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Far Orbit Project |
[ post #1 ] |
Anyone ever actually run this? Any good stories?
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17 November 2009 07:29 PM |
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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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18 November 2009 02:30 PM |
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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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18 November 2009 03:14 PM |
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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. |
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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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18 November 2009 11:27 PM |
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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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20 November 2009 02:23 AM |
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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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20 November 2009 12:55 PM |
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Re: Shameless plug... |
[ post #8 ] |
Originally posted by Deano
I ran it, or at least a variation of it, and we had great fun with it! See http://toris.magriller.net/hammer/ to see what we did and for some ideas.
Deano |
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That was a good read, Deano. Are there any updates, or did the campaign end there?
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They that wait upon the Lord shall renew their strength; they shall mount up with wings as eagles... Isaiah 40:31
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24 November 2009 10:37 PM |
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[ post #9 ] |
Originally posted by Sarge
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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Sure, in a regular campaign. With the Far Orbit campaign, however, that would be hard.
They'd lose the capitol ship they started with, period. There's hundreds of crewmembers to rescue, which would be extremely difficult.
Basically, the capture of the characters and the Far Orbit ends the Far Orbit campaign, and moves the game in a different direction.
The book is a schizophrenic one. Just like the DarkStryder campaign, it's got these elements of depression and hopelessness threaded in. Several of the suggestions for the end of the campaign involve "downer" endings, as do several suggestions for how to run the mutineer captain.
"Downer" endings are hard to pull off satisfyingly, and usually have to involve some element of hope, like the ending of Empire Strikes Back.
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27 November 2009 06:52 PM |
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A long, long time ago my group ran it. We had an absolute blast with it, and it generated a lot of memorable lines.
"I thought you said you knew how to fly this thing!"
"Look, I said I know how to fly a ship. I never implied I had done it before!"
"Are you sure you didn't throw a stun grenade around the corner?"
"Rrrraaawwwrrraaaugh!" (roughly: yes)
*looks around the corner as stun grenade goes off*
*Wookiee guffawing*
"You know this is against Alliance regs!"
"If you don't shut up and let me concentrate, I'll blow you and your Alliance regs out the airlock on the way out of this system!"
"Boba Fett?! Boba Fett?!"
"I don't even see anything that could look vaguely like a Mandalorian. Are you sure you didn't give him too many shots?"
"After that fight, I could really use a sanisteam."
"I agree, you could. Did you poop yourself?"
"Sir, there's no way to simply 'turn around' a capital ship."
"Crap. All hands brace for impact!"
"*crackling* This is your captain speaking..."
"Oh great! I wanted to know what our cruising altitude was!"
"I am absolutely certain there is only one way to split an atom, Captain. In half."
"What do you mean you didn't think to reload the blasters?!"
Those are paraphrased from memory, but like I said...memorable stuff.
It's probably my favorite WEG sourcebook, and I'd love to have a group playing Star Wars again just to run a Far Orbit campaign.
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7 December 2009 03:00 AM |
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Re: Re: Shameless plug... |
[ post #11 ] |
Originally posted by Sarge
That was a good read, Deano. Are there any updates, or did the campaign end there? |
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The game ran for another ten or so episodes. I have notes for most of it, but I doubt that it will make it to the web any time soon. The group went on to become a special resource group. Here's the background on what ended up happening:
Encouraged by the success of Project Hammer, a privateering campaign in the Mid-Rim, Alliance Command looked to adapt that model further, with a view to achieve tighter command and control whilst still allowing the new units to maintain a high degree of operational autonomy. The result was the commissioning of the Special Resource Groups (SRG's) headed up by General Karl Issac.
Working with Alliance Command, General Issac further refined the concept of the SRG. Where Project Hammer had called simply for privateering operations, SRG's were to be multi-functional, with exact operational duties defined by the make up of the SRG. Each SRG would be able to operate independently of its fellows, though tactical and strategic requirements would not preclude joint missions, subject to approval by the General. SRG credo was simply stated as "Succeed". Issac's vision was that SRG's would be used as a scalpel rather than a bludgeon, moving swiftly from trouble spot to trouble spot, rather than being tied down in drawn out campaigns or garrison duty.
The key operational principles of the SRG's were to be flexibility and independence. Each SRG was to have the skills and equipment available to it to carry out a broad spectrum of operational duties. Independence would be supported by keeping each SRG unit outside the regular chain of command, further they would be expected to be largely self-funding and maintaining (requiring a proportion of each SRG's missions to be economic, rather than purely military, in scope). Alliance facilities could be made available by negotiation, with support from General Issac's office if required, but for the most part each SRG would be expected to source its own supplies and facilities.
Independence was further enhanced by maintaining each SRG under the sole direction of General Issac. Alliance field commanders could request SRG support for any operation, but such requests were to be addressed via the General, and were viewed by him as simply that, requests, rather than direct orders. General Issac was invested with the authority to turn down any request he deemed unsuitable for one of his units directly by Mon Mothma.
With regard to self-funding, each SRG was issued with a list of "acceptable" operational practices and targets, much as laid out in the charter for Project Hammer; as such, funding and materiel was to be "acquired" from the Empire or its supporters whenever possible. Methodology for such acquisitions was up to each SRG to decide for itself, based on its skills, equipment and opportunities.
Rather than cannibalise existing Alliance Special Forces for the personnel, SRG status was offered to a select group of mercenary units that were currently operating under the Alliance banner. There was no set size or structure requirement for the granting of SRG status, all that was required was a record of success, commitment to the Alliance cause and a varied operational history. Most SRG's were formed from combined operations mercenary units, possessing aerospace as well as ground assets, though SRG-3 was an exception. In some instances, glaring operational deficiencies were filled in the short term by seconding regular Alliance military personnel, often at the request of the SRG's commanding officer, but the number was kept as low as possible.
Special Resource Group 7 (SRG-7)
With Project Hammer brought to an early close, following the damage to the reputation of the Hammer and its crew by an Imperial sponsored impostor vessel, General Issac and Minister Ral'Rai Muvunc met with Kethan Falor to discuss with him the SRG concept as well as offer an invitation to the Nova Dragons as a complete entity to become SRG-7.
As this change in status meant a formal joining of the Rebel Alliance, Kethan took the offer to the Nova Dragon command staff initially, where the concept and invitation was endorsed and accepted by all. In keeping with the egalitarian command style for which Kethan has become noted, the proposed move was put to the entire crew, with any individual able, without prejudice, to cash out their earnings from Project Hammer and leave. It was a source of pride to the entire command staff that not a single dissenting voice was raised.
In formalising the formation of SRG-7 from the Nova Dragons, Kethan was promoted to Colonel by General Issac, with an ensuing knock-on effect in the command structure. This was in part due to the recognition of extra operational requirements needed to bring the Nova Dragons fully up to specification for SRG duties. The requirement for a mobile base of operations was identified, which crystalised in the form of the Dragon's Hope, a converted Quasar Fire-Class freighter. The Nova Dragon’s Chief Engineer, Kribaczek, oversaw the extensive engineering work required during the conversion process.
The acquisition of such a large vessel brought further crew and security manning issues to the fore. In part these were met by the incorporation of the remaining members of the Blades mercenary unit, which had fallen on difficult circumstances, as the core of a marine squad, as well as necessitating no small assistance from General Issac in locating suitable crew. The Hammer itself was initially directed, under the command of Lieutenant Commander Aaron Barakumen, to continue privateering activities to help to fund the construction of the Dragon's Hope.
Good fun...
Deano
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4 January 2010 06:01 AM |
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SRG sounds like a fun campaign theme. Wasn't there a similar organization in Fragments from the Rim? Special Operations Team, or something like that... ?
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4 January 2010 11:40 AM |
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There was indeed. That's where the idea came from, albeit I've somewhat expanded the idea and the background behind it. Like the far orbit project, the SRG route gives a great deal of scope for adventures.
Deano
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4 January 2010 03:50 PM |
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