I Don't Sense Anything
General Summary
Previously on Edge of the Empire
- Selyuss found his gun
- Rylo shared some outer rim trivia
- BL-8 hired some thugs
- R4 stayed on the ship
REFER TO SESSION NOTES FOR FULL DETAILS, SUMMARY BELOW
Escaping Taris
- The gang left the Square Enix in shambles with 4 bodies
- Escaped to a Denny's where Selyuss Rome ecountered a dapper Wookie Freely Willy. After a scruffle, Rylo Klum convinces the Wookie to join the crew. Meanwhile BL-8 does what he does best and keeps the gang safe from a vantage point.
- Our heroes head to the Zelcomm Tower where they encounter a bounty hunter. A fight ensues and the newly acquainted Wookie loses a leg. A hard fought victory for the crew of the Trapsuki
- Upon reaching the upper city, the crew is surrounded by two dozen stormtroopers and an ISB agent. After quickly skipping through the dialogue options, BL-8 bombards them with several thermal detonators and the gang makes a spectacular escape.
Rewards Granted
Items & Credits
- Broken Piece of Mirror (Selyuss)
- Unarmed pipe bomb
EXPERIENCE
3 hour Session Standard30 Exp
Exceptional Role playing (All players)
+5 Exp
Eliminating the Green Giant +5 Exp
Missions/Quests Completed
Escaped Taris
Character(s) interacted with
Season 1 Episode 3 Session 4
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Comments
Author's Notes
This session was designed to be very combat focused. There has been a lack of "hard" combat encounters these past few episodes, and I was not convinced that either the players or myself had discovered our preferred flow of combat. Like the first few sessions, this was a trial run of sorts. A stress test for combat centered sessions.
Fights are easy to build and often end up running themselves. The social interactions are harder, and frankly more fun for both myself and my players. Fights end up with one of the opposing parties dead, while social encounters lead to future encounters that create a rich world for the players to interact with. There's a different feeling for players when they talk to a bartender I had to make up on the spot compared to a timid Rodian they met a couple times last season who is now their main adversary. There's a connection that is tangible in the players' actions, along with a second level of remembering all of the Rodians past interactions with the group. Was the Rodian a dick? Well just pop him, less hassle down the road. Does the Rodian have something the players need? Now theres an interesting dynamic where this NPC is blocking the road for one objective but the key to another.
I don't believe that there is anything wrong with making combat the focal point of campaigns, it is just not my style. Going an entire session without any fighting is not uncommon for my games. Even when building up to a big bad, combat is not the only way to handle it. As a player, Id love to bring the fight to the Emperor. 3 sessions prior to the finale we kill Vader, spend the following two infiltrating the Death Star. After an exhausting fight with sith Praetorian guards, we reach the Emperor's chambers. Instead of another full on fight, all it takes are a few words and a single blast from a pistol to take down the man responsible for the entire war.
I think its simple without taking away from the players. There's satisfaction in getting to the end of the "dungeon" even if there is no grand battle with a dragon. It has to be done right of course. I think having the two sessions of climbing the floors of the Death Star warrants an end game boss on its own. In the end, its up to the GM and their players to decide what they enjoy more. Refer to rule #1, always be having fun.