This article originally appeared on Skyland Games.
The hunt is on! The past few Sundays I’ve organized an open Star Wars Edge of the Empire game at The Wyvern’s Tale. The theme is that the PCs are guild bounty hunters (regardless of mechanical career or specialization) that are sent on episodic missions each week. Thanks to excellent players it has turned out even better than I would have imagined, despite playing consecutively on Super Bowl Sunday and Valentine’s day!
The adversary decks have proven to be a really valuable resource for not only building encounters beforehand, but having stats on the fly once your hunters inevitably fly off the rails of your adventure. If/when FFG comes out with a deck of ships I would buy it immediately, as those stats can take a bit of prep to research. It can make an impromptu ship-to-ship encounter a bit cumbersome to run.
Overall using the 3-scene system has worked nicely for our typical 4-hour time slot. This allows for any character introduction at the beginning and book keeping at the end. Some players came with more traditional bounty hunter PCs, others went way outside the box, with really fun results. One player brought a Hutt Entrepreneur that has proved invaluable not only for his skills in social encounters, but having a few extra credits around to rent/buy specialized gear or ply infochants for leads to the acquisition. It has proven to be very entertaining.
The objective of capturing the target alive has allowed me to dig through my sourcebooks for explorers and colonists to find interesting non-lethal weapons and grenades to offer the PCs as optional equipment. Thanks to the myriad of books out for the system now, there are plenty of interesting specialty items that can add a twist or give an advantage to the hunters during the mission.
Here are some example missions we have run so far:
Tracking down a Bothan, Erdu Hirell, on Bothawui for providing “key intelligence” to rebels. The first scene started with the PCs arriving in the system, only to be ambused by pirates in hiding in the asteroid rings of Bothawui. The second scene involved gathering information at a local cantina to find a lead on Erdu’s whereabouts. The final scene was outside the city at Erdu’s walled compound, facing off against him and his security droids.
The next mission was about going after those pirates and capturing ‘Commodore’ Zizzy Sarkin, last seen in the vicinity of the Wheel. The first scene started with a distress signal from another hunter (according to the code, other hunters must render aid). She was being attacked by pirates and had information on the Commodore. Scene two involved tracking down what docking bay the Commodore’s ship was in by exploring several locations in the Wheel (borrowing liberally fromBeyond the Rim). The third scene involved attacking the pirate in that bay, and capturing the pirate. This one had a bonus scene at the end, in that the PCs tried to convince Wheel security they were undercover CoreSec, which worked long enough for them to depart the station. Once they were discovered, they were pursued by Wheel headhunters, firing concussion missiles that nearly took them out before punching to hyperspace.
The third mission landed us in Cloud City on Bespin. The hunters were tasked with a rescue mission to save a Pantoran’s husband from the clutches of a rival gang. We narrowly avoided a confrontation with Black Sun in an asteroid belt, tussled with a Rodian clan in one of Cloud City’s seedier cantinas, and tracked down our acquisition to an abandoned mining platform after renting an airspeeder to get there. We were able to kill or subdue the slavers and rescue the target.
My mind is still brimming with mission ideas: recluse jedi, droids-rights command droid, starting with the acquisition in custody and having to defend against assassins, illegal interference from a rival hunter (and subsequent tribunal), dangerous navigation into the Deep Core…
Episodic adventures are proving to be a hit. Here are some lessons I learned and tips I would like to pass on. Smaller table size is generally better. This system is much more fun with tables of 4 compared to tables of 8. When it comes to character generation, diverse skills are usually more effective than specialists. For instance, Bounty Hunter – Survivalist will have plenty to offer in several situations while Technician – Slicer may be really handy in just a few. Keep the amount of credits each PC clears at the end of the hunt to about 400-600 for a live capture. Account for guild fees, equipment/vehicle rental, and general upkeep as a way to explain how a big bounty turns into a more modest payout. Experience works well with the 5 xp per hour played guideline. This generally allows for 15-20 xp earned per session and allows players to develop their PCs at a reasonable rate. After explaining the target, and offering optional equipment rental/purchase from the guild, drop the PCs in the action in medias res. This is thematically true for any great Star Wars movie, show or game, and players love it!
Kevin Heuer is a regular at The Wyvern's Tale and a writer for Skyland Games, a local blog about gaming in Western North Carolina.