Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
SELECTING LOCATIONS

The Star Wars galaxy is filled with fantastic locations
and exotic environments. GMs should select spectacu-
lar locations when creating their adventures and cam-
paigns. For example, Cloud City floating above a gas
giant planet, the city-sinkholes of Utapau, and the city-
planets of Coruscant (Imperial Center) and Nar Shaddaa
all offer very different and unique urban environments.
While some adventure types may be run at any of these
locations, others will be enhanced by selecting one that
complements the NPCs and envisioned plot. EDCE OF THE
EMPIRE locations tend to be seedy, rough, and distant. If
the location itself isn't somewhat intimidating, the char-
acters inhabiting it or the situation itself should be.


Selecting individual encounter locations is also im-
portant. They should be interesting in some fashion-
location, layout, environmental effects or hazards, or
even the characters or creatures they encounter. Avoid
setting final battles or encounters in mundane locales
or hallways. These should the epic locations that should
add greatly to the atmosphere and actual gameplay.

ADVENTURES & ENCOUNTERS INSPIRED
BY OBLIGATION AND MOTIVATION

The flexible nature of the campaign format allows
GMs to insert adventures or encounters prompted
by sudden character actions, which are motivated
by their Obligation or Motivation. When planning the
campaign, the GM should outline several encounters
and a couple of adventures appropriate to the Player
Character's Obligation and Motivation incentives. Pre-
pared encounters make these spontaneous actions
easier for the GM to deal with on the fly.

EXAMPLE OBLIGATION ENCOUNTERS:

Addiction: A dealer, pusher, or fellow addict un-
expectedly arrives and tries to sell his goods or
tempt the Player Character into giving in to his
addiction. He interrupts the Player Characters
in a public space and make a scene. The law
isn't far behind.

Betrayal or Blackmail: The Player Character
suddenly realizes that the person the party has
to deal with knows something about his betray-
al or blackmail. The Player Character may have
to avoid the situation or confront the individual.
Either might tip off his teammates, potentially
damaging their relationship.
Family, Favor, or Responsibility: A message or
individual arrives, demanding the Player Char-
acter's immediate help. Doing so disrupts the
Player Character's or party's plans. Refusal or
delay makes the situation much worse, and the
demands keep coming.

EXAMPLE MOTIVATION ENCOUNTERS:

Ambition (Fame): The Player Character is of-
fered the opportunity to fly in a famous, but
illegal, swoop race. Winning the race grants a
big reputation boost across the Outer Rim, but
merely participating draws unwanted Imperial
or bounty hunter attention to the party.

Cause (Non-Human rights): The Player Charac-
ter sees a group of ISB agents arresting only
non-Human refugees disembarking from a pas-
senger ship. The opportunity presents itself to
stop the agents and free the refugees, but will
completely disrupt the party's plans.
Relationship (Clan): A Rodian Player Character's
clan is engaged in a not-so-secret war with an-
other clan. The Player Character sees the op-
portunity to ambush a member of the clan while
working with the party on a different mission.
Doing so will draw unwanted attention to the
operation but will raise the Player Character's
status among his clan.

If the GM prefers a style of campaign that relies
much more on player decisions than GM plotting,
he should regularly mine the Player Character's
Obligation and Motivation for encounter ideas.
Entire adventures and campaigns may be con-
structed around these two mechanics and the situ-
ations they produce. The base of operations also
provides regular inspiration for adventure ideas,
as the Player Characters try to improve their ves-
sel and their situation.

PLANNING REWARDS

Every adventure in the campaign should have built-in
rewards. Rewards may be money, equipment, vehicles,
influence, or something less tangible but equally valu-
able to the Player Characters. Having a debt forgiven,
receiving a favor, or being introduced to an influential
figure are examples of intangible but valuable rewards.
Story rewards are also a must for adventures. Not every
encounter needs this, but the completion of an adventure
should alter the amount of Obligation the characters and
party carries forward. Rewarding players for adhering to
their Motivations also keeps the party happy.
Rewards at the end of the campaign should tie di-
rectly to the overall plot and be impressive enough
to satisfy or impress the players. If the Player Char-
acters continue in a follow-up campaign, be careful
when doling out the rewards and be ready for them to
come into play in the next campaign.

THE GAME MASTER
EDGE OF THE EMPIRE
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