The game in my youth that brought me the most pleasure (next to, I suppose, MERP and Champions) was West End Games’s d6 Star Wars system. A quick reason why this was, I suppose, is that that system emulated quite well for me the feel of that first trilogy of movies. Moreover, the GM advice section brilliantly broke down a satisfying Star Wars adventure into a formula: every adventure should contain a Chase, a Blaster fight, a Starfight, and NPC interaction. This formula made Star Wars one of the most dynamic and entertaining games in my collection.
For this reason I was eager to try out the latest system by Fantasy Flight Games, particularly since I had been hearing intriguing things about it. Therefore, when a friend asked me to run a Fantasy Flight Star Wars game, I readily agreed. The rules set most in circulation among these friends is Edge of Empire, so I agreed to that one. At session 0 my players devised a number of ruffians — one freighter pilot, one Niktos brawler, one Mandalorian bounty hunter, and one self-modding droid. The players agreed that they wanted to steal a Star Destroyer and blow up the Hutt home planet of Nal Hutta. Why? Well, because one character in particular had a grudge against the Hutts, because of slavery. That was enough for me, and to the drawing board I went.
I structured the short campaign into three episodes and said that it would take about ten sessions to complete. I think my prediction has turned out to be surprisingly accurate. We got started sometime in January of 2017 and played, roughly, every two weeks. The campaign ended last night. Here’s how the episodes broke down.
Episode 1: The PCs arrive on the volcanic mining planet of Varok on the Outer Rim. They are here because the Niktos has received word from a former contact that something fishy is going on here, and he thinks the Niktos might be interested in it. The information is that a large amount of ore is being moved to a Hutt casino moon some systems away, and the moon can’t possibly be using all that ore. When the PCs cause trouble (which of course they do), they are surprised to encounter an Imperial presence. When the Mandalorian bounty hunter spies a bounty and captures her, she is surprised to learn that this bounty is the new apprentice of her former master whom she left for personal reasons. The bounty hunter still wants to learn the secret of forging Mandalorian armor, so, while evading Varokian security ships, the entire group ends up moving to the forge of the Mandalorian Vo Kess in the heart of a volcano.
After encountering Vo Kess, the bounty hunter learns that Kess now pursues an ideal of Good in the form of the Light Side of the Force. Kess says that he is willing to teach Kida how to finish her Mandalorian armor if she and her companions will provide him transport to the Hutt casino moon: he is convinced that the Empire is using that moon as a fence to occlude the trail of that much ore from the Rebel Alliance. He thinks all the ore is being used for some diabolical Imperial project.
TIE bombers start pounding the volcano, and the PCs decide to flee in their freighter with their new allies. There is a brief starfight before the PCs make the jump to hyperspace.
Episode 2: Arriving at the Hutt casino moon, the PCs bluff security over coms that they are bringing in supplies for a prominent wedding between two Hutt families that is about to take place. This bluff ends up causing problems later on. Disembarking, the PCs enter the casino, trying to gather information. The planet is a crazy jungle planet in the midst of a Pre-Cambrian explosion, except the giant animal life is insect-based. The main structure of the casino descends to the jungle floor, which itself serves as a kind of gladiator space for the Hutts and their gambling clients. Of course the PCs eventually find themselves in it, but not before making contact with an on-leave Imperial recruit who hates his job of sending refined ore that is left hidden in the rings of the moon’s planet on course for an anomaly in spacetime that swiftly transports the ore to that system’s Oort Cloud. While escaping the jungle floor, Vo Kess (who had been captured by the Hutts) sacrifices himself to create a distraction, and the PCs are off to the space time anomaly and Episode 3 of their story.
Episode 3: Rather than fly to the Oort Cloud and start the tedious business in all of that space of finding the location of the drifting ore, the PCs enter the space time anomaly directly. There is a chance of this causing spacial distortions and mutations to themselves or the ship, but this doesn’t happen. They come out into a region of space that has experienced some anomaly. There is some kind of residual energy here that appears conducive to what the PCs are beginning to suspect are Imperial experiments in creating a cloaking device that could operate on something as large as a Star Destroyer, particularly when they see the hulk of a dark-colored Star Destroyer and are drawn into it by tractor beam. Inside the Star Destroyer, they fight a number of droids and make their way to the bridge, where they encounter more droids and the PC droid’s creator, an Ugnaught named Gidget. Leading up to this time, the bounty hunter, who has been growing Force sensitive, has become aware of a chaotic, dark force in the center of the ship and a fierce personality that at one point reached out to her.
The PC droid, in attempting to destroy his creator, is knocked down by a missile from one of Gidget’s Assassin Droid bodyguards. In the ensuing battle with the rest of the party, Gidget collects his prodigal son and hides himself and his charge in an elevator descending to the center of the Destroyer. The PC droid comes to while Gidget is preparing a mind wipe. The droid skewers his creator.
Meanwhile, the other PCs have discovered that Gidget, before escaping, has moved operations of the Destroyer away from the bridge to elsewhere in the ship. They decide to hunt for the med bay to heal their wounds.
A skeletal-looking protocol droid comes to their temporary base in the med bay inviting them to dinner with his master Lord Quon-tik Theiz. The PCs accompany him on a floating skiff that descends through an open construction zone to a dark singularity in the center of the Destroyer. It is here where Theiz is using his Force mastery over subatomic particles and the proximity to tachyon emissions near a black hole to cause the ferrous material to phase with more accuracy, lending it a cloaking effect. The experiment is unstable, however.
The PCs befriend Theiz and, with the PC droid as Theiz’s new assistant, begin work on a sub-atomic bomb capable of disintegrating an entire planet. The implicit understanding, though, is that the droid is to remain with Theiz. Therefore, when the PCs rig the Destroyer to collapse into its dark heart and begin their escape on their freighter, Theiz phases into the freighter’s hold and battles the PCs until, grievously wounded, he phases off ship.
After this, the PCs make their way to Nal Hutta and, well, blow up the planet. The PCs fail to operate the bomb in a manner that leaves themselves unthreatened by the blast, however, so the ship is caught in a temporal rift and crash lands on an unknown planet.
I would finish the description of my campaign with more about Quon-tik Theiz. As a type of Forsaken Jedi, I think he’s pretty cool. He has an understanding of the Force that reaches beyond the organic cellular to the subatomic. As such, he is able to halve damage and teleport through spacetime. As flavor, his lightsaber glitches in and out of existence. During the Imperial pogroms against the Jedi, Theiz cowardly hid himself in the Void, losing much of his soul to nonbeing and destruction, until the Emperor drew him out.
Impressions of Game System
It was a fast moving game. I like the Light Side/Dark Side Force mechanic, and I almost exclusively used my points to add complications and structure to the plot rather than spend them on mechanical benefits for NPC actions. “Strain” as yet a second kind of damage was annoying to keep track of and it never came into play. As GM, after the first few sessions I felt empowered to direct formidable forces against my PCs, secure that they would feel challenged but get out of the situation more or less “okay.” My job as GM was fairly easy, but for the players I feel that the game has more crunch than I prefer. If I felt the urge to tell a Star Wars story again sometime soon, I probably wouldn’t use this system (without much cajoling) but try to talk everyone into using my beloved West End d6 system. Here is a great podcast on that one, and here is a great article.
May the Force of Others Be with You!