WHAT'S THE STORY?
The kind of story a player wants to tell goes hand-
in-hand with his character's role. This includes ev-
erything that came before—his backstory—and all
that may develop in the course of the game (and
perhaps beyond).
Consider one of the hallmark characters that truly
exemplifies the theme of this book: Han Solo. From
the moment Luke meets him in the cantina, his story
unfolds before the audience. He is the owner of "the
fastest ship in the galaxy," by his account. He's also
outrun Imperial ships, which is a clear sign that he is
no by-the-book transport pilot. The audience learns
very quickly that Han is a rogue, a smuggler, a wanted
man, and quick on the draw.
Over time, and via various media, Han Solo's story
unfolds in both directions. Through books and comics,
readers learn that he was once an Imperial officer can-
didate (until a certain Wookiee-related incident got him
kicked out), and that piracy and smuggling have been an
integral part of his growing up and early history. Other
sources depict Solo's future as one filled with both con-
flict and a continued refusal to play by the rules, even
after he is married to the leader of the New Republic.
Han's story is clearly one best told with him as a
Smuggler. That career most exemplifies the history
of the character up to the point the "campaign" [Star
Wars: A New Hope) began, and as the story contin-
ues, Han remains a Smuggler first and foremost.
CHOOSING A
SPECIALIZATION
Selecting an initial specialization can be easily in-
formed by answering two questions:
HOW DID THE CHARACTER GET INTO
THIS LINE OF WORK?
Figuring out the answer to this question should flow
fairly easily from the process of choosing the char-
acter's career. Having considered the history of the
character, the player should be able to put some ad-
ditional focus on the parts of his story that led to his
current professional circumstances.
What was he doing before the campaign began? How
did his circumstances lead him to where he is now? For
whom was we working, and what work did he do? What
natural talents does he possess? Does he have a reputa-
tion, and if so, on what was it built? As he grew up, did
he have any special education or focus? Did someone
take the time to teach him a specific set of skills?
The player who takes the time to consider how his
career choice developed prior to the campaign will
likely find choosing his initial specialization far easier.
EXAMPLE: SPECIALIZATION SELECTION
THROUGH BACKGROUND
Betty determines that she wants to be a galaxy-
savvy Explorer. Her first instinct is to select the
Scout specialization, but her GM encourages
her to spend some time considering how her
character got to the point where she is as the
campaign begins.
Betty lets her imagination wander, and a sto-
ry begins to form—she grew up on Coruscant,
surrounded by duracrete and transparisteel,
yet she longed for wide open spaces and natural
surroundings. She did all she could to get off the
planet and out into space. As Betty looks over
the talent trees, she realizes that Fringer makes
a lot of sense to her, providing a combination
of the street savvy she should have being from
Coruscant, a high level of toughness and grit,
and the piloting gifts she really wants to exploit.
WHAT KIND OF WORK DOES THE
CHARACTER TYPICALLY DO?
Another approach to choosing a specialization is to
work out the character's day-to-day professional life.
When he gets up in the morning (or at whatever time
his lifestyle demands), what does he do during the
day? How does he get paid, and who pays him? If he's
not currently earning anything, what does he need to
do in order to find work?
Han Solo and Lando Calrissian are both smugglers,
yet they clearly pursued different paths to make their
way in the galaxy by the time they see each other
again in The Empire Strikes Back.
EXAMPLE: SPECIALIZATION SELECTION
THROUGH WORK
Barry and Lee both want to play Technicians,
yet they are determined to cover different
bases. The GM encourages them to consider
what their characters are most likely going to
be hired for as a means of deciding who will do
what. Lee really likes the idea of being called on
to tinker with stuff to personalize it, improving
on designs. Barry, meanwhile, realizes that he's
keen to play the guy everyone comes to when
they want credits moved or information sliced
out of the system. With this conversation, both
players find their decisions easier to make: Lee
will put together an Outlaw Tech, while Barry
will build his character towards being a Slicer.
CHARACTER CREATION
-EDGE OF THE EMPIRE