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Far Orbit Project
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Gulor  [ Find more posts by Gulor ]
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  Far Orbit Project [ post #1 ]

Anyone ever actually run this? Any good stories?

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cheshire  [ Find more posts by cheshire ]
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   [ post #2 ]

You know, I've owned it for years and never so much as looked beyond its optional rules and deckplans.

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   [ post #3 ]

It works well as a campaign outline, with some key adventures included. You'll still want to write up the majority of the campaign, though.

Some of the encounters are practically unwinnable without a good deal of character advancement, and even then it'll be tricky. A single Nebulon-B cannot stand up to some of the forces in those encounters. So to keep the campaign from going completely off the rails, Deus Ex Machina outs are provided.

I dislike Deus Ex Machina "saves". It indicates to me that the encounter was designed as a "screw you, players" encounter.

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   [ post #4 ]

Originally posted by Starcloud
Some of the encounters are practically unwinnable without a good deal of character advancement, and even then it'll be tricky. A single Nebulon-B cannot stand up to some of the forces in those encounters.


I have this book but I've never looked over the encounters. It seems strange that they would have unwinnable scenarios when the book basicly says not to be stupid and not to bite off more than you can chew (or was that Pirates and Privateers).

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   [ post #5 ]

Oh, from the privateer's point of view, the encounter starts off innocently enough. Lone freighter with valuable parts.

At that point in the campaign, though, the Imperials are actively hunting and said freighter is a "trap".

What happens next is four GaT-12s Skiprays, an Interdictor, a Strike Cruiser, and another Nebulon-B (which never enters the fight) show up. Plus the capitol ships launch TIE bombers and TIE fighters.

All to force a surrender.

Yeah... overkill much?

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   [ post #6 ]

I have no problem with an overwhelming fleet showing up to force a surrender as part of the story. Major characters are captured in all the movies; that should be a theme for our games too. I like to take away all their toys, throw them in a locked room, and let them figure out how to escape. Make the players think instead of just rolling for attacks.

Also, prison is where you get to bring in your villain and get him monologuing. And of course the PCs learn some critical bit of info that saves the day after they escape.

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