Saturday, April 23, 2022

Star Wars Faction Write-Up, Inspired by a Board Game

 Mood Music

This, right here, is one of my all-time favorite board games, packed so full of chrome and drama that you can rewrite the Original Trilogy with a single play. This is not a post, however, about the board game, nor the similarly-styled and eponymous computer strategy game which came before it. This post is about how my friends and I played this video-game-turned-board-game in order to inspire the setting for our tabletop adventure game campaign. Layers

The same new Galaxy Far Away campaign which I mentioned last time (including the example of real play therein) came about when I pitched "Star Wars D&D" to some guys I mentor on a regular basis. Both of them have played Rebellion against me many times, so one of them said "hey, what if we play again and whatever the outcome of the end-game state is, that's the prompt for our Star Wars RPG setting?" It was a stroke of brilliance, and it led to a near-five-hour haul to reach the natural conclusion of play. And hoo boy, did we end up with a compelling springboard.

I'll get to the details and the faction write-up (like I did for Dolmenwood) shortly, but here is the opening crawl I wrote up for the players:

The GALACTIC EMPIRE is no more. After rousing battles over contested planets and daring successes in the political arena, the Emperor's influence over the galaxy has cracked like glass. Mon Mothma of Chandrila, the rising Chancellor of the NEW REPUBLIC, has made her stand on Mon Calamari along with a cadre of elite agents and officials. 

Looking on in hesitant wonder, the populace of the galaxy faces an uncertain future. The long shadow of the Empire is now fragmented into a slew of bickering warlords, while the current location of Emperor Palpatine is a troubling mystery. A groundswell of support for the former Rebellion has ushered in a move towards peace and stability, still nascent and small in scope. 

Meanwhile, the Outer Rim is wracked with conflict under a dread armada of massive warships, the HAND OF VADER, and the Mid Rim is harassed in no small part by the self-appointed BARON KRENNIC aboard a terrifying vestige of the Imperial Era, the DEATH STAR. Rumors abound of rogue Jedi and Sith, as well as Rebel Partisans who refuse to cease warfare against the Imperial Remant. 

The ghosts of Geonosis and Naboo stir as the public hopes for a more stable, and less threatening, new chapter in the galaxy, while respected wartime figureheads, LUKE SKYWALKER and OBI-WAN KENOBI, make moves against chaos and tyranny in the lawless galaxy...

One great element about Rebellion is that as each side pursues their goals, they fundamentally alter the canon events of the Original Trilogy (and Rogue One, if you have the expansion). As such, we ended up with quite a few curious scruples that absolutely change the traditional events and outcomes of A New Hope, Empire Strikes Back, and Return of the Jedi. Most notably in our session:

  • The Rebellion won largely by political advances, not primarily by surgical military victories
  • Emperor Palpatine is not dead, but has abandoned this Imperial project for greener pastures
  • Darth Vader does not know Luke is his son, nor Leia his daughter
  • There are two active Death Stars, one of which is commanded by Director Krennic
  • Grand Moff Tarkin was assassinated by Jan Dodonna and and Chewbacca
  • Hutt space is dominated by the New Republic, with Jabba and his cartels evicted
  • Obi-Wan Kenobi and Yoda are still alive, co-training Luke Skywalker and reviving the Jedi
  • Naboo was destroyed by the Death Star, not Alderaan, keeping Bail Organa alive and well
There are other highlights, but you can immediately see that this is a very different story than we take for granted with the established setting lore. The Empire is shattered, its leadership scattered, and is already descending into a rabble of bickering warlords. Darth Vader holds the vast majority of the Imperial Navy under his control, while "Baron" Krennic commands one of the two intact Death Stars. Remaining moffs and command staff don't know who's in charge, and are seizing worlds and systems for themselves. The New Republic has a lot of influence, but almost no infrastructure, leaving a lawless vacuum in which smuggling outfits, mercenaries, and cartel kingpins (such as the dispossessed Jabba the Hutt) now face little resistance to fill, and quickly. Meanwhile, Luke never left Obi-Wan, never confronted Vader, and never rose to the occasion on his own. 

A lot of brain fuel, to say the least. 

One of my players' characters for this campaign: COG, the former Imperial security droid.

Now, then, is the formal faction presentation I'll be using behind the scenes to fill out the natural wants and needs of the bigger players in this new Star Wars sandbox. For the little upkeep bits I use to make this all hum, see the previously-linked Dolmenwood post above the opening crawl.

SHATTERED EMPIRE FACTIONS

1. The Hand of Vader
Headed by the terrible Sith Lord himself. A staggering armada of monstrous warships.

Resources
- Six Executor-class Star Dreadnoughts, acting as command and bombardment platforms
- Nearly a thousand Imperial-class Star Destroyers, comprising the bulk of naval power
- The concentration of the Imperial Remnant's greatest officers and capable soldiers

[][][] Establish a hyperlane blockade from Geonosis to Utapau, pinning down partisans
[][][][] Move into former Hutt Space to bombard New Republic targets, Toydaria and Doran
[][][][][] Launch a campaign against the Core to take Coruscant and Corellia from warlords

2. The New Republic
Nascent democratic leader in the Galaxy. Bastion representative of freedom and equality.

Resources
- Popular support and tax revenue from aligned systems from the Outer Rim to the Core
- Significant, if mostly grassroots, naval force, including many scouts and support vessels
- Dedicated network of skilled operatives in all stations and from all walks of life

[] Ferry defensive forces beyond Nal Hutta in an attempt to secure Hutt Space
[][][] Locate Jan Dodonna, held somewhere by Imperial Remnants on Mon Calamari
[][][][] Establish a no-fly zone around the disabled Death Star in orbit above Saleucami

3. Baron Krennic
Megalomaniac director for Imperial weapons projects. A god-complex with a superweapon.

Resources
- Full control over the pinnacle technological terror of the Empire, the Death Star
- The bulk of finalized Imperial weapons projects and the technicians to field them
- Elite Death Trooper squadrons and hundreds of TIE Defenders looted from storage

[][][] Move the Death Star to the Hydian Way to assert dominance over trade routes
[][][][] Sabotage Republic shipyards at Mon Calamari and Imperial shipyards at Corellia
[][][][][] Assassinate Bail Organa on Alderaan to draw out Mon Mothma 

4. The Hutt Clan
Dispossessed kingpins of galactic organized crime. Still feared by many and feeling vengeful.

Resources
- Respect and fealty from thousands of "free traders" and their various ports of call
- Potent influence over most major arms deals and trafficking in the Outer Rim
- Unparalleled charisma in political dealings across all parts of the galaxy

[][][] Expose traitors who gave up Hutt Space to alignment with the New Republic
[][][] Recover a fleet of light to heavy freighters confiscated by New Republic security
[][][][][] Foment unrest on Kashyyyk to undermine trade stability for Hutt enemies

5. Crimson Dawn
Master syndicate of many allied cartels. More ruthless and subtle than the blustering Hutts.

Resources
- Entrenched information network spanning espionage and blackmail on most worlds
- Highly-sophisticated cell hierachy of operatives, assassins, and double-agents
- Firm majority control over illicit exports of spice, medical supplies, and agribusiness

[][] Infiltrate the CIS factories on Geonosis to leverage Clone War arsenals
[][][][] Replace top intelligence officers within the New Republic cabinet
[][][][][] Stage a heist at The Spire to break out Prince Xisor from captivity

6. Minor Independents*
Roaming Imperial Remnant moffs, staunchly independent systems, and corporate interests.

Resources
- Powerful local governments in systems such as Sullust, Malastare, Bespin, and others
- Large caches of Imperial technology replete with holdout fleets, soldiers, and spies
- Business, banking, and manufacturing throughput no longer beholden to single clients

[][] (Colonel Yularen) Recover security override codes for Krennic's Death Star
[][][] (Lando Calrissian) Formalize trade alliance with the New Republic in the Mid Rim
[][][] (Kuat Drive Systems) Intensify R&D into small strike craft, replacing huge warships

7. New Jedi Order
Once the guardians of peace and justice in the Old Republic, now rebuilding from the ashes.

Resources
- Formal oversight regarding all manners of spirituality, lore, and ancient historical rites
- Unflinching respect of neutral leaders, New Republic cabinet members, and mystics
- A true connection to the Force, as well as the legacy of the former Jedi generations

[] Establish a formal Jedi Temple on Yavin 4, inviting any Force-sensitives to commune there
[][][] Investigate the Sith reliquaries on Malachor, Korriban, and Coruscant
[][][][] Uncover the movements of Darth Sidious, who is known not to have died, but fled

8. Rebel Partisans
Militant extremists dissatisfied with the New Republic. See themselves as heroic successors.

Resources
- Unquestioning zeal for the most radical elements and objectives of the Rebellion
- Ace pilots, crack shots, and a standing infrastructure to support ongoing military actions
- The deep pockets and loud voices of wealthy dissidents, senators, and conspiricists

[][] Coordinate expansion of cells and active agents around Geonosis and Hutt Space
[][][] Bomb the heavy arsenals under Moff Jerjerrod's control on Lothal
[][][][][] Infilitrate and scuttle one of Vader's Executor-class Star Dreadnoughts



*Just as with my Dolmenwood write-up, the lesser faction forces are counted together not because of their alignment, but because they comprise more influence than individuals, but less than the major players.

> RANDOM EVENTS <

Ecological
  1. A pestilence sweeps across the Core worlds, killing millions and incapacitating many more on on dozens of planets. New Republic aid is stretched to its limit, while untested remedies flood the streets. Rumors say that a warehouse under Imperial control is the epicenter of the outbreak.
  2. Scintillating and mysterious, a huge and enigmatic spacefaring crystal arrives in the Mid Rim. As it nears inhabited planets, the residents go mad with frenzied visions and ecstatic fugue states.
  3. Gravity fluctuations near Corellia send the region into panic. Once-secure asteroid belts begin to destabilize and rocket towards the planet. Spacefaring travel around Corellia is shredded.
  4. Famine strikes the Outer Rim as trade convoys are disrupted and workers abandon their posts due to hunger. Whole planetary infrastructures begin to crumble, while warlords profit.
  5. Chandila's primary star slips towards supernova suddenly and without warning. New Republic science corps are dispatched to try and halt the imminent collapse, but there is little hope.
  6. Purrgil arrive in droves from somewhere outside of the galaxy's edge. Many trade routes are thrown into confusion by the huge animals, while many of the strange creatures are sought after by poachers and black-market interests.
Political
  1. Crimson Dawn's influence expands and absorbs even more minor systems and networks. With a foundation of power fully consolidated, the cartel's shadow master, Maul, announces himself publically in the galaxy, bringing terror in his wake. Dark Side sensitives flock to his side.
  2. Clone War-era droids and artillery models begin to enter the market, proving that the foundries of Geonosis are awake once again. But who is operating the old factories? Rumors abound of partisans, rogue corporations, and Imperial moffs. No one, currently, takes ownership of the claims.
  3. Rumors of horrible war machines, the Dark Troopers, crop up behind political assassinations, colony destruction, and coups on many planets in the Mid and Outer Rims. Could General Rohm Moc, presumed dead, still be active somewhere aboard his factory dreadnought, the Arc Hammer?
  4. With growing heat on his formidable bounty by Jabba the Hutt, Han Solo coalesces a fleet of elite ship captains and less-than-legal vessels, forming the Smuggler's Alliance. Veiling himself behind numbers and charismatic trade envoys, Solo evades capture by the Hutt Clan, for now...
  5. An unknown Imperial figure calling himself "Grand Admiral Thrawn" has appeared. Warlords, New Republic fleets, and free traders are lost all across the edges of the known space. Advanced vessels known as the "Seventh Fleet" arrive like ghosts, leaving a trail of surgical violence in their wake.
  6. The second Death Star, currently a barely-functioning derelict in orbit over Saleucami, suddenly jumps to hyperspace. New Republic communications urge calm across the Galaxy, but common sentiment is fearful of such a tremendous power locus going unchecked.
Weird
  1. A rogue Force user known only as "Joruus" begins to draw followers to himself, instilling destabilization in the New Jedi Order and malcontent among errant Force adepts at standing Jedi enclaves. What's more, rumors suggest that "Joruus" has been seen in many places simultaneously.
  2. Unpredictable shifts in known physics lead to a widespread hyperlane breakdown. Many systems are stranded, and experts everywhere cannot agree on a broad solution to interrupted stellar travel.
  3. Inorganic lifeforms known as "Shards" arrive on multiple worlds, ambulating by way of impressive droid-like shells. The New Republic extends a welcome to them, but they appear and act so alien that many fear them out of hand. Some of these crystalline beings appear to be Force sensistive...
  4. Spice addiction rages as a new instance of the potent narcotic flood the market. No one takes ownership for the new product as of yet, though some suspect a revival of the Pyke Syndicate on Oba Diah. The Pykes, having been greatly weakened following the war, deny these claims.
  5. Public officials across numerous governments begin to act uncharacteristically. Clandestine medical scans report them to be clones of their former selves, altered subtly and controlled remotely. Questions race everywhere. Who produced these clones, and where are the original figureheads?
  6. A Sith cult arises under the leadership of an enigmatic figure, Gideon, on the haunted planet of Ziost. Claiming to be the "Emperor's Hand," he amasses the support of millions of dissidents and dozens of rogue Dark Side users. His power is formidable, and all larger governments question his true motives.

Mack Sztaba - Artstation

3 comments:

  1. Impressive story seeds here! I look forward to seeing what the players make of it.

    ReplyDelete
  2. An excellent way to use an excellent boardgame.

    ReplyDelete