USH'S STAR WARS GAME 2008- 'New Blood' (prequel for new players)
Time passes, even in Star Wars.
Starting soon are the new episodes of the Second Campaign, with the retuen of many of our old heroes. But all of them were young heroes once. Some have gone and some have stayed; people come and go. The game depends on it.
And so now new players are coming in (some of whom, let's face it, were pretty young when this game first started...). The problem for many of these whippersnappers is that they are joining in stories that are all at a cliffhanger stage. Even in the best of cases, that can be tricky to adjust to, but then there are rules to get used to as well, and the play style, and the play group...
Hence this mini-episode, entirely designed for new players. Plot-wise, this story details the very tail end of what the new p;layers were up to during the previous episode, and subsequently their integration into the next.
Whilst this is an exercise in role-playing, it is not the full game. We won't be using the rules system. This is for several reasons- first, I need as much time as possible for that system to be tested off-line before it gets used around here. Secondly, when we DO start using it around here, it should be with as many people as possible, not just a small number. Thirdly, chucking new players into a brand new rules system is not very helpful towards a sensible introduction.
Which is not to say your character design is irrelevant; I'll be running the game by fait (GM decision on the spot) based upon your character's abilities, which is something workable on a small scale (but no bloody good when you want a decent face-off between two named characters, not to mention two PLAYERS...).
What I am looking for here from each of you is the following:
- Your role-playing. If we run into issues or anyone needs to adjust to the style, this is the place to do it; better here than in the full gane.
- An idea about your character.. Whilst I have your bios and your sheets, the only way to really fund out about your characters is in play; if I have an idea of that it can help you integrate into the game better.
- Integration with the team. Possibly the most important part of all this. Becoming a part of your relevant play group is exceptionally important; role-playing is primarily a social activity at the end of the day.
That last part may appear difficult, as the rest of the team isn't present. Well, they may not be literally present, but they will be there in spirit! It will be the job of the other players to act as your invisible guides, advising you on what to do in the situations you find yourself in, a capacity I want them to fill both as in giving their personal opinion, and also to get you into the spirit of the team. If a new Jedi player is starting to break the law in the prsuit of his goals, it's the job of the present Jedi players to remind him he could be expelled form the Order for that. Whilst it is up to the Dark Side players to guide their new recruits along the path of the delicate balance betwen not taking any crap, but also not being so blatantly stupid as to make things much worse.
-----
In the Constellation of Altamira, at the far edge of the Republic, the final statges in a Senatorial programme to restore civilian order and law is coming to an end. The equivalent of the Third World in the Republic, combinations of famine, disease and petty local dictators have bought great suffering to the local people. The latest aid package from the Senate should be the final act- but a strike organised by representatives of the Miner's Guild has brought things to a staggering halt. The Jedi Council has agreed to help in negotiation, but as the final night of talks begin, it is terrorist activity that has suddenly begun to dominate the proceeings...
Out in one of the spiral arms, a five year programme to evict the natives of Calhoun from their homes in order to turn the whole planet into a farm to exploit the delciate local wildlife is in progress. When rights activists from the Republic managed to halt the legal process on the grounds of the inherent rights of the current land owners, those wanting the eviction start to employ kill teams to 'encourage' the natives to move out of their own accord. But nothing can be doine about these kill teams because they do not officially exist; anyone trying to gather evidence is killed, and local authorities ignore the issue... because they are all in the pay of the Golden Serpent, the ultimate moneymakers behind the scheme. With the authorities bought off, not even the Jedi can be brought in. All the activists need is first hand evidence of the teams in action- and in desperation, they have found some private detectives to do the work for them.- detectives who all happen to be ex-Jedi...
On the long forgotten world of Epireus, the local life forms are restless. On one of the high mountains live their local overlords, the errant Dark Siders who force the Epireans to do their bidding, with their deadly laser swords and mysterious, sorcerous-like powers. Though strong beings, the primitive Epireans find it hard to resist.
Yet some have. The Epirean Warlord Ogros has launched a rebellion to free his people from the Dark Side rule. The complicity of the Epireans is vital to the security of ther Dark Siders; this threat canot be tolerated. Nor can the Epireans simply be massacred; they are too necessary as a slave force. Some of the Dark Siders are dispatched to 'settle' the issue- to convince, by whatever means are needed, some of the local leaders that co-operation is the best way forwards... and to demonstrate to Ogros, and everyone else, that resistance has its price...
---
This isn't starting right now, but soon; feel free to ask any questions here. I will post starting posts when it is time!
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
"You've never had any TINY bit of sex, have you?"
BtVS
Last edited by Ushgarak on Jul 27th, 2008 at 11:13 PM
is this a sort of exam? like, you wrote 3 pointers to pay attention to, so if you do them not good, will you reject that person in playing the real game?
__________________ Kyuzo: Don't you see? A real sword will kill you. Mr. Earl Brooks: If I were here to kill you, you would already be dead. Mercedes: My mother told me to be wary of Fauns. Mr. Le Chiffre: No, I believe in a reasonable rate of return. James Bond: Now the whole world will know you died while you were scratching my balls!
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn
if it gets too boring, why not kill some innocents
__________________ Kyuzo: Don't you see? A real sword will kill you. Mr. Earl Brooks: If I were here to kill you, you would already be dead. Mercedes: My mother told me to be wary of Fauns. Mr. Le Chiffre: No, I believe in a reasonable rate of return. James Bond: Now the whole world will know you died while you were scratching my balls!
"I am a Jedi, my morals wouldn't allow such an act. It would be against my nature. A Jedi does not crave adventure, nor does he crave fighting, though that doesn't stop us from having fun while fighting." Yea terroists are better... What have I let myself in for by picking a Jedi, I only choose it because I knew not many ppl would. :/
__________________
A long time have I waited for this, my little green friend!
Not quite the attitude I would take in when playing these games. Being a diplomat is all part of the job for a Jedi Knight, and the Renegade mission actually sounds very interesting to me.