you thumb through books to find information.

Next, have a few cheat sheets of some "likely to be encountered" NPCs and mooks. If you're going to have pirates, have a few stocks pirate stats at the ready. If you think they'll be interacting with a crime lord, have that crime lord or his top henchman stats ready. This also includes ships! If they are likely to encounter system patrol craft, have those stats ready for reference.

Then it usually helps to have some adventure seeds that you've created to give to your players when they decide to go off on a tangent. These adventure seeds could be nice little stand-alones, or they could be short little jobs to kind of loop them back around to the general arc of your campaign. These adventure seeds should only be used when the group hits a stall and seems to be struggling to go anywhere.
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MrNexx
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PostPosted: Fri Aug 28, 2020 9:06 pm    Post subject: Re: Making preparations and setups for a new campaign Reply with quote

Yora wrote:
What kinds of preparation and planning do you do when you set up a new campaign? What things do you think are absolutely necessary to have ready before you start, and what things would you consider to be really useful to have set out in advance?


I come up with the motivations of the bad guys. I come up with an outline of what will happen if the players do not intervene, and a few branching points. I write notecards for all the major opponents, so i can tell them at a glance. That outline and cloud gets me prepared, while the cards let me create encounters on the fly, if I need to. Since I know where the opposition is going, I can extemporize easier if the party throws me something completely unexpected.
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FVBonura
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PostPosted: Wed Mar 12, 2025 11:01 am    Post subject: Reply with quote

Read, read, read.

Some of my best ideas come form the novels, comics, and even non-Star Wars reading. Read the Wizard of Oz books and you will find out why the Ewoks worshiped C-3PO and why he has a silver leg from the knee down.

The expanded universe has tons of material that will place your mind in the universe and give you ideas that will reveal themselves when the opportunity presents itself. Those stories don't just fade away, they float back to the surface when you are GMing and can be an arsenal to keep your players engaged and on their toes.

Produce some stat sheets for typical encounters so you have something to base your unplanned starport encounters on. I automate mine on spreadsheets. Here is an example:

Imperial Patrols Roster.xlsx

Just hit the [F9] key and it automatically rolls for you. This way if the players go off the beaten path, you have some NPCs to throw at them. On that topic, make a list of names for NPCs so if the party walk up to a local, you don't fumble for the guy's name.

The trick to good GMing is to make it "look" like you prepared for everything even if you didn't. You are presenting an illusion to your players.
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DougRed4
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PostPosted: Wed Jun 04, 2025 9:26 pm    Post subject: Reply with quote

While eventually you might not plan to be "railroady", there's nothing wrong with prepping a situation for their first adventure. It could be their first assignment, or a lead they heard about, or something that disparate characters all heard about separately and ended up in the same place at the start of the session.

For the first session of my current campaign, I had some slavers that were holed up in a cave that they led an assault on. Technically I started (as most SW movies do) in space. But after a brief skirmish there, I had a few other scenes where the group was assembled, and then their planning and the combat was the meat of the story/sesh.

Just find out what kind of campaign and tone your players are looking for, and craft something that fits that. Then jump in with both feet and see where they take you!
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pakman
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PostPosted: Thu Jun 05, 2025 11:28 am    Post subject: Reply with quote

There are hundreds of videos on starting campaigns on various gaming youtube channels - most of them hit on some of your questions and many fall into the same categories. Most of the posts here hit on some of these points as well.... (we got a great group here)!

Basics
From Logistics - (how many players must show to play. What happens to characters of players who are not here.) to timing (when are we playing) to how (in person or remote).

I won't cover all of these - as well - tons of videos doe this better - look for "session zero" videos.

Now - some star wars specifics;

Motivation - How "shiny" or gritty.
All of the players should be on the same page as to what kind of game; are they all heroes who fight injustice and don't demand payment for being a hero - or are they more mercenary and every adventure needs to have credits or fame and fortune to get them motivated.

Some will say 'we can figure this out..' - well I guranteee if there is a mismatch - then it will come up in play, and can lead to atual player frustration if some folks are obsintante in "my character wants to get paid".

Most games start somewhere in the middle - but a han solo type who is stuck in that mode - can get old after several adventures.

What Era of Play
Star wars is big - and old. From the knights of the old republic to new jedi order to legacy games. See WHEN all the players want to play. Many groups will want the traditional "empire" - that incredibly popular but tiny 20 year slice of tens of thousands of years of republic...
This can strongly influence the game - in one campaign - they all wanted to be in the clone wars - it was a ton of fun - but the GM needs to know, so can plan accordingly.

What is canon and what is not for your campaign.
There are tons of comics, books, movies, games, shows etc.
While you don't need a checklist - it is important to know what is happening, what famous NPCs are doing - do they have plot armor - and what interactions can the party do. Back in the day for example - stealing the death star plans was a common troupe ....

Campaign Length
How long are you going to play? Is this a short 3-6 months? a one off, or a long campaign to last several years. This will strongly impact how often and how many character points are given out. Characters can improve skills at each advancement of points - and things start to get a bit wonky at high skill levels. If playing a long campaign - in my decades of play I suggest giving out CP at the end of an adventure. If only playing only a few months - then maybe every session - or each "act" or section of an adventure.

Character Death...star wars style
So, usually covered in session zero - star wars often has a unique version of this - in many games - the first time a PC dies, some might allow a force point to be spent - and they just end up with a limb (or two...) chopped off - and get their first cybernetic. Good to discuss per game.

Character Concepts
Once the setting, time period and style (heroes etc.) have the players sit down and discuss the types of characters they want to play - with some GM guidance. This can lead to great back stories on how they may have met, or whatever (some groups even role play out some pre-campaign encounters, etc). This will help set up backgrounds, npc connections and ideas for first adventures.

Finally....combat experience.
Star wars combat is deadly - and a big change for players coming from hit point pool systems. The GM should run some solo combat encounters just to get used to how it works - until you actually roll some dice - it is not as obvious how much cover matters and how big a difference 4D blaster pistol damage is to 5D rifle....

Then - run a combat with players - so they get an idea what to expect. (just give them some random NPCs from the book if they have not made characters yet).

Wrapping up
All of this can be useful for the GM to decide what adventures to run, and how to connect them etc. Especially if they are making their own story.

Best of luck in your game.
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garhkal
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PostPosted: Thu Jun 05, 2025 3:32 pm    Post subject: Reply with quote

pakman wrote:
(we got a great group here)!.


That we do!!

pakman wrote:
Basics
From Logistics - (how many players must show to play. What happens to characters of players who are not here.) to timing (when are we playing) to how (in person or remote).

I won't cover all of these - as well - tons of videos doe this better - look for "session zero" videos. .


To add to that.. WHERE you play. IF at someone's home, are there any 'ground/home rules' that need to get discussed (Ie, in my home, i allow smoking, since i am a smoker, and have had several players who likewise smoked. BUT if we played at someone else's home, smoking may be disallowed, unless done outside on the patio. )

pakman wrote:

Now - some star wars specifics;

Motivation - How "shiny" or gritty.
All of the players should be on the same page as to what kind of game; are they all heroes who fight injustice and don't demand payment for being a hero - or are they more mercenary and every adventure needs to have credits or fame and fortune to get them motivated.

Some will say 'we can figure this out..' - well I guranteee if there is a mismatch - then it will come up in play, and can lead to atual player frustration if some folks are obsintante in "my character wants to get paid".

Most games start somewhere in the middle - but a han solo type who is stuck in that mode - can get old after several adventures..


As we often say in an AD&D style game. are they heroes, or are they murder-hobos!

pakman wrote:
What Era of Play
Star wars is big - and old. From the knights of the old republic to new jedi order to legacy games. See WHEN all the players want to play. Many groups will want the traditional "empire" - that incredibly popular but tiny 20 year slice of tens of thousands of years of republic...
This can strongly influence the game - in one campaign - they all wanted to be in the clone wars - it was a ton of fun - but the GM needs to know, so can plan accordingly..


Its not just 'what do the players want, on that. BUT what the DM has the ability do judge. IF i say have all the stuff from the 'old republic', but you don't, and i want to play that only, should YOu be required to run it, when you don't know it?? IMO NO. UNLESS i am willing to give/loan you my books to read through.
BUT neither should it just be the DM's choice only on this.

pakman wrote:
What is canon and what is not for your campaign.
There are tons of comics, books, movies, games, shows etc.
While you don't need a checklist - it is important to know what is happening, what famous NPCs are doing - do they have plot armor - and what interactions can the party do. Back in the day for example - stealing the death star plans was a common troupe .....


Not just plot armor/npcs and such, but it also matters for gear too.. IE a player saw a cool ship in the clone wars cartoon, but it doesn't exist in any book the DM has.. Can the player demand/ask for that ship to exist?
Same for weapons and other such stuff..

pakman wrote:
Campaign Length
How long are you going to play? Is this a short 3-6 months? a one off, or a long campaign to last several years. This will strongly impact how often and how many character points are given out. Characters can improve skills at each advancement of points - and things start to get a bit wonky at high skill levels. If playing a long campaign - in my decades of play I suggest giving out CP at the end of an adventure. If only playing only a few months - then maybe every session - or each "act" or section of an adventure..


Linked to that, is if its a short adventure (say 2-5 sessions) is it going to be an established module (or two) you are running, or a home brew campaign?

pakman wrote:
Character Death...star wars style
So, usually covered in session zero - star wars often has a unique version of this - in many games - the first time a PC dies, some might allow a force point to be spent - and they just end up with a limb (or two...) chopped off - and get their first cybernetic. Good to discuss per game..


Rules already exist for that in game, via the 'death and dismemberment' section of combat. Where it says
From page 98 in the R&E rules book
Code:
Game Option: Severe Injuries. As an optional rule, a
character who causes enough damage to kill another character
has the option of causing a serious, permanent injury
instead. (For example, a limb could be severed or a body part
injured so badly that it could never be used again.)
This is not necessarily an evil action — some would say
this is more merciful than killing someone (although that's
up for debate). In addition to the severe injury, the target
character is wounded, wounded twice or incapacitated
(gamemaster's option).



pakman wrote:
Character Concepts
Once the setting, time period and style (heroes etc.) have the players sit down and discuss the types of characters they want to play - with some GM guidance. This can lead to great back stories on how they may have met, or whatever (some groups even role play out some pre-campaign encounters, etc). This will help set up backgrounds, npc connections and ideas for first adventures..


That kind of links to the setting. IE if in a rise of the empire setting, with the jedi purge in full swing, how many force users will there be allowed.. It also comes into play in knowing what the DM has available for aliens. Some may not allow all of those from all the various books.

pakman wrote:
Finally....combat experience.
Star wars combat is deadly - and a big change for players coming from hit point pool systems. The GM should run some solo combat encounters just to get used to how it works - until you actually roll some dice - it is not as obvious how much cover matters and how big a difference 4D blaster pistol damage is to 5D rifle....

Then - run a combat with players - so they get an idea what to expect. (just give them some random NPCs from the book if they have not made characters yet)..


I suggest, 2-3 combat situations. Oen just melee/brawl.
One ranged (blasters and other weapons)
And maybe a vehicle or space combat...
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pakman
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PostPosted: Fri Jun 06, 2025 2:05 am    Post subject: Reply with quote

Great follow up comments Garhkal!!!!

Side note - for the game based (what are we playing) I consider the GM a player in the campaign - their likes and wants count too as you say!

oh, and on the death and dismemberment - that rule is about when a player character would kill an NPC (implying choice to spare someone).

Our rule is when a player character gets killed - (blown up, shot, poisoned, whatever) - they get knocked out and get a cyber part based on the situation.

But yes - our rule (PC death) was inspired by that to a small degree.

Over the years we have run many campaigns - and while a lot of them have been fine without formalizing some of this stuff (which many gm's will say "we all know one another") I have found that it really helps to bring a lot of this stuff up - yes, even if you "really know one another".

May the dice be with you!
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garhkal
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PostPosted: Fri Jun 06, 2025 3:18 pm    Post subject: Reply with quote

pakman wrote:
Great follow up comments Garhkal!!!!

Side note - for the game based (what are we playing) I consider the GM a player in the campaign - their likes and wants count too as you say!

oh, and on the death and dismemberment - that rule is about when a player character would kill an NPC (implying choice to spare someone).

Our rule is when a player character gets killed - (blown up, shot, poisoned, whatever) - they get knocked out and get a cyber part based on the situation.


How cheep and available are cybernetics?
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pakman
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PostPosted: Fri Jun 06, 2025 3:55 pm    Post subject: Reply with quote

not too bad - prosthetic replacements are pretty cheap - from 1k for a hand to 5k for a heart. See Reup page 341


Ironically - I am reworking my crafting/customization/gear/cyber/ship rules right now. Trying to create a consistent system between them - been poking at various other ideas for a while.... almost done.

(Yes, I have read the other posts here on the pit - excellent stuff).

However - that is another rabbit hole for another post at another time...
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garhkal
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PostPosted: Fri Jun 06, 2025 11:28 pm    Post subject: Reply with quote

Is that cybering up, the first time they get 'killed', or any time?
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pakman
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PostPosted: Sun Jun 08, 2025 2:29 pm    Post subject: Reply with quote

garhkal wrote:
Is that cybering up, the first time they get 'killed', or any time?



The raw? I think that would be up to the GM.

For my game - it will be anytime.
I mean - having to pay a couple thousand credits (or owing someone that much...story hook!) is a small price considering the alternative....
(from a character perspective).

I had hoped to get the options I am considering typed up by now (life gets in the way...) and make post.

BUT _ this is a great conversation about how PC death will be handled in a game - so as to have leveled expectations.
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garhkal
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PostPosted: Sun Jun 08, 2025 2:32 pm    Post subject: Reply with quote

A thousand or so, here and there does add up but that also depends on how 'poor' you keep your characters..
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