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Star wars age of rebellion campaign ideas
Star wars age of rebellion campaign ideas





star wars age of rebellion campaign ideas

(or failure) is still very much in their hands. Have a chance to fnd what they need to succeed. That doesn’t mean she forces the players’ hands-just that the PCs Key is in a location where the characters have a chance of coming upon Sure it turns up at the right time (pacing). Wandering warrior or in the lair of the six-legged beast. To the ofce? The system presented here allows the GM to quicklyĭetermine that the key might be elsewhere: in the pocket of the The door to the room where the cool treasure lies is locked, and the key is in the desk in the mayor’s ofce. Of course you can have filler scenes where no key is acquired.Īgain I strongly recommend Weird Discoveries so please go and buy it (or other similar adventure modules for Numenera) Here's a quote from the book though The process of making sure that these keys get into the hands of your players will ensure that they always do something meaningful and that progresses the story. That means if the players fail to do something you planned for, they should have the option of getting the key from a different scene, NPC, encounter, etc. However, don't create any single point of failure.

star wars age of rebellion campaign ideas

Then come up with a list of encounters, NPCs, maps, etc. that the players must acquire in order to proceed further with the story. These are important objects, events, knowledge, etc. Each adventure contains a number of keys. I love the game so you gotta go and buy those adventures for yourself but here's the brief.

#Star wars age of rebellion campaign ideas professional#

Learning how professional people write a campaign is beneficial, even if you don't end up using everything there. The Star Wars campaigns in contrast tend to be a bit more open-ended, with a single 'chapter' being 50+ pages long, so you do need to prepare a bit more.īut, if coming up with a good clear storyline is the problem, a pre-made campaign is a great way to get the hang of GMing until you feel more comfortable making your own campaign and know a bit better what to watch out for.Īs Theik's answer suggests, using a pre-made campaign is a good idea even for an experienced GM. 5e campaigns tend to do a really good job providing you with everything you need to know to run a campaign basically without preparing for more than half an hour beforehand. Having DMed from a pre-made campaign in both D&D 5e and Star Wars: Edge of the Empire, I've noticed that the ones in Star Wars are a lot more. Luckily enough, most game systems have pre-made campaigns that have their own story already in place, and Fantasy Flights is no exception. This makes sense, because that is one of the hardest parts about making your own campaign! It is relatively easy to build a level-appropriate encounter, but it's a lot harder to keep track of a long-term plot you're developing on the fly. You mention that your campaigns fail primarily because there is no clear storyline or because players have no idea where to go.







Star wars age of rebellion campaign ideas