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  1. - Top - End - #1
    Bugbear in the Playground
     
    NecromancerGirl

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    May 2014

    Default It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heavy)

    So... a while back, I posted a thread here asking if anyone would be interested in Star Wars 5e – a free, fanmade variant of D&D 5th edition. A DM duly stepped up to the plate, but alas, that game fizzled out, as so many on this site do. Even so... in the process, I got myself motivated to try and run a game of my own – but in my own setting. At the time, I wasn't quite ready to start a game on here – there was homebrew to find (or make), lore to write, art to commission, and of course an actual campaign to write. But, I knew there would be a time in which I was willing and able to make a game here.

    That time has now come. SW5e, Prepare to Text Edition!

    But first, a little bit about this setting. It's one I've had for a long time, and originally based on Star Wars, but over time it's grown its own identity as I've consumed sci-fi media besides Star Wars itself. It's got some of the idealism of Star Trek, and room for free-spirited freelancers such as the heroes of Firefly, but still has its grittiness. It's got the advanced yet down-to-Earth aesthetic of games like Lost Planet, Armored Core, Mechwarrior, and the human side of Halo, mixed with some of the science-fantasy of Star Wars itself. Inspirations aside, it's ultimately about doing your best in your own small corner of a large galaxy, whether you're just trying to make a name for yourself, or want to leave the world a better place than you found it – and people like that are always needed.

    Spoiler: What's different from Star Wars?
    Show
    Since I'm using a system designed around Star Wars, it's important to outline some differences.

    Star Wars, ultimately, is meant to seem like another world. From the claim of “A long time ago in a galaxy far far away,” to the energy weapons and floating vehicles, Star Wars is meant to be fantasy set in space – and that's before The Force gets involved. Of course, their technology is also a bit varied in terms of how advanced it is, with fully sapient droids having to manually aim a ship's turrets. This too contributes to a sort of Western or WWII in space feel. It's a unique aesthetic – and I have no intention of copying it.

    Instead, this setting has its share of advanced technology, the kind that doesn't exist in Star Wars. From things such as limited teleportation and portable shields, to genetic modification and advanced computerization – indeed, the main reason organic beings are still involved in war at all is because hacking and electronic counter-measures are also highly advanced. Every technology has a counter, and the entire point of some fields of technology is to make other technology useless.

    Perhaps because of this last fact, there's also a fair amount of tech that we would find recognizable. People in this setting don't throw out proven technology just because something new and shinier can do the same thing for ten times the electricity requirements. As such, metal bullets propelled by explosions are still the primary infantry weapon. Miniature mechsuits and tracked tanks get air support from attack helicopters and jets. Technology has been refined, but rarely has it been reinvented.

    That leads into one page I do take from Star Wars' book. Star Wars, put simply, looks lived-in. It's got dirt, it's got clutter, and in so doing it seems almost... familiar. Homely. By contrast, to quote a friend of mine, the bridge of the USS Enterprise in the most recent Star Trek films looks like the inside of an Apple store. And it's the former style I want to emulate. In Star Wars, even the insane high-rises of Coruscant stand above a seedy underhive. And in my own setting, there certainly are spit-shined surfaces and computer lights, but travel far enough and you'll find a thin coating of dust, grime, soot, graffiti, and occasionally blood over tried-and-true machinery.

    One more thing – the sci-fi “magic.” Star Wars has The Force, which has its own fascinating lore, and I wouldn't even attempt to copy that over. So instead, in my setting, we've got psychic powers. It lacks much of the mysticism of The Force (although people can certainly see it as mystical), but it still has its mystery – especially since psychic powers are new to this setting, coming from a mysterious source, and those who develop them don't show a clear pattern. And like the Jedi, those with psychic powers are quite important to the setting... but more on that later.


    I've also got a... bit of a text wall here, but I like to think it covers the theme of this setting, what it's about and what made it what it is.

    Spoiler: The Intro!
    Show
    Once, the galaxy was a different place. Thousands of species and millions of different worlds... and too many of them in some sort of conflict with each other. All for reasons insignificant in the grand scheme of things. And yet, one of these conflicts would reshape the entire galaxy, though none knew it at the time. This war was the work of the Terran Coalition, which sought to expand and secure its hold among the stars, even at the expense of the species in their path. Opposing them were the various species of the Corundorian Union, an alliance formed and centered around the world of Corundor, whose native species had been a primitive people until the arrival of human colonists over a century prior. Though the Terrans had great success at first, the resourcefulness of the Union threatened to undo all of the conquests the Coalition had made. But then, a breakthrough occurred for the Coalition – the discovery of an ancient alien space station and its reactor.

    Scattered throughout the galaxy were ruins and devices left behind by an alien race, known only as the Ancients, that had lived millions of years previously. Most of what was left behind was inactive, and assumed to be as dead as their creators. But the construct found by the Coalition, half-buried on a desolate planet named Requiem, was different. Coalition scientists were able to reactivate it, and even get it back into space and able to travel to other star systems. Experimentation showed that it was capable of producing massive amounts of energy, far more than anything else the Coalition had at their disposal. Enough to power the technology of an entire planet. But if that energy were improperly directed, it could destroy everything on the planet’s surface instead.

    The military uses for such a device were obvious, and the Coalition wasted no time in putting the station to use. They sent it against the Union world of Arovan, which just weeks earlier had repelled an attack by a substantial Coalition fleet. The Union defenses could do little against the station, for the Ancients could build their structures out of materials so strong, conventional weapons barely left scratches or burn marks on it.

    In the end, the Union forces could do nothing but flee as the artifact's power scorched the surface of the world, burning away every trace of resistance and leaving only a desolate rock behind.

    The entire Union was shaken by the reports of a massive, seemingly invincible artifact and the power it possessed. Even worse was the report that its next target was Corundor itself, in an attempt to break the spirit of the Union. There was little time to muster forces, and even less time to form a plan. But there was no choice. This station, this reactor – which they named the Devastation Engine – had to be stopped, at any cost.

    As the Devastation Engine arrived in Corundor's system, its escort fleet was promptly engaged by every ship the Union could gather. But this was nothing more than a screening action for transports to board the station and find some way, any way, to destroy it or shut it down. Heroes on both sides fought inside and outside the Engine, with the fate of Corundor in the balance.

    No one knows what exactly happened inside the Devastation Engine halls and systems. But as fleets battled for dominance or survival above Corundor, the Engine's power generators began to go into overdrive, rapidly building up far more energy than was needed to destroy all life on the planet below. Its operators had any control over the Engine anymore, finding that the jury-rigged control mechanisms they'd installed no longer functioned. Instead, something from within the Engine was waking up, and it did not like any part of the situation it found itself in.

    The first thing it did was to fire up its drive systems, halting its progress towards Corundor. Then, it sent out a wave of psychic energy, a compulsion to every single combatant around it to cease fighting at once. The next wave it sent was even more powerful and far-reaching, a call into the void for every other relic of the Ancients, all across the galaxy, to awaken as well. Most stayed dead. A good portion of the remainder merely went into a standby mode, functional but inactive. But those that fully activated were able to exert enough influence to change the very nature of the galaxy itself, if not even further beyond. Across the Milky Way, anomalies in space appeared, wonders and dangers in equal measure, as matter, energy, and space reacted to the sudden changing of the laws of reality. But more than that... from that point onward, there would arise individuals with psychic potential – the same power, it was now known, that the Ancients once possessed.

    And with this act, the Devastation Engine went cold, its systems burned out from the sheer amount of energy it had channeled. Perhaps it chose to burn itself out.

    The galaxy would later come to know this event as the Psychic Awakening. But at the time, few realized its significance. The surviving forces of both sides withdrew from the ruin of the Devastation Engine, the Terran forces leaving the system entirely. It was merely a ceasefire... but the seeds for true peace had been sown.

    Slowly, those with psychic abilities began to realize the power that was growing within them, the potential they possessed. And though these individuals were rarer than one in a hundred thousand, each of them possessed a supernatural awareness, a sense of the vastness of the universe – with other psychics shining like stars in the abyss. They were aided in this by some of the artifacts left behind by the Ancients – a web of psychically resonant devices that spanned the galaxy. Many of its nodes had been destroyed over millions of years, but enough remained to form a functional communications grid, a means for psychics to reach out and contact others like them. This contact was slow at first, with psychics just forming connections with random others across the galaxy, beings they had no hope of ever meeting in person. But the connections grew and multiplied, and with them grew a sense in many of the psychics of being a part of something greater. And within this network grew the idea – perhaps planted by the relics of the Ancients – that the wars across the galaxy could be ended, and that a galactic peace, if not galactic unity, could be achieved. Or at least, that was the hope.

    Not every psychic in the galaxy chose to work towards this purpose, but many did, using their ability to communicate discreetly over any distance to their advantage, along with whatever powers they had to alter the world around them. Plans were made and set in motion to steer the course of the various forces in the galaxy towards cooperation and coexistence, or at the very least away from conflict. Not all of these plans succeeded, but each success let the psychics leverage the diplomatic and – if necessary – military might of another culture towards their goal. Some victories took patience, others took blood, and still others took luck. Not all successes were permanent. But the course of the galaxy had been set, and there were a growing number of beings wishing to see it through.

    Twenty years after the Psychic Awakening, the two factions indirectly responsible for it – the Terran Coalition and the Corundorian Union – finally put their differences aside, and formed the Orion Alliance. It was only five years after that that they managed to persuade the Zodine League to join them, for while the League did nothing except by the unanimous agreement of its four distinct species, they were accustomed to working as part of a whole. The Reptonian Empire should have been a challenge, for the Redracoids that ran it desire only to prove their strength in combat while their Ceruleoid servants desire nothing more or less than fulfilling their purpose. Yet, the Redracoids understand the difference between a war and a good fight, and the Ceruleoids had generations of experience manipulating their masters into doing what was best, so it was only six years before they too joined the Alliance. The cunning Zekkai joined four years after that, largely out of pragmatism and a desire for protection from the nearby Ophios, but also out of respect for the wit the Alliance's negotiators had shown in forming a bond between so many different cultures.

    The last addition was the Gerron Dominion, and it was this victory that was the most Pyrrhic, for it only came after a ten-year-long war. It couldn't be any other way, for the Gerron – or at least, the only culture of theirs that had survived this long - were an arrogant, amoral race bent on domination, and the old Coalition, Union, and Empire had reasons to hate them going back centuries. The military might of the growing Alliance was tested, and proved true. Every other war against the Gerron had been one of defense, and won only at great cost, but this time the Alliance pushed forward into the heart of Gerron territory. For the first time in the Dominion's history, their forces were crushed, and their homeworld of Gerrovenalon was besieged, shattering the Gerron's self-image of superiority. Hundreds of millions died in the conflict. And yet, at the end, with the Gerron worlds in ruins, the Alliance offered the chance to rebuild. It was a risk, and a hard one to sell to both leaders and citizens of the Alliance. But the Gerron had long believed that the losers in a war should adopt the culture of the victors, and the psychics in the Alliance had predicted that they would apply this belief to themselves, especially if the victors ran their worlds better than they had. It was a prediction that, in the end, was proven correct. It was not quick, or easy, but positive change had begun for the Gerron.

    All this was a microcosm of events happening across the galaxy. And as the influence of the psychics grew, they set up pairs of jump gates, devices that allowed two-way travel across vast distances in seconds. The technology had existed for some time, but it required two gates to be set up in advance, their creation and activation carefully synchronized, so in general they only linked locations within nations, systems that weren't far away from each other to begin with. But with the psychics' ability to coordinate across any distance, pairs of jump gates could be built that spanned the galaxy. Slowly, more and more of the galaxy became connected, allowing species and cultures to interact that had never contacted one another before.

    There was, of course, no hope of actually forming a galactic government. No mortal government could possibly hope to administer the thousands of species of the galaxy with any effectiveness, even if those species could actually agree on a form for that government to take. Better for the hundreds of thousands of worlds in the galaxy to govern themselves, yet remain united. Still, the psychics determined that some sort of galaxy-spanning organization would be helpful, and so the Galactic Peacekeepers were formed. This would be the trickiest task of all, they felt – not so much founding an organization dedicated to preserving peace, but making sure they stayed true to the ideals to which they were originally dedicated. There are too many species in which power corrupts, after all, and an organization with as much military power as the Peacekeepers could all too easily become an instrument of tyranny. But they felt it was worth the attempt, and they trusted themselves to be able to keep the Peacekeepers true. And so, the Peacekeepers were formed, not only to prevent and end wars, but to uphold basic rights and morality for life in the galaxy.

    It has been 100 Terran years since the Psychic Awakening, 80 years since the formation of the Alliance, and 50 years since the creation of the Galactic Peacekeepers. On the galactic level, peace and unity no longer seem like distant dreams. This isn't to say that the Peacekeepers aren't busy, however, for peace, prosperity, and morality are fragile things that must be constantly maintained. The Alliance itself knows this too well, ever since the War of the Four Tyrants 10 years ago that threatened to undo all that had been gained. Even the psychics are not a monolithic group, but are divided into a number of separate factions. Some merely wish to hone their abilities in peace, but others disagree on what the course of the galaxy should be, and still others pursue their own agenda.

    Even on the local level, there is still conflict. Pirates and other outlaws still find room to operate, and mercenaries have no shortage of work. Countless beings jockey for power at every level of organization. Sometimes conflict reaches the level of violence, other times it takes the form of scheming and intrigue. Peace, it seems, is relative.

    The good news is that there's plenty of opportunity for a freelancer to find adventure and profit. And perhaps, some of them might change the course of history in their own way.


    Jaded though I may be, from seeing too many games here fizzle, a couple of them being my own... It's my hope that I can find people willing to put as much effort into this campaign as I am – and I hope to put as much effort into the campaign as I have into the lore. I've done my best to make this an organic, detailed, and hopefully interesting world, even if that work is far from done. Your characters will be part of this world, and your actions will affect it. Such is the way of heroes.

    As for a campaign/starting hook, I've got several ideas, depending on what sort of adventures the players want to go on – along with whether or not the players want to be part of a good-aligned organization, and how much free reign that want to have. In all of them, however, you're part of or at least aligned to organizations with power and resources, allies you can draw upon if you have a good rapport with that faction. I've always liked the concept of a “Big Good” in stories and RPGs, the knowledge that the heroes are not alone and that they have support. It's also a bit of an interesting challenge, to make sure the players are important and can affect the outcome of events even if they aren't necessarily the most powerful pieces on the board.

    EDIT: Idea 3 seems to be the most popular one, so that's what I'll go with, though I'm open to running multiple ideas if people are interested.

    Spoiler: Idea 1: Freelancers
    Show
    The PCs are freelancers of some sort, currently on planet Cherandai, second planet of the home system of the Terratoria species. It is one part mining colony, one part manufacturing center, one part junkyard, and one part cosmopolitan mixing pot. Rulership of the urban zones is shared between the actual Terratorian government (the Governing Authority), and various factions whom the government more or less allows to handle things at the ground level so long as they behave themselves. Some of these factions have both legitimate and underworld sides to them, though most are careful not to antagonize the Terratorian government. One of these factions, is led by a powerful individual named Ziral, who is not only responsible for running the southeast side of the city of Advent, but also has a hand in smuggling and black markets. So, not the best of people, but far from the worst of criminals. For whatever reason, your player character has come to his attention - or perhaps, sought it out. And as it happens, Ziral has use for a group of freelancers who can get things done…

    Notes: I've actually started this campaign with an IRL gaming group. On the one hand, it means I'll be doing this again, but on the other... I've got a decent amount planned out, and the PCs might well take different actions. In any event, it allows the most free reign as far as player characters go, as they could be everything from bounty hunters, mercenaries, and general talent-for-hire... to agents from the planetary government or even the Galactic Peacekeepers, sent to keep tabs on the rapidly escalating events.


    Spoiler: Idea 2: Soldiers For the Cause
    Show
    It's been eight years since the end of the War of the Four Tyrants, an interstellar conflict that nearly split the Orion Alliance apart, and tested the Peacekeepers' ability to live up to their ideals and achieve their goals. In the end, only one of the Tyrants escaped justice – a powerful psychic known only as Lord Cypher. True to his name, he always wore a face-concealing helmet in public, with a device to distort his voice – and though he was defeated in battle, he was able to flee the scene, and afterwards he simply vanished. The ways for such a psychic to remain hidden are endless – but that hasn't stopped the Peacekeepers from trying to find him.

    The player characters are part of the latest team assigned to track down ex-Lord Cypher. But after eight years, there's little hope of finding him, and the search is mostly just a formality until new evidence arises. But you've got a new lead, in the form of Gabriel Dune, current pirate lord, but former commander for the Four Tyrants. He's one of the few people who might have seen Cypher's face, or have any insight into the man himself. And he's recently been captured, convicted of a variety of crimes, and sent off to the Alliance prison at Proserpina. It's not much of a lead – but it's worth following. The Peacekeepers, after all, never give up on bringing the guilty to justice.

    Notes: A little more structured than the previous idea, in the sense that you're part of a command structure. I plan for that structure to be somewhat loose, but it will be there. On the bright side, you'll have a pretty well-established supply chain, allies to call upon, even a starship to use as a base (though you'll no doubt want one of your own in time!).


    Spoiler: Idea 3: Mildly Military
    Show
    Among the Peacekeepers, the Ranger Corps is the most free-spirited, as well as the least restricted, and the least-visible. To most people, they appear to be bounty hunters, mercenaries, or vigilantes, but this is merely a disguise, for in truth they serve the cause of peace and justice. A combination of plainclothes law officers, reserve military, and secret agents, they are the first line of defense against corruption and tyranny, but they also find themselves busy taking on organized crime or even just helping ordinary people.

    And boy, do your characters find themselves busy as Rangers. Your current assignment is on planet Erishkigal, a mostly-human world known for its manufacturing and shipbuilding capabilities, as well as for political discontent and crime at all levels of organization. Also, the climate's terrible. Things are rough as it is, but there's also rumors of a plague of some sort spreading among the populace, adding fuel to the fire. You're there to put the proverbial fires out before they become an inferno. As Rangers, you are both inside and outside the law, and you've got broad powers when it comes to making a difference in peoples' lives. The Rangers believe in results – and any result that involves people being able to sleep safely in their beds at night, with full stomachs and a roof over their head, is worth the cost.

    Notes: Here we have the in-between, where the PCs are both freelancers able to go their own way, and also in service to a higher authority. You've got backing, but only to a point, and in exchange for that limitation you also have freedom to act as you see fit... but also only to a point.


    And if all else fails, I'm down to come up with yet another idea. The galaxy certainly has room for it.

    All right, enough fluff and text walls, let's have some hard details.

    System: Star Wars 5th Edition, a free online ruleset that converts Dungeons and Dragons' 5th edition for use in the Star Wars universe... or in my case, a custom sci-fi setting. This particular page may be useful for those new to the SW5e variant. I also have some houserules, listed here. Yes, my obsession with making my own setting is rivaled only by my desire to make a system fit that setting. Anyway, some are ones I've found on the site itself, others I've found elsewhere or simply come up with.
    Player Count: Ideally 4, perhaps one more, perhaps one less.
    Style of Play: A mix of all types, tailored to the group's preferences... but hopefully with a lot of roleplaying.
    Allowed Content: For the most part, anything on the SW5e site is fair game, be it marked PHB, WH, or EC. An exception to this is the PCs' choices for Species - I have my own list to pick from. This document contains lore and statistics, and in a few cases it contains pictures - mostly art I've found. Actually commissioning art for my species is a slow and ongoing process. In addition, the SW5e Discord has plenty of homebrew content people have made. I've compiled a list of homebrew that looks promising, but I am always open to adding to that list.

    Character Creation:

    It's important to know that there's a character creator on the SW5e site - though, it doesn't allow for custom species, so just set the species to "human." Once the game begins, though, I'll invite everyone to a Roll20 game and you can make a sheet there, or export a sheet from the SW5e creator to Roll20.

    • Backstory: I'm not going to demand an essay or anything, but in the absence of such, I'd the potential for growth and development down the line. This is a new setting for everyone here, it might take a bit to get into.
    • Experience: 6th level
    • Wealth: 4,000 credits, and an enhanced item/modification of Premium Rarity, or two of Standard. You'll also get some equipment issued to your team, but that'll be discussed later. Also, seeing as how this is the future... you all get a personal computer, the kind of thing they used to call a "smartphone." I bring this up now because, as a personal computer, it can be equipped with a number of apps, so that might affect your equipment-purchasing decisions - though it won't be as good as any dedicated items. Try not to abuse your power.
    • Ability Scores: What I'd like to do is have players roll stats, then place those stats on a 6x6 grid, and people democratically pick lines from that grid without repeating. That requires players to actually be finalized... or for me to limit applicants to 6. So what we'll do is this: Everyone rolls the usual 6 sets of 4d6k3, but after players have been selected, then we make an array and people can pick from either what they rolled previously, or a line on the grid.
    • Hitpoints/Health: Average or rolled. If you roll, you can re-roll 1s.
    • Alignment: I'd like people to lean Good Light, at least for ideas 2 and 3... as a party. On the individual level, I can appreciate a character with a more selfish outlook or darker morality, who can still work for a common purpose within the group. If you can make it work, I'll make it work. Also, since this seems the best place to put this info... for those planning to use Force powers, I consider morality to be independent of whether the powers they use are light or dark. Mostly. It's complicated.


    Other Notes: One more thing... the lore document I've been compiling. It contains the "Intro" I posted above, along with a few other things. It is embarrassingly incomplete, but I post it here because it's better than nothing. Also, it contains the info on psychics and how they work in this setting, which is necessary for anyone willing to play a Force-using class, for that's what said classes represent. Everything else... well, I'll be working on a "worldbuilding on demand" basis, I think. Ask, and ye shall receive.

    And that's everything, I think. There is much work to be done - but I work faster when I have people to do the work for. Hopefully, someone will be able to bear the outrageous amount of text I've written about this... and the wall will only grow taller the more time I spend not posting this.
    Last edited by Dusk Raven; 2024-01-08 at 01:44 PM. Reason: Got an actual title now!
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  2. - Top - End - #2
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Star Wars D&D 5e, Custom Setting, Hopefully Lore-Heavy

    Hmm. I haven't played 5e in a long while, but this looks very interesting. Plus, you caught me in the middle of looking at Star Wars stuff. I'll look through your material and see if I have any ideas for a PC.

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    NecromancerGirl

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Interested in theory. I will need to look at your species lore to see if anything stands out.
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    razorfloss's Avatar

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Im potentially interested in this but have to read over the rules but from skimming it looks interesting.
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    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    If it helps, when it comes to species... if none of them strike your fancy, I'm open to a compromise. The region of space I plan to set the campaign in is just a very small part of a very large galaxy - and a part of a galactic community that's become increasingly connected over the past 50 years. Though it's rare for species outside this region to come into it, it does happen. So, if you have an idea that just can't be fulfilled with the materials you've been given here, I'd be willing to help work on statistics for that. Hell, I could do that even if you just find some awesome art - that's how I came up with a couple of the species I've got, I found art I thought was interesting and then came up with something to match. Point is, we've got options.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    This looks like an interesting ruleset and a cool setting, without the timeless stagnation that always bugs me about the Star Wars universe...

    For the proposed campaign themes, I think I like the rangers or freelancers better than the military mission, though all of them have potential. As far as characters ideas, the scholar class looks intriguing; maybe in a bard-like support build?

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Is Roll20 gonna be used a lot? Or will it just be fore battlemaps and such?
    I have a LOT of Homebrew!

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    Bugbear in the Playground
     
    NecromancerGirl

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Quote Originally Posted by mucat View Post
    This looks like an interesting ruleset and a cool setting, without the timeless stagnation that always bugs me about the Star Wars universe...

    For the proposed campaign themes, I think I like the rangers or freelancers better than the military mission, though all of them have potential. As far as characters ideas, the scholar class looks intriguing; maybe in a bard-like support build?
    The full-military one was the best I could come up with from the perspective of, "How do I have PCs be a part of a command structure but still give them free reign as adventuring parties typically have?" And I came up with something where you have your orders, you have the chain of command, but you mostly just have an overarching mission directive and free reign in how to pursue what is a very open-ended goal. I'm pleased that they all still sound good on some level!

    And yeah, Scholar... is an interesting one. I think it's very dependent on its archetype - I've seen one archetype, the Geneticist Pursuit, that can very much be a bruiser, but otherwise a lot of the Scholar's kit does lean to a support role. Alas, I don't have much experience with it.

    Quote Originally Posted by JNAProductions View Post
    Is Roll20 gonna be used a lot? Or will it just be fore battlemaps and such?
    Mostly for battlemaps, but it also gives me an easy way to check people's sheets. Mythweavers, so far as I know, doesn't have a SW5e sheet, and in order to check a character in the creator on the SW5e site, they need to export the file and send it to me. Granted, I'll have to use one of those options anyway in order to check people's submissions before accepting characters... but once the game's going, Roll20 will be more convenient. Finally, people can roll dice on there if they'd rather do that instead of in their posts (and it might be more convenient if a character's options include a lot of re-rolls). Otherwise, we'll be keeping things on this forum.
    Last edited by Dusk Raven; 2023-12-31 at 03:06 PM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Okay, properly read the intro now that I know I'll be good to play.
    And holy heck! That's one hell of an intro blurb!

    Idea Three is my favorite idea, but they all sound pretty good.
    I have a LOT of Homebrew!

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Having finished reading everything this looks fun as hell. I'm partial to 3 and looking at the races Geisim looks interesting to me. No idea on class yet
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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    This seems like a very interesting setting and I’d love to play. That said, it seems like quite a few people have already expressed interest. Not sure how you do priority on these things. If there is still a chance to get in, then I’m thinking of making a Nitatiko scout or sentinel. Scenarios 1 and 3 seem the most interesting to me.
    Last edited by flyinglemur; 2023-12-31 at 06:54 PM.

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Just on the initial glance, i can see that wookie and scout, are options, so when i get more time i will read more and see what comes of it

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Quote Originally Posted by samduke View Post
    Just on the initial glance, i can see that wookie and scout, are options, so when i get more time i will read more and see what comes of it
    Wookie is not an option in this game.
    I have a LOT of Homebrew!

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    Quote Originally Posted by samduke View Post
    Just on the initial glance, i can see that wookie and scout, are options, so when i get more time i will read more and see what comes of it
    Quote Originally Posted by JNAProductions View Post
    Wookie is not an option in this game.
    Quite. I've got my own species to go with my own setting!

    Quote Originally Posted by flyinglemur View Post
    This seems like a very interesting setting and I’d love to play. That said, it seems like quite a few people have already expressed interest. Not sure how you do priority on these things. If there is still a chance to get in, then I’m thinking of making a Nitatiko scout or sentinel. Scenarios 1 and 3 seem the most interesting to me.
    Well, I don't do things on a first-come, first-serve basis, but I also really don't like having to exclude people. Truth be told, this has gotten more popular than I thought it would. I'm actually considering running more than one campaign, though that may be a bit much to take on. It also, so far, seems like option 3 is the most popular, and while it would be interesting to have two different parties on the planet, going after the same objective and aware of each other's existence, it'd be pretty tricky to manipulate things so that they each end up taking different paths - and not step on each other's toes.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    well after looking over the selected fewer races and the classes and other homebrew, I am going to decline interest.

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Any idea when we'll got a more solid set of Recruitment Info?
    I have a LOT of Homebrew!

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    Quote Originally Posted by JNAProductions View Post
    Any idea when we'll got a more solid set of Recruitment Info?
    What is it that you need?
    Last edited by Dusk Raven; 2024-01-01 at 10:48 PM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Quote Originally Posted by Dusk Raven View Post
    Character Creation:

    It's important to know that there's a character creator on the SW5e site - though, it doesn't allow for custom species, so just set the species to "human." Once the game begins, though, I'll invite everyone to a Roll20 game and you can make a sheet there, or export a sheet from the SW5e creator to Roll20.

    • Backstory: I'm not going to demand an essay or anything, but in the absence of such, I'd the potential for growth and development down the line. This is a new setting for everyone here, it might take a bit to get into.
    • Experience: At least 5th level, possibly as high as 8th, depends on the scenario people want to go for, as well as what level they're comfortable starting at.
    • Wealth: Again, to be determined, but at the very least, it'll be 4,000 credits, and an enhanced item/modification of Premium Rarity, or two of Standard.
    • Ability Scores: What I'd like to do is have players roll stats, then place those stats on a 6x6 grid, and people democratically pick lines from that grid without repeating. That requires players to actually be finalized... or for me to limit applicants to 6. So what we'll do is this: Everyone rolls the usual 6 sets of 4d6k3, but after players have been selected, then we make an array and people can pick from either what they rolled previously, or a line on the grid.
    • Hitpoints/Health: Average or rolled. If you roll, you can re-roll 1s.
    • Alignment: I'd like people to lean Good Light, at least for ideas 2 and 3... as a party. On the individual level, I can appreciate a character with a more selfish outlook or darker morality, who can still work for a common purpose within the group. If you can make it work, I'll make it work. Also, since this seems the best place to put this info... for those planning to use Force powers, I consider morality to be independent of whether the powers they use are light or dark. Mostly. It's complicated.


    Other Notes: One more thing... the lore document I've been compiling. It contains the "Intro" I posted above, along with a few other things. It is embarrassingly incomplete, but I post it here because it's better than nothing. Also, it contains the info on psychics and how they work in this setting, which is necessary for anyone willing to play a Force-using class, for that's what said classes represent. Everything else... well, I'll be working on a "worldbuilding on demand" basis, I think. Ask, and ye shall receive.
    This gives a general idea of what sorta mechanics are gonna be like, but doesn't have hard and fast rules on PC building.
    I'd also like a solid "This is the campaign idea we're going with" before I put words to paper.
    I have a LOT of Homebrew!

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Hmm... well, you'll probably need a level and starting wealth... hmm... kinda depends on how comfortable people are with the system, but I'm leaning towards level 5, if we're going for Idea 3. The PCs are capable individuals, and may even have worked together before for a bit, but they haven't had too much experience, and still have a lot of room for growth. And we'll say 4,000 credits, plus the enhanced items/mods as mentioned.

    ...Other than that, I'm really not sure what else you need, aside from lore and background info. I can certainly give more fluff, if you've got something you want to know - some stuff's in the lore document, but not everything.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Quote Originally Posted by Dusk Raven View Post
    Hmm... well, you'll probably need a level and starting wealth... hmm... kinda depends on how comfortable people are with the system, but I'm leaning towards level 5, if we're going for Idea 3. The PCs are capable individuals, and may even have worked together before for a bit, but they haven't had too much experience, and still have a lot of room for growth. And we'll say 4,000 credits, plus the enhanced items/mods as mentioned.

    ...Other than that, I'm really not sure what else you need, aside from lore and background info. I can certainly give more fluff, if you've got something you want to know - some stuff's in the lore document, but not everything.
    So on the lower end? That's a-okay with me!

    It's a touch late where I'm located, but I'll be working on it soon.
    I have a LOT of Homebrew!

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    Quote Originally Posted by JNAProductions View Post
    So on the lower end? That's a-okay with me!

    It's a touch late where I'm located, but I'll be working on it soon.
    My experience with the system so far has been in the 3-7 range. I generally have no problem with starting at mid levels, but in addition to my own experience, most of the people here might not be familiar with the system, and I don't want people overwhelmed with the sheer amount of options available. People will have time to plan their characters!

    ...I know I just said 5, but maybe we can make it 6. That's where I've started my previous SW5e campaigns, and it also feels like a better place to start. I'll update the starting post with the new info.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    I'll have to read more into everything, but this looks really cool!

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    This looks really cool!

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Very tempting, I do enjoy some space fantasy. My initial character idea would only really vibe with the Freelancers, so I'll make a second more law-abiding character for if things sway the other way.

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Rolling for ability scores (using the same set for each character and just distributing them differently):
    [roll]4d6k3[/roll]
    [roll]4d6k3[/roll]
    [roll]4d6k3[/roll]
    [roll]4d6k3[/roll]
    [roll]4d6k3[/roll]
    [roll]4d6k3[/roll]

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    BlueKnightGuy

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    But with the correct roll codes. Sorry for the biff.
    (4d6b3)[14]
    (4d6b3)[12]
    (4d6b3)[11]
    (4d6b3)[12]
    (4d6b3)[13]
    (4d6b3)[10]

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Quote Originally Posted by RandomWombat View Post
    But with the correct roll codes. Sorry for the biff.
    [roll0]
    [roll1]
    [roll2]
    [roll3]
    [roll4]
    [roll5]
    Hmm... not the most inspiring array I've seen. Mind you, once players are selected, I'll be having everyone roll more stats for a grid that they can switch to if they so please*... so poor starting arrays can be replaced. But even so, since that array's less than what point buy would give you, feel free to roll a second one.

    *- I should probably explain that in more detail... once it's not so late at night for me.
    Last edited by Dusk Raven; 2024-01-08 at 01:44 AM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

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    ElfRangerGuy

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    I”ll also roll!
    [roll]4d6b3rr1[/roll]
    [roll]4d6b3rr1[/roll]
    [roll]4d6b3rr1[/roll]
    [roll]4d6b3rr1[/roll]
    [roll]4d6b3rr1[/roll]
    [roll]4d6b3rr1[/roll]

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    Quote Originally Posted by Dusk Raven View Post
    Hmm... not the most inspiring array I've seen. Mind you, once players are selected, I'll be having everyone roll more stats for a grid that they can switch to if they so please*... so poor starting arrays can be replaced. But even so, since that array's less than what point buy would give you, feel free to roll a second one.

    *- I should probably explain that in more detail... once it's not so late at night for me.
    I did manage to squeeze some playable outlines out of what I got, but I won't refuse an offer to reroll.

    (3d6b3)[11]
    (3d6b3)[14]
    (3d6b3)[7]
    (3d6b3)[8]
    (3d6b3)[6]
    (3d6b3)[6]

    Edit: Man, I fumbled it again. I'll just wait a while and work on what I have now instead of double posting. Too soon after waking up to operate a dice roller apparently.
    Last edited by RandomWombat; 2024-01-08 at 09:39 AM.

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    Default Re: It's Actually Our Galaxy (Star Wars D&D 5e, Custom Setting, Potentially Lore-Heav

    (4d6b3)[16]
    (4d6b3)[12]
    (4d6b3)[11]
    (4d6b3)[16]
    (4d6b3)[11]
    (4d6b3)[11]

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