All Good Things Must End: Finishing Your Star Wars RPG Campaign

Some dorks playing SWRPG
It’s been so long that this game has been discontinued!

Hey, space adventurers!

Hm, no, that doesn’t sound right. Let’s try this again.

Hello and welcome to the last entry in The Force Does Not Throw Dice, my extremely inconsistent ETE series about roleplaying in the Galaxy Far, Far Away! We’ve had a long run, and even if that run was primarily nothing but empty space, I hope this little corner gave you some food for thought. I hope it helped you decide to jump into the wonderful world of tabletop roleplaying or, if you were already part of it, that it gave you a few useful ideas.

So what’s this final entry going to be about? Something very appropriate as this website approaches the end of its life. Today, we will discuss how to gracefully end the campaign you’ve been running for the last months or years. Fasten your seatbelts, my dears. We are going in.

Actually getting to that grand finale

As it’s tradition, here’s a confession: I’ve had really, really bad experiences finishing campaigns. I’ve run long games that have fizzled out in the last two or three adventures and never reached the final one. It’s very frustrating, and you don’t want that to happen to you. Why did it happen to me? Well, I’ve done a lot of thinking on this and realized that I took for granted that my players were looking forward to the excitement of the grand finale, to the point that I assumed they were in for the whole ride and forgot to maintain the momentum.

So you should make sure you keep your people invested in the campaign as you start wrapping things up. Remember that they can’t see behind the screen, and even if you know the finale is close, they don’t necessarily feel it. So keep providing them with new challenges and meaningful character development. Remember that Breaking Bad‘s most-loved episode was not the last one but the third-to-last, “Ozymandias”.

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The Continuity Trap: Could The High Republic Signal a Creative Rebirth for Star Wars?

We all love lore. I think we can safely say that, right? No matter what angle of Star Wars tickles our fancies, be it the arrangement of the fleets of the Confederacy of Independent Systems or the hobbies and personalities of Padmé’s handmaidens, we all like uncovering new and unexpected details about the universe. But adding new lore—new continuity—to a shared universe like Star Wars is not a simple task. A well-intentioned author who loves Star Wars lore as much as we do can write what he thinks will be a fun detail: that all Mandalorian generals don green pauldrons in honor of the first mythosaur hunt, for example. Then a couple of years later, a Mandalorian general will appear in a movie or TV show, and the lead designer will have to give them red pauldrons to avoid interfering with the green screen. Was the author wrong in setting that detail in stone? Should the director have respected that choice even if it meant altering the shot?

There’s no easy answer here. The line to walk is tenuous and sometimes blurry. It’s common sense that the creators behind Star Wars should always aim to keep a certain level of consistency and plausibility. At the same time, it’s a bad idea to tie the hands of future authors just because of a self-indulgent need to classify and taxonomize every single item in the universe. Star Wars has walked this edge since its very beginning. It even rebooted a few years ago, partly because of how deep its lore has become. But how have things changed since the reboot? Have things become more accessible? Does accessibility also make things blander? And could a publishing program like the recently-announced The High Republic be the way to both have the cake and eat it?

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That 70 BBY Show: Your Star Wars RPG Campaign as a TV Series

When Emmy met ENnie
When Emmy met ENnie

Hello and welcome again to The Force Does Not Throw Dice! Yes, yes: you probably forgot that this website had a series devoted to the Star Wars roleplaying game, but we are still here. It’s been a long time, but you know what they say: better late than fired!

Our previous campaign-building article on how to create your first campaign was rather popular, so I decided to start working on a few follow-ups. In this second article I’m going to be talking about how to structure your campaign using a template we all know quite well: that of a TV series.

Giving shape to your campaign is a daunting task, to put it mildly. Odds are that you will more or less know where you want to go with your game, but you won’t have the slightest idea of how you’ll go about it. I was the same until famed RPG designer Robin D. Laws wrote a piece called T.V. Structure in the pages of Dragon Magazine #293, a really good article where he talked for several pages about some of the typical tricks that television showrunners use in their craft and about how to implement them in your RPG campaign. Mr. Laws has written some extraordinary books about the art of game design that I regard as part of my personal GMing canon, but this one short article was probably one of the most influential RPG pieces I’ve ever read: even though campaign-building was just a small part of the piece, it completely changed the way I designed campaigns. Sure, as I’ve become my own GM with my own distinctive style, I’ve ended up dropping many of that article’s suggestions and reworking many others, but “TV series-style” is certainly still one of the main pillars of my campaign design philosophy.

There are many reasons to structure your campaign as a TV series. It’s very easy to add, remove or move around episodes, making your life considerably easier. The human brain loves patterns, after all, and TV has taught it many patterns that it knows well. And, after all, RPG campaigns are by their own nature already very similar to serialized fiction: a longer storyline arranged in discrete adventures or, at the very least, sessions.

So let’s start working on Star Wars RPG: The Series!

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The Force Does Not Throw Dice: Running Your First Star Wars RPG Campaign

FFG-StarWarsHello and welcome once again to The Force Does Not Throw Dice, our feature devoted to running tabletop roleplaying games in the galaxy far, far away. This time we are going to be talking about that exciting point in the life of a Star Wars RPG Game Master where they decide to bite the bullet and start their own campaign. “What’s a campaign”, neophytes ask? Well, to use a television example, if an episode is an adventure, the campaign is the whole TV series. Unsurprisingly, most GMs would eventually prefer to create a series rather than one individual episode, so we all end up at that point in due time.

Let’s say that’s the point where you are. You’ve read the manuals, you’ve found a gaming group, you’ve played a character in the game, and you’ve probably run your first one-shot adventures. Now your head is exploding with possibilities: you want to make a sequel to your last adventure, you think that this one character could become a recurring antagonist, and you’ve even started thinking on how everything fits within the vast Sith-Ithorian conspiracy. Excellent! You got the itch to create a long-term storyline, and that’s all you need to start playing. But I’m going to be frank: if you thought that writing your first adventure (if you didn’t use a pre-published one!) was a daunting prospect, you will find out that building your campaign can end up being a real odyssey. It’s going to be a lot of work. If this doesn’t scare you, great: let’s take a peek at how we can try to make the process as painless as possible.

Hi, I am your host, David. I’m a Game Master with twenty-five years of experience, and I’ve successfully run more than twelve campaigns in several systems and settings, three of them at least five years in length. Let’s look at one way to do this!

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Down The Rabbit Hole – Who Is Jaxxon, Anyway?

jaxxon-1
Don’t mess with the angry rabbit.

There’s a long line outside a grimy cantina on the Outer Rim world Aduba-3, a wasteland of a planet where no one ends by choice. Word has spread around town like wildfire: two strangers, a Corellian and a Wookiee, are hiring spacers for a job. One of the spacers, desperate to get a chance to leave the hellish world, can’t take the long wait anymore.

Outta my way, rodent!“, he growls to the big-toothed alien in front of him, “I just found out that new guy is hirin’ spacers and I want some money so’s I can get off this rock!”

The big-toothed alien turns his head around and spits back with a snarl:

“I ain’t no rodent, cap’n, an’ I’m next in line.”

And that was how the world was first introduced to Jaxxon, the Lepus carnivorous, a tall green alien in a red jumpsuit that seemed to be taking pointers from the books of both Han Solo and Bugs Bunny, and who became one of the first non-movie characters to join Luke, Han and Leia in the Star Wars universe. He would go on to appear in just a handful of comic book issues in 1978, but the mark he left in the galaxy would be indelible.

If you’ve never read these stories and you’ve only heard of Jaxxon through chatter on the internet, it’s very likely that your opinion on the big green rabbit is not very positive. If there is a poster child for those who don’t appreciate the campiest side of Star Wars, it has to be Jaxxon: he’s, after all, a massive green-furred space rabbit with an attitude. You can’t get much more cartoony than that. It’s perhaps not surprising that Jaxxon hasn’t been seen in the current continuity aside from a couple of humorous non-canonical appearances. He’s the kind of character that seems destined to be a footnote in comic book history, little more than an inside joke that can only be enjoyed ironically.

But that changed all of a sudden when IDW’s Editor-in-Chief Chris Ryall tweeted the following:

Without any special fanfare, Jaxxon’s canonization was announced in a simple quote-tweet. The tweet didn’t go unnoticed, with sites like Nerdist running to report of Jaxxon’s triumphant return. We still don’t know if his appearance in IDW’s anthology title is going to be little more than a cameo or if he’s going to be getting his own tale, but there’s one thing we know for sure: Jaxxon is back.

So how did a character that appeared in a total of four comic issues back in 1978 get such an infamous reputation? How did he become the original Jar Jar Binks, loved by children and hated by apparently everyone else? And what does his return mean to the Star Wars universe? Is there still space for a green rabbit in the galaxy far, far away?

And who is that green rabbit anyway? Read More