Edge of the Empire Book

(Joyce) #1
Running a Full Campaign

C


ampaigns are to adventures what the Star Wars saga
is to individual movies. A campaign is a long term
story arc in which the action that occurs within the story
of each adventure adds to the arc. Campaigns give the
players time to play, develop, and advance their charac-
ters. Running a highly detailed campaign is not neces-
sary; a CM might opt to run largely unconnected adven-
tures with the Player Characters as the only constant.
However, developing a larger story arc gives the players
the chance to attain a greater goal that is not logically
attainable in a single adventure.

WHAT IS AN EDGE OF THE
EMPIRE CAMPAIGN?

As with EDGE OF THE EMPIRE adventures, the campaigns
highlighted in this book emphasize the rougher and
darker aspects of the galaxy. The Player Characters
are more likely to spend their time at the fringes
of space and society than the height of Core World
splendor. They likely know more about the criminal
underworld than the protocols of high government.
That's not to say that the Core Worlds or government
intrigue can't be part of the story, but if they are, it
is more likely to be in the darker, more corrupt, and
more sinister edges of seemingly high society.

The characters' personal connections are typically
shady at best, and often downright crooked, manipu-
lative, and dangerous. Even when the characters try to
follow a lawful or honorable path, their situations and
associates keep corrupting their choices. This is not to
say the characters can never escape a bad situation, but
it doesn't take very long for new problems to crop up.

EDGE OF THE EMPIRE campaigns typically focus on the
fringes of society. Run-ins with Imperials are common in
most regions of the galaxy, while Rebel Alliance-focused
stories are not common. The Player Characters may
encounter Rebel sympathizers or agents from time to
time, and even work for them, but the struggle between
the Rebellion and the Empire is not the focus of these
campaigns. Unless the campaign is truly in an isolated
backwater, the fringes of the galaxy, or a self-centered
region like the Corporate Sector, the Player Characters
should at least hear about Rebel activities from time to
time, and might experience them directly or indirectly.

OUTLINING THE CAMPAIGN


Campaigns are made of multiple adventures, usually
three or more, that require multiple game sessions to
complete. Some campaigns may last weeks, months,
or even years in real time. When creating a new cam-
paign, the GM should outline the major events, loca-

tions, and characters of the story arc. It isn't necessary
to understand every connection to every story idea
from the beginning. A loose, logical progression of ma-
jor events will form a skeletal plot that can be detailed
as play proceeds, especially when creating individual
adventures. Much like adventures, campaigns usually
have a beginning, middle, and end, though it may use
multiple adventures within each act.

LINEAR AND


NON-LINEAR CAMPAIGNS
Like adventures, campaigns may use a linear or non-
linear progression of stories. Linear progressions allow
one story to build directly on the events of the previous
adventure. However, they tend to restrict Player Charac-
ter freedom to take the story in unexpected directions.
The GM must spend time and resources to keep the
Player Characters on track and the players might feel
railroaded if it disrupts their illusion of choice too much.
A non-linear campaign takes more planning, but allows
for a lot more flexibility in play. In a non-linear campaign,
the results of an adventure dictate which adventure
comes next. When outlining the campaign, the GM cre-
ates a flowchart or tree of adventures, where a positive
or negative (or other) outcome links up with an adven-
ture that is based on that result. Some adventures may
be skipped by the Player Characters, depending on the
exact layout of the chart. GMs that like to give the players
a lot of leeway in the direction of the campaign may find
that the non-linear approach allows the story arc to pro-
ceed easily, even if the circumstances or specifics change.
Example Campaign Concept: Hyperspace rail-
road. The Player Characters are dedicated to freeing
slaves from the Empire, the Hutts, and various locales.
Perhaps some of the Player Characters are escaped
or rescued slaves themselves. The Player Characters
may be altruistic, but likely seek some kind of fee for
their services. They might be smugglers, trained mer-
cenaries, or a combination.

Sample Linear Campaign Basic Outline:


  • Episode 1 : The Slave Ship. The Player Charac-
    ters respond to a distress call from a Trandoshan
    freighter, damaged by an asteroid strike. The
    Trandoshans ask the Player Characters to board
    their vessels to help with repairs. Once aboard,
    the Trandoshans try to capture any non-Human
    Player Characters. The Player Characters manage
    to free the slaves and a fight erupts to capture the
    ship. The Player Characters also learn the Tran-
    doshans work for a particular Hutt, as part of his
    slave trading network.


THE GAME MASTER
EDCE OF THE EMPIRE
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