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First time running a 1E adventure: Tatooine Manhunt
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Raven Redstar
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PostPosted: Tue Mar 14, 2017 12:17 pm    Post subject: First time running a 1E adventure: Tatooine Manhunt Reply with quote

So, this week I'm going to be running my first 1E game. Although using the Classic Adventures reboot.

It's going to be a solo game, and I was trying to figure out a decent way to introduce the player to the game system. I decided, rather than putting in a boatload of effort to custom designing the adventure from the ground up, I'm going to give one of the canned adventures a shot.

My player has expressed interest in playing a bounty hunter in the Classsic Rebellion Era, but he's expressed little interest in joining up with the Rebellion, at least so far in our discussions about his character. So, I was thinking about possibly having the Empire make him a rebel through some gentle off-screen guiding.

So, I've decided that I'm going to run Tatooine Manhunt, where he's attempting to "capture" Tallon without realizing that he's working for the Rebellion. His bounty which (will be significant) will be under the stipulation that his mark be brought in alive and unharmed. And, as such he will be competing with Imperial Bounty Hunters which are trying to bring Tallon in to ultimately be tortured and killed.

Being that First Edition was much less gear oriented than later editions, I was wondering what advice any more experienced 1E GMs have found with regards to giving players a decent amount of money pretty early into the game.

I was thinking that I'd give him enough to possibly get a freighter so he can operate in the galaxy at large by simply doing a huge service to the Rebellion in the first place.

Any ideas or suggestions for running Tatooine Manhunt for a single bounty hunter with maybe an NPC side kick?
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Whill
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PostPosted: Tue Mar 14, 2017 11:15 pm    Post subject: Re: First time running a 1E adventure: Tatooine Manhunt Reply with quote

Raven Redstar wrote:
So, this week I'm going to be running my first 1E game. Although using the Classic Adventures reboot.

It's going to be a solo game, and I was trying to figure out a decent way to introduce the player to the game system. I decided, rather than putting in a boatload of effort to custom designing the adventure from the ground up, I'm going to give one of the canned adventures a shot.

My player has expressed interest in playing a bounty hunter in the Classsic Rebellion Era, but he's expressed little interest in joining up with the Rebellion, at least so far in our discussions about his character. So, I was thinking about possibly having the Empire make him a rebel through some gentle off-screen guiding.

So, I've decided that I'm going to run Tatooine Manhunt, where he's attempting to "capture" Tallon without realizing that he's working for the Rebellion. His bounty which (will be significant) will be under the stipulation that his mark be brought in alive and unharmed. And, as such he will be competing with Imperial Bounty Hunters which are trying to bring Tallon in to ultimately be tortured and killed.

Being that First Edition was much less gear oriented than later editions, I was wondering what advice any more experienced 1E GMs have found with regards to giving players a decent amount of money pretty early into the game.

I was thinking that I'd give him enough to possibly get a freighter so he can operate in the galaxy at large by simply doing a huge service to the Rebellion in the first place.

Any ideas or suggestions for running Tatooine Manhunt for a single bounty hunter with maybe an NPC side kick?

Sounds like a cool idea. I've ran this adventure several times. It's a lot of fun.

I don't recommend giving the PC a whole lot of cash because creative players can use that to circumvent some of the intended adventure (For example, pay the competition off to give up the bounty, put out a bounty on Jodo Kast, or enlist the aid of a bunch of hired hands thus requiring you to control a lot more NPCs than you intended). If the motivation of the character in the adventure is money, then the PC shouldn't already have a lot of excess cash.

You already have to scale down the adventure since the game was designed for 6 new PCs, so you should also consider allowing your solo PC to start out with some extra allocation skill dice to beef the PC up to make up for having one PC. Yeah, you could say Alliance loans him the ship with the stipulation that he can keep it as part of his reward for rescuing Tallon. I also suggest the ship comes with an astromech droid with some good repair and co-piloting skills, and maybe also medical droid for healing wounds, but the droids may normally stay on the ship. (Droids free up skill dice needed by the live characters for other stuff). While he could help in a blaster fight, I would suggest the NPC sidekick be a general pilot (starship and repulsorlift) which allows the PC to be center of the action as the gunner. Giving them some good equipment and weapons to start out with would be a good idea.

Please let us know how it goes!
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Raven Redstar
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PostPosted: Wed Mar 15, 2017 12:00 am    Post subject: Reply with quote

Thanks for the reply, Whill!

I was thinking that cash payout would be the carrot at the end of the adventure to kind of kick start the campaign.

So far, I've sort of decided that Alliance payout will be either 40,000 credits in cash or a used VCX-100 Freighter (valued at approx 65,000). Versus 20,000 for the Imperial bounty with half of that being taken up in administrative fees. (My way of deterring him from breaking faith on the contract.)

Right now, I'm going back and forth between a servant droid (with some skill upgrades) or a Loyal Retainer type NPC sidekick. Either will have adequate (Professional level) piloting skills along with some supportive skills like computers and medicine. I've been leaning a bit more toward the droid, because it feels more Star Wars. Not to mention, the droid can be rebuilt by the PC if he happens to be unceremoniously gunned down.

I'm looking forward to having some of the Imperial Bounty hunters end up as recurring rivals in future games.

I hadn't really thought about upgrading the template's gear, but I may give him a suit of Bounty Hunter armor to increase his chances of survival.
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Whill
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PostPosted: Wed Mar 15, 2017 1:16 am    Post subject: Reply with quote

Raven Redstar wrote:
So far, I've sort of decided that Alliance payout will be either 40,000 credits in cash or a used VCX-100 Freighter (valued at approx 65,000). Versus 20,000 for the Imperial bounty with half of that being taken up in administrative fees. (My way of deterring him from breaking faith on the contract.)

I get what you're going for as far as player motivation, but there's another other end to that. If the Alliance is paying so much more than the Empire, why wouldn't the Alliance post that bounty more openly to deter hunters to even turning Tallon over to the Empire? In the adventure as designed, the PC group is part of the Alliance so their motivation is not money at all. If the Alliance doesn't have any agents available for this mission I can see your general concept of the Alliance paying someone to rescue him, but I have a hard time accepting that the Alliance could outbid the Empire so drastically.

This player couldn't just accept a lower payout because it is the right thing to do? If not, maybe add some extra motivation, like Adar Tallon is the PC's uncle and he just doesn't want to see him go to Empire? The PC doesn't have to agree with his uncle's political beliefs and can still be like Jango who is just trying to make his way in the universe.

Raven Redstar wrote:
I'm looking forward to having some of the Imperial Bounty hunters end up as recurring rivals in future games.

In a couple of my campaign worlds, Jango Fett did become a recurring antagonist after this adventure.
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Raven Redstar
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PostPosted: Wed Mar 15, 2017 3:52 am    Post subject: Reply with quote

Quote:
This player couldn't just accept a lower payout because it is the right thing to do? If not, maybe add some extra motivation, like Adar Tallon is the PC's uncle and he just doesn't want to see him go to Empire? The PC doesn't have to agree with his uncle's political beliefs and can still be like Jango who is just trying to make his way in the universe.


I'm not exactly sure, since I've only gotten some broad strokes as far as character background goes.


Quote:

I get what you're going for as far as player motivation, but there's another other end to that. If the Alliance is paying so much more than the Empire, why wouldn't the Alliance post that bounty more openly to deter hunters to even turning Tallon over to the Empire? In the adventure as designed, the PC group is part of the Alliance so their motivation is not money at all. If the Alliance doesn't have any agents available for this mission I can see your general concept of the Alliance paying someone to rescue him, but I have a hard time accepting that the Alliance could outbid the Empire so drastically.


Well, initially, I'm hoping to appeal to the character's sense of greed. However, by taking the large payout, he paints a target on his back forcing him to either join up with the Rebellion proper (far less lucrative) or try to take on the entire Empire single handed.

Either way, the character will end up with an Imperial bounty on his head, simply for gunning down Imperials in the adventure.

I guess the carrot is my way of lessening the sting of the railroading him into a rebellion oriented game. But, I see your point. I'll try to be a little more fluid since this will be the first session of the game, and we've not even sat down to do character creation. It may well turn out that I don't need to worry about it as much as I have been. I guess I've just been disappointed with the last few characters proposed to me, and I'm preparing myself for the worst.
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Giant Tourtiere
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PostPosted: Wed Mar 15, 2017 12:37 pm    Post subject: Reply with quote

Here is what I would do.

The Rebels offer a ship as their bounty. They don't have cash, but they can offer something in trade. The Imperials offer $$$. They players picks which is more attractive to their character.

If they go with the Imperial offer, now *you* have a choice. You could either play the long game for getting them to support the Rebels by having the bounty hunter get a series of increasingly awful jobs hunting down subversives and terrorists. Hopefully the player starts to balk a little, and their Imperial contact points out that these concerns are the kind of things he'd expect to hear from some kind of bantha-licking traitor ('You're not a traitor, are you, citizen?') and on it goes until the player probably decides the Imperials are terrible and/or are about to execute him and flips.

If you don't mind being more railroad-y (and you think your player will forgive you for it; some players *hate* being railroaded) then you just tack on something at the end of Tatooine Manhunt. Adar Tallon has been brought in and turned over to the Imperials, and now there's one last part of the orders to carry out. Tallon worked much better for the Empire as a dead war hero than a dissident who faked his death and went into hiding over his objections to the New Order, and the Imperials would like to keep it that way. Therefore all knowledge that he was ever alive, and had to be brought in by bounty hunters, needs to be erased. Including this successful bounty hunter.

After some kind of desperate escape from the Imperials (possibly including rescuing Tallon after all?) this character/player has learned something about the Empire and, again, maybe wants to join the Rebellion, and in any case you can now drop that sweet Imperial bounty on them.
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Raven Redstar
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PostPosted: Wed Mar 15, 2017 6:19 pm    Post subject: Reply with quote

Great ideas. Maybe I will just let the player choose, and see where it leads us.
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