As I've mentioned a couple of times, I'm not 100% happy with the way that the "Star Wars: Imperial Fist" campaign has begun. It's been okay... but that's about all. After the success of "The Eberron Code" and the one-shot, I'd gone into this one with high hopes, and thus far I'm just not feeling it. So, I think a little tinkering is called for, in the hope that that will help unleash the potential of the campaign a bit better.
Now, the first thing I need to do is identify the issues that I think are apparent in the campaign. Before I do so, it's important to note that this isn't a finger-pointing exercise - one of the issues is to do with the set of Player Characters in the campaign, but that's not because they're at fault; rather, it's because those particular characters don't mesh with the campaign I had envisaged and had, thus far, been running. The consequence of this is that the campaign needs to shift to better fit those characters, rather than any alternative.
As far as I can tell, there are two key issues with the campaign:
The Player Characters
Nominally, we have a group of four players. However, one of these four has attended only one of the four sessions to date. For each of the other times, there has been a reason for the absence, so it may reasonably be hoped that this may be a non-issue. For the moment, however, I have to plan assuming that the other three characters represent the core of the group.
Of the other PCs, one is very much a 'grunt'. I had thought that the more detailed background the player gave might indicate an interest in some things, but this hasn't really been borne out - the character seems to just want to find things to shoot. That's fair enough. Indeed, in some ways that's a boon, since such a character is easy to satisfy.
A second PC is very much a 'comic relief' character - a monolingual Jawa mechanic. Again, this isn't inherently problematic since the character isn't actually disruptive and the player seems happy to follow on with whatever storyline unfolds. So that's good.
But...
What that means is that a great deal of the heavy lifting for the plot falls onto the fourth PC - a Rodian smuggler. The only real problem there is that the concept of the campaign was that these characters would be dealing fairly extensively with the Imperial society, and that society is xenophobic.
So, if our characters are an Imperial who (at least for now) cannot be considered a certainty, an Imperial 'grunt' with little interest in the investigative side of the campaign, the comic relief, and a Rodian who is not ideally suited to dealing with Imperial society... it's just not a great fit.
(At this point, I could lament that if only that one player could be counted on, then it would all be fine. But there's little point in dealing in "if onlys". Better to deal with things as they are now, while I have some time to make the necessary changes.)
The Central Plot
In one of my stupider moments, I set up a central mystery for the plot, seeded a few clues, and let it run. The central mystery is leading up to the shock revelation that... (spoilers) the Emperor himself is a Force-user! (gasp!)
Um, yeah. There's a reason that same revelation didn't have any impact in "Revenge of the Sith". Maybe next I'll reveal that Darth Vader is secretly Luke's father!
So...
I think I have the core of a fix worked out. It has three parts:
- Pretty quickly make is apparent to both the PCs and their powers-that-be that there is something brewing in the underbelly of the galaxy that the Imperial Navy is poorly placed to investigate officially.
- Putting the PCs on detached duty, allowing them to fly around the sector of the galaxy without oversight, charged with finding out what is going on and stopping it (or at least reporting back so that Daala and the Restorer can stop it).
- Replacing the central mystery of the campaign with something that is an actual revelation.
I believe that will probably improve the campaign: it should replace the slightly-awkward interactions with Imperial society with much more natural interactions with scum & villainy, while retaining the underlying premise of the campaign. It will also fit the Imperial Officer character, without the potential group issue should the party just run off. Finally, the 'grunt' should be happy in having things to kill - they're just slightly different things than I had previously expected.
At least, that's the plan. It's possible, of course, that it just won't work out at all.
Now... I just need a new central mystery. I really don't know what I was thinking.