As mentioned last episode our group was taking a slight
detour from the Caves of Chaos to go to a galaxy far, far away. I have been
running D&D for almost two years straight on a weekly basis, and for the
past few months I have been running a 5e game as well. I was D&D’d out and
I needed a change of pace. I decided to bust out the West End Games Star Wars
D6 system for some cinematic goodness. Why WEG Star Wars? Two main reasons, it
is what I know (though the last time I played it was the 90s) and it is the
best Star Wars RPG. I also wanted to do something that did not resemble a
dungeon crawl at all. I printed out a bunch of templates for characters and had
the group pick what they wanted. We ended up with a Wookie Warrior, Brash
Pilot, Outlaw, Mercenary, and a Technician. You might be asking, “What no Smuggler
or Jedi, those are so classic?” I had two additional players, but they both had
to leave unexpectedly due to an emergency, and they chose those templates. They
left so early as to really not affect the game at all. I went ahead and ran an
Instant Adventure, so it might seem familiar.
REUP Edition |
The
conceit of the game was that they were all young people looking to join the
Rebellion after the success at the Battle of Yavin. They were to all make their
way to a smaller core planet, to start the perilous journey to the Outer Rim to
a Rebel training facility. They had never met each other before, and were now
being introduced to how the Rebellion does things. As they enter the space port
they are told that they will be packed into shipping containers, and smuggled
into the Mid-Rim. From there, they would meet with the local Rebellion cell and
they would arrange for the rest of their journey. Already the PCs are a little
nervous about this plan because it seems risky. Of course it is risky, you are
in an act sedition organization live a little. They all get into the different
containers, but the group had not planned for a Wookie, and he was forced to
crawl into an industrial cylinder and have the ends welded shut and some air
holes poked in it. He instantly became a dog in a carrier, and the jokes ran
rampant across the table. Also, no one in the group spoke Wookie, so there was
communication issues. The transport lifted off and they heard the pilot,
Garrack, tell them it would just be a few hours now.
Smash
cut to the next scene as the transport touches down and is immediately greeted
by Imperial inspectors. They are requesting the cargo manifests, crew
manifests, and want an inspection. Garrack attempts to comply with their
demands, but is hesitant when they ask to see what is in the crates. He keeps
telling them it is foodstuffs and if he breaks the seal on the containers, it
could damage the cargo. The Imperials are not buying it, so Garrack knocks a
warning on the side of the Brash Pilot’s container, opens the lid, and hits the
Stormtrooper with the lid. I was excited, finally some action, so cinematic
combat that is not in my dungeon crawls. I can hear the John Williams score
kicking in, and it is about to get awesome. What does the Brash Pilot do? I
hesitate to call him Brash at this moment. He stands up and puts his hands in
the air to surrender. WWWHHHAAATTTTTTTT!!!!!!!!!! My jaw literally hit the
floor. A scratch sound across the record and the William’s score ends. I legitimately
did not know what to do. The Stormtroopers turn on Garrack and start to kick
the shit out of him, and still the BRASH Pilot does nothing.
This was suppose to be an intro fight. |
Finally the Outlaw decides to bang
on his crate to see if he can get the attention of the Troopers, and he does as
a few peel off to inspect it. As they open the crate, he shoots one in the
face. This triggers the Wookie to bust out of his container like the Kool Aid
Man, Oh Yeah. Each of the PCs now started popping out of the crates to blaze
away at the Imperials. The Technician got stuck in his crate, and tried to burn
his way out with a plasma torch, but that lasted longer than the combat. The
Wookie was a beast and kept walking towards enemy fire absorbing the shots
until he picked up a trooper and threw them into the others. The battle ended
and Garrack chided the BRASH Pilot for being a bit cowardly, and told them they
had to find “The Maze”. He warned them that more Imperials would be on their
way and he had to take off.
Not knowing what “The Maze” is, the
Technician used his computer to slice into the local network and figured out
that it was a bar on the other end of town. While he was in there he decided to
poke around and found the plans to the patrol schedule of the local Imperial
outpost. They made a few Streetwise rolls to avoid any danger, and made it to
The Maze. It was a dark bar with an actual maze-like structure. As they made
their way through, they had several encounters. One was a small alien that the
Pilot knocked over his drink. They could not understand it, but it was drawing
all the wrong kind of attention. The Wookie ended up picking it up, getting
kicked, HARD and the little guy scampered off. Next the Mercenary was recognized
by a strange mantis-like alien as having worked a job together in the past. The
Alien’s human name was Pop, and was trying to seduce the Mercenary. Pop was a
little offended when his friends drew him away, and might return at a later
date. At this point people are watching them and people in the corners are
talking into communicators while looking at them. The Technician in a hurry
runs smack dab into a female in Mandalorian Body Armor. She doesn’t say a word,
but follows the entire group as they walk by. The Wookie tries to intimidate her,
with no success, he also did not notice the Wookie scalps hanging off her belt.
The Maze |
They make it to the back of the bar
and there is a huge, green alien that is almost the size of the Wookie with a
partner who looks almost feline. They pick a fight with the group and for a few
round they brawl it out in the bar. Finally guns start to get leveled, and the
feline drops a smoke grenade on the ground and it turns out these guys are the
Rebellion contacts. They head through a secret compartment into the headquarters
for the local Rebellion cell. They meet the Rebel commander, and she explains
that they need the group to fly a transport and X-Wing past the Imperial
blockade and get supplies to a nearby system. The transport is nearly full, and
they need to go to a local port and pick up the last of the delivery, and take
it to the ship and get out of here. The transport and the X-Wing are hidden out
in the woods, and she give them the coordinates to find them. All their hopes
lay on this group and them completing this task. This was as far as we got, we
still have a bit to go and I think I want to get through all of this before I
return to D&D.
I had a great time playing this side excursion and my advice to any Game Master is to take a break and do something else every now and again. Players if the GM asks to do something like this, go along with them, odds are they need a break in order to recharge their batteries. You do not want to play with a GM that is burnt out, it is not a good experience. I also found out that I really missed this game and cannot believe it has been so long since I played it. I got the REUP edition, which is out on the net, and it takes 2nd edition Revised, and updates it as far as format and adds in materials from popular supplements. It is 500+ pages long, and it is wonderful. I went ahead and had a POD copy made because I like it that much.
The Technician getting stuck in his crate and the plasma torch -- total Spinal Tap moment. :)
ReplyDeleteIt was quite comical.
ReplyDelete