Star Wars is a cinematic universe. For our purposes, that lends a lot of direction towards how to actually write a Star Wars adventure. The greater OSR mentality of information-heavy multi-keyed location exploration doesn't cut it for Star Wars. I love that, to be sure, and would happily spend my time refereeing a session ensuring that resource drain, decision fatigue, and overall survival horror mark the cornerstones of the experience, but that is just not how it works in a Galaxy Far Away.
As I continue to run a campaign in an alt-history post-Return of the Jedi universe locally for my peers, it dawns on me that so often I search for Star Wars adventure seeds or creative fodder and all I can find are detailed, on-rails fan modules written for FFG's Edge of the Empire etc, which, of course, is a fun game, but is entirely in the vein of big damn hero modern RPG philosophy. What I hope to do here is, instead, offer some dynamic generative tools to create quick, impact-heavy locales for use in all of the major Star Wars environments as made lovingly famous across all manner of related media. Borrowing from the excellent concepts behind point-crawls, you'll have a five-"room" adventure site in minutes, allowing for a mixture of concrete and abstract elements from which you can riff a whole evening's session with little effort.
Help me help you, because at the very least, I'm helping myself.
Saby Menyhei - Artstation |