Starting a Campaign with FFG Toys ...
Mar 3, 2017 5:40:21 GMT -8
Post by Wrunner on Mar 3, 2017 5:40:21 GMT -8
I'd like to hear y'all's thoughts on an idea I have to start a Star Wars Age of Rebellion campaign ...
As you're probably aware, Age of Rebellion focuses on the military struggle between the Rebellion and the Empire (as opposed to the Outer Rim rouge-ish exploits of Edge of the Empire and Jedi-y things of Force and Destiny).
With that said, I want the campaign - while being Star Wars - to be especially gritty.
With that said, I'll need my players to be especially invested.
With that said, I reached my epiphany:
Why are players so invested in their characters?
Because they create them.
Why are players less invested in everything else (at least initially)?
Because they don't.
ENTER THE FANTASY FLIGHT TOYS!
[Star Wars Armada is a massive scale space naval battle game where one side pits its fleet of Star Destroyers and the like against the Rebellion's Corvettes and Mon Cala-cruisers for dominance of the stars.]
["The Correllian Conflict" is an expansion for Armada that lays a sort of mini-campaign out for the two sides to battle ongoing sessions that play off each other to claim the region.]
[Star Wars Imperial Assault is a tactical grid-based mini game where characters assume the role of a new Star Wars hero to battle the Empire in a series of ground-based missions that unfold in a unique character-driven campaign.]
My thought is, before starting in on the Age of Rebellion RPG campaign, we spend a span of time (perhaps not the whole campaign, perhaps so) playing the Armada Correllian Conflict, then spend a span of time playing Imperial Assault.
When we're done, we take the events - both in the sky in Armada and on the ground in Imperial Assault - as canon for our Age of Rebellion campaign. The players will create new characters as fresh recruits, but they'll be aware of the recent deciding battles that have taken place.
Maybe the Imperials did a good job of cleaning up in Armada and a number of Rebel bases have been destroyed. Now, upon starting the RPG, the PCs are a few among many fragmented groups forced to flee in the defeat.
I'm pretty excited about the idea. I've been able to talk to a couple of my players about it, too, and they're on board.
Just thought I'd bring it up to you fine folks to see what you thought ...
As you're probably aware, Age of Rebellion focuses on the military struggle between the Rebellion and the Empire (as opposed to the Outer Rim rouge-ish exploits of Edge of the Empire and Jedi-y things of Force and Destiny).
With that said, I want the campaign - while being Star Wars - to be especially gritty.
With that said, I'll need my players to be especially invested.
With that said, I reached my epiphany:
Why are players so invested in their characters?
Because they create them.
Why are players less invested in everything else (at least initially)?
Because they don't.
ENTER THE FANTASY FLIGHT TOYS!
[Star Wars Armada is a massive scale space naval battle game where one side pits its fleet of Star Destroyers and the like against the Rebellion's Corvettes and Mon Cala-cruisers for dominance of the stars.]
["The Correllian Conflict" is an expansion for Armada that lays a sort of mini-campaign out for the two sides to battle ongoing sessions that play off each other to claim the region.]
[Star Wars Imperial Assault is a tactical grid-based mini game where characters assume the role of a new Star Wars hero to battle the Empire in a series of ground-based missions that unfold in a unique character-driven campaign.]
My thought is, before starting in on the Age of Rebellion RPG campaign, we spend a span of time (perhaps not the whole campaign, perhaps so) playing the Armada Correllian Conflict, then spend a span of time playing Imperial Assault.
When we're done, we take the events - both in the sky in Armada and on the ground in Imperial Assault - as canon for our Age of Rebellion campaign. The players will create new characters as fresh recruits, but they'll be aware of the recent deciding battles that have taken place.
Maybe the Imperials did a good job of cleaning up in Armada and a number of Rebel bases have been destroyed. Now, upon starting the RPG, the PCs are a few among many fragmented groups forced to flee in the defeat.
I'm pretty excited about the idea. I've been able to talk to a couple of my players about it, too, and they're on board.
Just thought I'd bring it up to you fine folks to see what you thought ...