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Friday Night Recap: we steal an AT-ST

So in the latest session of our WEG Star Wars campaign the group decided to investigate the home planet of the slaves whom the now-deceased Darga the Hutt was kidnapping (and whom we had rescued).  The group arrived to find three First Order Star Destroyers and a faction from the Corporate Sector parked on the planet.  Using the cover of criminals moving into Darga's operation, the party landed and began exploring the First Order's operations.  Apparently the Order had recruited a scion of the dead king who was willing to sell both his older brother and a good chunk of his people into slavery to guarantee the crown.  While the smuggler Silac seduced one of the corporate types into some detailed information, Gar the Wookie and his "niece" Basha, along with the group's Scout went into the city to scrounge up more information.

Which mostly involved stealing a First Order AT-ST and driving it into the jail where the other prince was being held.  The group rescued the prince and sneaked back into the shadows.  Now they just need to help the prince overthrow his brother, eject the First Order and the Karflo Corporation, and escape the Star Destroyers.

I've been trying to explain for WEG Star Wars rewards risk taking, and how even failures can advance the plot nicely.  Hopefully they are getting the message.


  1. I'm pretty sure a Star Destroyer can be flown by a handful of people.
    Those large crews are really more of a jobs program than a necessity.
    Tellyour players.

  2. Oh, but I do love a good Rebel theft of Imperial equipment.

    An interesting game you've got going there my friend!

    1. It's been really good so far. There's a little issue about niche protection: there are several PC's who are a little too similar in skills who tend to step on each other's toes.

    2. The whole niche thing is one of the reasons I prefer Sci-Fi to Fantasy. Multiple people with the same skills is a feature, not a drawback IMHO.

    3. I think it depends on how easily players can step aside and let other players have the spotlight, and that requires some conversation in advance. If you have two players who think they are going to play the pilot in a campaign with only one ship, then there is a problem.

    4. Sounds like your crew is having a lot of fun. I'm running games of this now myself and we are too.

      I've always found niche protection to be tricky in a pure skill-based game like this or Traveller. You just have to encourage the players to discuss it a little bit and then let them sort it out, at least that's worked for me most of the time. There's rarely only one thing a player wants to play when they have that many options in front of them.

  3. I feel like there should some sort of AI who can manage the whole thing...

    1. It is interesting how SW don't have the vast AI's of other Sci-Fi series, not even in the EU. I think the closest they ever got was a fleet that was slave linked to be run by a skeleton crew, but otherwise it just doesn't fit the basic pulp aesthetic.

    2. I respectfully disagree and cite the Separatist Army in the Clone Wars. But since that was so often a limitation (e.g. one kid knocking out a whole fleet by destroying one ship) that the practice might have been set aside in favor of more reliable living staff.


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