We played our first Star Wars game since December on Friday. Prepping the session had me digging through my various web resources looking for inspiration (and new entries for the campaign blog). They're a useful collection of tools for anyone running a Star Wars/scifi game, so I thought I'd share them.
Never, ever fly a TIE Fighter.
After five sessions of fighting pirates and swoop bike gangers, the heroes of my Knights of the Old Republic campaign went up against their first Sith: Kaldros Ygin, an arrogant self-assured student of the Dark Lady Aldera. I've been dropping hints over the last few weeks that Ral Duris, leader of the pirates of Zebulon Prime, had a Sith advisor. Ygin was the first evidence that she might not be the only Darksider on the Prime.
- [img_assist|nid=2712|title=Knights of the Old Republic Cover Art|desc=Cover art for the Knights of the Old Republic Campaign Guide from Wizards of the Coast.|link=none|align=right|width=262|height=300]Star Wars: Knights of the Old Republic Campaign Guide
- Published by Wizards of the Coast
- Designers: Rodney Thompson, Sterling Hershey, John Jackson Miller and Abel Pena;
One area where Star Wars: Saga Edition could use some help are its creatures. There are certainly a number of them out there, particularly the iconic ones from the movies, but the system tends to come up a little short with more mundane critters.
[img_assist|nid=2750|title=|desc=|link=none|align=right|width=300|height=163]Three weeks into our new Star Wars: Knights of the Old Republic campaign it became obvious: we needed a blog. Or at least, I needed a blog.
Even without leaving the Vargis Tau star system and its binary world of Zebulon we'd still managed to accumulate a dozen-odd NPCs, three or four ships, three adventure write-ups, a handful of locations. While I had references to all this stuff on my computer, it was in the form of adventure notes, and not readily browseable.
Skill challenges were one of the best things to come out of our D&D 4th Edition playtest. Building on earlier versions that appeared in Spycraft and Unearthed Arcana, skill challenges provided an in-game mechanic for resolving non-combat conflicts and complex tasks.
One of the problems I’ve found with action points, bennies, plot points, and other similar mechanics is that unless they’re crucial to the game, players tend to forget about them. And even when they are important, keeping track of them can be a challenge as the light-weight chips or tokens get covered up, buried, or pushed out of the way.
My gaming group's used minis in our Dungeons & Dragons campaign for years, and when we playtested Star Wars we continued that tradition. I’m blessed with two players who have large collections of Star Wars minis that I can borrow and I’ve spent the last few days organizing them.