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Noco19

Little Creole
77 Badges
Nov 20, 2011
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Rambling Preamble

The allure of Star Wars continues to bring me back into its grasp, and I cannot stay away. Between Episode 7, new KoToR II update, and the five Zahn books I've read over the last month, I am as excited as ever to do something related to Star Wars. I think I've learned from my failures in A Galaxy Afire, and I'm ready to try again, this time with added influences from games like Agorath by adding in light stats and a very open world.

Premise

Thus my idea is as follows: our setting is in between Episodes III and IV, during the height of the Empire and before the Rebellion united under one coherent banner. Those players who choose to pursue the path of the Rebels will thus be tasked with creating their own Rebellion, shaped however they wanted, organized however they wanted.
Meanwhile, we cannot neglect the best other side - the Imperials - who can occupy positions of power as Captains within the Navy, Moffs ruling over a system or so, and the various bureaucrats and sneaky agents. And then we have the Fringe elements and civilians, the smugglers, the Hutts, the mercenaries, and what have you. The entire galaxy is your oyster.

Starting Stats and Character Stuff

Due to light stats, I will be regulating the assets of players who start with forces under their command for sake of sanity and balance. Thus, no will be begin as Grand Admirals, or possess massive legions of loyal followers, or an entire trade empire at game start. Otherwise, we wouldn't really have progression and players who start small would be neglected.


Thus: Rebels will begin with a personal ship, and one asset. When I say asset, it is intentionally vague because I want you, the player, to come up with an asset and justify it to me. For instance, perhaps your character doesn't have soldiers at his beck and call. But perhaps he is a well-known speaker in his homeworld and thus can stir them up easily. Or perhaps your character has shady ties with some old buddies who run a pirating operation. It's possible that not assets will be in stats, but so will instead simply be IC things that I will keep in mind.

Imperials, being much more organized, will have more restrictive starts. In you are in the Navy, you must begin at Captain or below. You will have a flagship and a small taskforce at your command, which may change depending on your service, for better or worse. If you choose to be a Moff, then you will need to tell me what exactly you govern in the Emperor's name. A good rule of thumb is that you can oversee a few non-noteworthy systems, or one system with an important world, like Alderaan. Again, this will be for the player to suggest and justify for me when they make a character.

Those who don't want to start with forces under them are much more freeform. Perhaps you want to be an information broker who pits the players again one another. Maybe you want to be a Hutt who deals with commerce and not war. Perhaps you are a smuggler who works hard for his money. Who knows, you tell me.

Now after that spiel about creativity, now for the restrictions! Again, I will operate under a NO FORCE SENSITIVES rule. I don't want a game focuses around the Force, nor to create OP characters who are inferior to normal characters. I will also add NO ESTABLISHED CHARACTERS, so no Jabba the Hutt, no Luke, no Vader, etc. I will explain what will become of them later on. But this game should be about YOUR stories, not the ones we've heard before.

Mechanics

And with the bringing of stats and the more long-term nature of this game, we will have turns. These will probably be year-long turns until conflict ramps up, and then I will slow time for flashpoints and warring and what not. I'll play it by ear.

With turns, I will be adding orders. I will probably be keeping it super simple with a "One order only" rule.

Now for a feature I'm personally excited about - NPCs! While you guys are off doing your thing, there still exists the heroes of the movies - Luke, Leia, Han, and all those other guys. But instead of copy-pasting their fates and actions, I will implement a degree of randomness, and also player actions will have consequences too. So say Kenobi gets a super lucky roll, perhaps he finds young Skywalker earlier on, and by the Civil War, Luke is a full-blown knight with the skills to be a one-man army. Or maybe Kenobi gets sidetracked and Vader finds Luke first. Ooooh the possibilities.

Conclusion
So how does this sound to people? Good? Bad? Ugly? Give me your suggestions, admirations, hate letters, or worship!
 
Sounds like it will be a fun game, especially with the NPCs. The only thing that I might say, is that I think a year may be a little be too long for a turn. If turns are once a week then you maybe get one or two ICs in before an entire year's worth of events happen. Either way, I'm definitely interested.
 
Sounds like it will be a fun game, especially with the NPCs. The only thing that I might say, is that I think a year may be a little be too long for a turn. If turns are once a week then you maybe get one or two ICs in before an entire year's worth of events happen. Either way, I'm definitely interested.
Yeah, that's definitely one thing I'll need to tinker with. In my mind, I imagine the beginning turns will consist of rebellious peoples preparing themselves, getting together, pooling resources, and scheming while Imperials try to hold on to their fiefs and zones, dissuading rebellion while perhaps engaging in petty politics.

However, once cconflict breaks out, we'll definitely need to slow down, especially with the speed of hyperspace and all. Wars could perhaps be won in weeks.
 
I'd like to look at your mechanics in more depth personally. Mainly how you plan to tackle deciding the outcome of orders. I was never a big sci-fi guy but it could still be fun. Also it is set in a well known sci-fi universe and one of its more iconic settings. Also we have too many games that are just nation running let's bring in single characters dangit. I'm in because there is a lot of potential here.
 
I am interested, although I may be a bit of a n00b having only seen the movies and played the first KoToR.
 
I am interested, although I may be a bit of a n00b having only seen the movies and played the first KoToR.
Don't worry, I'm no lore expert. I'll be digging through the Wookiepedia constantly to learn new stuff. The movies are a strong starting point for this game.
 
I'd like to look at your mechanics in more depth personally. Mainly how you plan to tackle deciding the outcome of orders. I was never a big sci-fi guy but it could still be fun. Also it is set in a well known sci-fi universe and one of its more iconic settings. Also we have too many games that are just nation running let's bring in single characters dangit. I'm in because there is a lot of potential here.

I'll interpret rolls based on my own decision making, mostly common sense. If you send me something easy, then you won't need to roll too awesomely to suceed. On the flip side, if you try to solo the Death Star in a cargo ship piloted by a womp rat, you'll need to be blessed by RNGesus to have a chance. Not a science, just my own interpretation basically.
 
This sounds lovely and promising. If turns are weekly and do not require much IC text, Im pretty sure I can see this to the end without effort (or die trying at the hands of the rebel scum!)
 
Don't worry, I'm no lore expert. I'll be digging through the Wookiepedia constantly to learn new stuff. The movies are a strong starting point for this game.
I agree that the movies are probably the best basis of prior knowledge for this game. Besides the new Rebels series, in the old canon their was very little on the exact events of the interregnum. Probably the best source of information I know of is the second Star Wars battlefront.
 
Count me in. For the Empire!
 
i hope we will be able to influence fates of NPCs.
for example Imperial Captain gets info about Skywalker location.which gives vader bonus for Roll on Luke Capture.
Essentially pushing Players into "Heroes of Another Story"
Also could you more explain differences between Captains and Moffs ?
Can Captain later become Moff ? What are the duties of Captain and Moff?
Essentially the difference in gameplay
Anyway count me in. Propably as empire we will see
 
I be in, in the name of crushing the rebels! (Or alternatively, going on grand adventures as a merc)
 
Very interested. Was a big fan of the first game and am glad you've decided to pick up the baton once more.
 
Interested ;)
 
i hope we will be able to influence fates of NPCs.
for example Imperial Captain gets info about Skywalker location.which gives vader bonus for Roll on Luke Capture.
Essentially pushing Players into "Heroes of Another Story"
Also could you more explain differences between Captains and Moffs ?
Can Captain later become Moff ? What are the duties of Captain and Moff?
Essentially the difference in gameplay
Anyway count me in. Propably as empire we will see
Most definitely, player actions will have consequences and impact the galaxy, especially moreso as time goes on and they rise in prominence.

As for Captains and Moffs:

A Captain is a position within the Imperial Navy. They would serve the whims of the upper leadership (who would basically be me at game start until players rose). This is a military role, which sets you up to command a task force and do other war-stuffs.

A Moff on the other hand is more of a civilian role. In the Republic, Senators came from systems to represent their people, but now under the Empire, that role has been taken by the Moffs, who are appointed by the Emperor to basically rule as governors over a sector. The concept of sector seems fairly arbitrary, and there's no real definitive list. Usually they encompass a number of systems, or a single system that is really important. In the Star Wars original trilogy, Grand Moff Tarkin was the Moff over the Death Star, and was basically a beefed up Moff with control over the Outer Rim and other Moffs. This role is more about governance and likely petty politics and schemes. Tarkin himself rose to power by pioneering the Tarkin Doctrine, and coming up with the idea of using superweapons to cow the galaxy into submission.
 
In as...

stormtrooper.jpg


Generic Storm Trooper #7328
Might be interesting to play as a lowly grunt caught up in the powerplays of the more influential players.