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Post by the0gekko0state on Jan 7, 2016 12:31:53 GMT -8
I'm looking to do a campaign where the whole idea is that the PCs are a group of mechanics, helpers, and such. That buy and sell starships, buying old and making new. Like those car flipping shows... been watching a lot of them. So I'm needing a place where they would have a place to work, kind of like Mos Eisly or something. I leaning towards some where else just to keep it fresh for the PCs. I need some kind of side jobs that the PCs can earn money to work on their ships. I was thinking that maybe sometimes they would get parts for their troubles. And on that topic which would be a good starting ship to work on for them. What books are going to help with this? I forgot which one but one sourcebook has rules for creating business as a home base. Maybe the explorer.... Right now I only have the AOR core book but I'm going to pick up the other two core books soon. I'm probably forgetting stuff but I'm open for other ideas
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Kurt
Initiate Douchebag
Professional 6-year old.
Posts: 28
Preferred Game Systems: Rolemaster, Space Master, Etherscope, Aftermath!, AD&D/3.5/5.0, Fate and Savage Worlds
Currently Playing: Nothing, currently.
Currently Running: Nothing, currently.
Favorite Species of Monkey: Jamaicanadian Spidermonkey
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Post by Kurt on Jan 7, 2016 13:46:10 GMT -8
In a previous space game, I played a ship thief, similar to the movies, 'Gone in 60 Seconds'. I had a chop-shop where I would strip stolen ships and sell parts and ships to other characters. In the last game, I was a salvage yard owner who had a third-rate military contract and only repaired the ships that had been de-commissioned for several years. Having a salvage license allows you to have some real junk presented to the players that have the most potential.
Never give your players a great ship to start-off with. Giving them a YT-1300, right from the start, means that they will never upgrade it to anything else. It will always be 'The Falcon'. Start them with two or three ships that aren't complete and see what they decide to make of them. Give them small ships that are too tiny to be of use to adventurers. A tiny hot-rod may sell for a good price but it won't hold three players so it isn't worth keeping around.
Let the players have the graph paper and let them go to town. I find a lot of fun in being able to design my own maps, as a player or as the GM.
Kurt.
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Post by the0gekko0state on Jan 7, 2016 15:17:34 GMT -8
Hmm that is an interesting idea, Salvage License.... It would make sense that on certain planets that you would need some people like that.
That is a incredibly good point! Some decommissioned fighters or cloud cars or something. Heck even a speeder or two.
That's a great idea, even provides they more reason to get involved. Would you turn that into a session on it's own, or even put together with character creation?
Now I have posted on other forums and one poster had a good idea that maybe (if I want or players feel like it) that they could end up selling a ship to the rebel and then get caught up in what would follow. Also maybe a disgruntled ex-customer wants revenge.
I'm having problem even just coming up things to write down from this, does this happen to other people? I find star wars is a little unapproachable.... L5R no problem but star wars holy crap.
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Kurt
Initiate Douchebag
Professional 6-year old.
Posts: 28
Preferred Game Systems: Rolemaster, Space Master, Etherscope, Aftermath!, AD&D/3.5/5.0, Fate and Savage Worlds
Currently Playing: Nothing, currently.
Currently Running: Nothing, currently.
Favorite Species of Monkey: Jamaicanadian Spidermonkey
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Post by Kurt on Jan 7, 2016 16:11:07 GMT -8
Hmm that is an interesting idea, Salvage License.... It would make sense that on certain planets that you would need some people like that. Some decommissioned fighters or cloud cars or something. Heck even a speeder or two. Would you turn that into a session on it's own, or even put together with character creation? I would make it an integral part of character creation but then let the first game be them detailing what their current ship inventory looks like and what problems they are facing with parts and interchangeability between ship systems. Once they have determined their own limitations and concerns, introduce the initial plotline. For my salvage game, I had a new contract become available that informed the players that so many ships were being re-commissioned that even the small shipyards were being given larger ships. When the players found out the the Merchant Marine was being reinstated, they grabbed a ship and enlisted for high-adventure. It was two games later that the adventure started. Kurt.
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Post by the0gekko0state on Jan 7, 2016 18:01:47 GMT -8
Wow that sounds fantastic. Hmmm this may need more pre planning than I thought. Thank you!
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G.I. Joe
Journeyman Douchebag
Posts: 147
Preferred Game Systems: L5R, FATE, GURPS
Currently Playing: Isawa Miriko: Split soul made whole again... with memory issues. Homura (Formerly Isawa Kiyoi) - wandering fire Priestess; Girart - a GURPS low-tech combat monkey w/19ST
Currently Running: Fushigina Ronin (L5R 4th ed)
Favorite Species of Monkey: Winston
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Post by G.I. Joe on Jan 19, 2016 13:32:28 GMT -8
I would say that their chop shop would be a starting group resource, either as a Base of Operations or a Homestead. They may or may not have any ships at the time of the start of the campaign, but if the story is they steal ships and then change them; then that will not be for long. Or, if the story is that they are legitemate business owners (or at least on the surface) then they are between repair/flip jobs. Perhaps they are a mechanics shop/station/junk yard that secretly supplies the Rebellion with repaired/upgraded ships.
I personally wouldn't give them a ship AND a homestead. It's supposed to be one or the other. If they do get a ship, the YT-1300 is one of the starting ships for party, RAW; but you could just give them a firespray, which would be better suited for salvage work anyway, since it comes with a tractor beam. And while the YT-1300 is infinitely customizable, the base model is kinda shit. So they are going to have spend the money/time on upgrading that sucker, to turn it into "the Falcon." But again, if you are running it that they have a buisness, I would give them a homestead or base, not that and a ship.
As for books, I don't own them yet, but for ships you'll want Fly Casual (the Smuggler sourcebook), Stay on Target (the Ace sourcebook), and perhaps Suns of Fortune (Corellia sourcebook). Also helpful would be Far Horrizons (for homestead rules) or Desprate Allies (for rebel base rules). Fly Casual also has a lot more vehilce modifications for your party to attach to their ships.
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Post by the0gekko0state on Jan 21, 2016 14:32:42 GMT -8
Yeah that sounds like a smart idea. Also not allows them to fly away at the first sign of trouble.
Thanks for the book recommendations. Just need to set some cash aside now..... dam you fantasy flight.
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G.I. Joe
Journeyman Douchebag
Posts: 147
Preferred Game Systems: L5R, FATE, GURPS
Currently Playing: Isawa Miriko: Split soul made whole again... with memory issues. Homura (Formerly Isawa Kiyoi) - wandering fire Priestess; Girart - a GURPS low-tech combat monkey w/19ST
Currently Running: Fushigina Ronin (L5R 4th ed)
Favorite Species of Monkey: Winston
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Post by G.I. Joe on Jan 21, 2016 19:13:59 GMT -8
I know right? I'm waiting for a book that has Krayt dragon stats in it....
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