IN MEDIAS RES
L
atin for "in the middle of things," in medias
res is the time-honored technique of start-
ing a story in the middle of the action. Star
Wars: Episode IV A New Hope, immediately
starts with a Star Destroyer pursuing and
blasting away at the Rebel Blockade Runner.
Similar techniques may be used to create an
exciting start for a new adventure. The players
are forced to deal with the immediate situa-
tion, before delving in the underlying issues
that created it in the first place.
The CM should consider combining in medi-
as res with the Obligation mechanic described
later in this chapter. This idea throws the Play-
er Characters directly into an action-oriented
encounter brought about by issues created by
their starting Obligation. Bounty hunters might
already be pursuing them or something in
their smuggling compartment might decide to
break its way out mid-flight. Maybe the Empire
makes an example of the shadowport they are
visiting by unleashing a Star Destroyer on the
station. The action doesn't have to center on
the Player Characters themselves; they might
just be in the wrong place at the wrong time.
PCs from beyond their immediate reach, such as via ho-
lographic communications or view screens. GMs should
also know that the novelty wears off quickly, so it's best to
limit such encounters to special occasions.
CREATING MEMORABLE
ALLIES AND ADVERSARIES
Creating an entertaining and memorable ally or en-
emy is challenging. As such a character greatly en-
gages the Player Characters, it is usually worth the
extra effort. Ideally, players should enjoy interacting
with the character and recall them fondly well after
the game is over.
There is no single formula for creating a successful
character. Books and other resources that discuss char-
acters in novels and stories are equally helpful when re-
searching better character creation. However, there are
character elements every CM can start with:
- Select the character's species. Most species
have distinct background or physical elements
that enhance or limit their role in the game. A
Hutt isn't likely to engage in a lightsaber duel, for
instance. There is no single species inherent to
an EDCE OF THE EMPIRE style adventure. Most any
species can find themselves on the wrong side of
galactic events or the law. - Select the character's most influential home-
world and what they learned from it. Even
characters who move around the galaxy are influ-
enced by the attitudes or environment from their
original or current home planet. - Select the character's profession and former
professions. Especially focus on how the character's
profession influences his current actions. Even NPCs
have a past exploitable by the GM or the players. - Create the character's personality. This is a
wide open category. Personality traits run the
gamut from arrogant and overbearing to kind and
wise. Pick a few basic traits and highlight them
when interacting with the Player Characters. Per-
sonalities for allies should have at least one re-
deeming feature. In EDGE OF THE EMPIRE, allies can,
and often should be, on the shady side. Enemies
are commonly greedy and selfish, but these traits
can be held in check for a while by loyalty or fear
of their employer or leader. - Describe the character's physical appear-
ance. Characters in Star Wars have no shortage
of tattoos, cybernetics, distinctive armor, signa-
ture clothing, scars, unusual hairstyles, and other
memorable physical attributes. Major characters
should have an immediately recognizable quality. - Develop the character's "voice." Selecting an
accent, pitch, or tone of a character's voice is a
crucial element in differentiating them from other
characters. If the CM is not good or comfortable
with accents or funny voices, he should at least
describe the character's voice from time to time.
- Consider the character's connection to the
Force. While the Jedi and powerful Force users
are not the focus of the EDGE OF THE EMPIRE, char-
acters with lesser abilities can make for unexpect-
ed enemies and allies. - Outline how the character treats others. Plan
not only how the NPC will interact with the Player
Characters, but his or her friends and enemies as
well. The NPC may not treat everyone the same
or fairly, and the differences can reveal more lay-
ers of the character to the players.
PRODUCING THE PLOT
Creating a good adventure means concocting an en-
tertaining and plausible plot. Adventure ideas may
come from innumerable sources, but it takes the CM
to weave them into a playable game session. Compli-
cating matters is the fact that player actions alter the
plot almost immediately. Since players have a habit of
moving the story in unexpected directions, it falls to
the CM to create an adventure adaptable to change,
and to take multiple possible outcomes into account.
THE GAME MASTER
EDGE OF THE EMPIRE