Edge of the Empire Book

(Joyce) #1
DEALING WITH PARTY CHANGES KEEPING THE CAMPAIGN ON TRACK

Long-running campaigns increase the likelihood that
one or more players leave before the campaign is fin-
ished. Fortunately, the extended storylines provide
multiple situations for a character to leave and a new
character to be introduced. GMs should look for natu-
ral opportunities to do so, such as between adven-
tures or when the players are in a starport or other
public location where they might meet a new addition
to the crew or party.


Usually, a player leaves due to scheduling conflicts,
as other life events influence playing time. However, if
one or more players leave because they are not enjoy-
ing the campaign, the GM should get feedback from
them and the remaining players and consider altering
the game. If the remaining players are okay with the
direction and there is little the GM can do to keep the
departing players, there may not be much to change.
However, if the players are not enjoying the campaign
and the GM can do something about it, he definitely
should alter it. This applies to published adventures
as well as original work.


Keeping the campaign moving forward can be chal-
lenging when the players take the story in an unex-
pected direction. Remember, most campaign outlines
can withstand a lot of flexing and adjustment. Feel
free to insert additional adventures, perhaps special
adventures to deal with an unexpected twist, into the
outline at any time. If the players want their charac-
ters to follow a path that is completely inappropriate
for the campaign or create subplots along the way, it
is usually time to run an individual adventure or series
of encounters to play out the situation.

CONCLUDING THE CAMPAIGN

The conclusion of a campaign should be the highlight
of the entire story arc. Being Star Wars, it should in-
clude an impressive skirmish or battle, along with a
dose of personal drama for one or more characters.
All major plots and subplots should be resolved logi-
cally and satisfactorily to the players.
Many campaigns end early due to unforeseen cir-
cumstances or player or GM fatigue. If interest is wan-
ing, the GM should end the game in a satisfying way,
rather letting it fall apart. Concluding a long-running
campaign is often a major feat that the players and
GM should rightly celebrate beyond the game.

THE GAME MASTER
EDCE OF THE EMPIRE
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