Wednesday, 30 January 2013

Jedi Hunter

In addition to working on a Serenity one-shot, and also getting ready for the start of Volume Three of "The Eberron Code", I've been busily working on the characters for my next Star Wars one-shot, "Imperial Fist". Because, you know, I've just got far too much free time.

Actually, it's been quite a fun exercise. And for the most part, the characters have pretty much written themselves: there's the Dark Jedi, the Assassin Droid, the Special Forces clone veteran, and the ambitious Imperial officer. (Although I suspect the Imperial Officer is going to need some minions to boss around; at the moment, he really doesn't stack up with the rest. Basically, he's the Bard.)

The last character to work on, though, is proving to be a bit more tricky: he's the Scoundrel of the group, a would-be Bounty Hunter. Which is an easy enough concept, and mechanically shouldn't be too tough to pull together.

However, there is one key issue: equipment. See, what the game doesn't really highlight is that the only reason the likes of Boba Fett and Cad Bane are capable of holding their own against Jedi is their creative use of specialised equipment to negate many of the Jedi advantages.

But, of course, I don't want to just create a clone of Boba Fett - jet pack, Mandalorian armour, rocket launcher... Not least because armour in SWSE is generally a poor deal anyway beyond very low levels (unless you're a Soldier with some specific talents). What I really need is some new, cool, and custom pieces of equipment to give to this character to help take down a Jedi.

And that's proving tricky. Any ideas?

(Of course, in a couple of weeks I'm going to ask the other question - if you're a Jedi, what tricks and techniques do you use to evade a dedicated assassination squad? But that's a question for another day.)

Monday, 28 January 2013

A Useful Resource

One of the questionable joys of running a one-shot adventure lies in creating the characters. On one hand, you get to use the characters to set the tone of the game, you can tie the characters far more intimately to the story than is usually the case, and you get to be somewhat experimental with them, creating characters you otherwise wouldn't use. On the other hand, it's a lot of work for characters that generally won't see much use.

For my first two Serenity one-shot games, I went to the trouble of creating a crew tied specifically to the story, and that worked well each time. However, for the third one-shot, I have done something different.

Unlike the previous two games, which had a particular premise that more or less required a crew built for the story, this third one-shot would work equally well with just about any crew (ironically, except for the crews I created previously). And, I reflected, it seems likely that I'll run Serenity as a one-shot several times in the future, where those stories might, or might not, call for a custom crew roster.

In light of this, I felt it would be a good idea to put together a 'default' crew suitable for one-shots - a set of characters that can be picked up and used for all manner of adventures going forward. Ideally, such a set of characters should have something of the Serenity 'feel' to them, but it is also preferable that they not be Mal Reynolds et al.

Fortunately, as I noted on my other blog, there's a set of characters who are ideal for this purpose, having been created by Joss Whedon himself. I refer to the crew of Betty, the ship from "Alien: Resurrection". There's a good mix of characters there, they feel very much like a Serenity crew, and they're also obscure enough that a group of players can run with them in a great many ways.

(Of course, there is one sticking point, surrounding the character of Call. In the film, she turns out to be an Auton - an artificial person. Which would represent a somewhat jarring addition to the 'Verse, where the LoveBot represents the closest they come to such a character. However, fan theory has it that the 'Verse is actually part of the same setting as the "Alien" films. And it does make for a suitable Dark Secret complication, so I've decided to go with it as-is. Depending on how the next one-shot plays out, I may adjust that in future.)

Over the next little while, I think I might well post each of these character in turn - that seems a good mini-series for the blog to follow. Plus, it might allow for some refinement of my ideas, tweaking the characters for better use.

Monday, 21 January 2013

Hiatus

Note to self: next year, when you put your campaign on hold for the Christmas period, don't leave it so long before starting back. The third Tuesday in 2014 is the 21st of January - that's more than enough time for people to get back into the swing of things.

In case you hadn't realised, I'm rather regretting pausing the campaign until February.