Knights of the Old Republic: Shadows of the Sith Empire

I went with Star Wars, reviving my idea for a Knights of the Old Republic campaign in which Darth Revan was succeeded by a Sith Empress.

So far, all of these planets are from the Expanded Universe with no completely made up additions of my own. This is the most interesting region of the Galaxy in my opinion, where you get the Republic, the Jedi, the Sith Empire, the Hutts, Czerka Corp, the Mandalorians, and Adascorp, and can easily add in the Exchange. It has the homeworlds of the Arkanians, Cathar, Ithorians, Mandalorians, Miraluka, and Wookiees, which are all prominent races in the Old Republic; and also Gand, Trandoshans, and Weequay. Aside from Twi’leks, Duros, and Rodians, what else could one ever want? And those all have hyperspace engines.

The only other equally interesting region of the Galaxy is the one that holds Tatooine, Bothawui, Rodia, Ryloth, Sluis Van, and Sullust (and Geonosis, Kamino, Mustafar, and  Naboo if you’re into that stuff). In a Rebellion campaign I would probably set my game there, but for the Old Republic there’s no space like Sith Space. But why limit yourself to a small part of the galaxy at all, when the movies very clearly make it look like you can jump from one end to the other in maybe an hour? Because if you give the players a map of the entire galaxy, it’s just way too much information. With a hyperdrive, the players can go almost anywhere at any time, and when every planet is an option, they are easily paralyzed by indecision and you have no way to have at least a little note card with the basic information at hand.

(Yes, you could make a map showing only selected planets all across the galaxy, but shush!)

Star Wars: The Roleplaying Game 30th Anniversary Edition

Now that’s a game I have not heard from in a long time. A long time…

This comes completely out of nowhere. Fantasy Flight Games, the current license holder for Star Wars pen and paper Roleplaying Games, is releasing a 30th Anniversary Edition of the one and only original Star Wars Roleplaying Game.

It looks to even be the first edition, which is widely regarded as the best edition of the West End Games game because of its simplicity, and even as the best Star Wars ever made. It’s described as a limited edition but priced at a reasonable $60. Which leaves the question how limited it will really be.

It’s a fantastic game, but I think in the current RPG market there is probably little risk of this becoming any kind of threat to FFG’s own Star Wars game. Small and tidy games don’t seem to be making it big these days and customers love their piles of splatbooks with lots of pictures and endless character customization. Which this game certainly doesn’t have.

If I could get my hands on one for $60, I’d definitely buy it.

Knights of the Old Republic: The Sith Empire Strikes Back

Knights of the Old Republic

THE SITH EMPIRE STRIKES BACK

Fifty years have passed since the returned Sith Lord Darth Revan has been destroyed for a second time in the Battle of Chandrilla, bringing an end to his seemingly unstoppable invasion of the GALACTIC REPUBLIC. With the death of their master, the surviving Sith forces were driven back to the Outer Rim.

Under the leadership of the mysterious SITH EMPRESS the Empire has been rebuilding its fleets and recovered its strength, slowly conquering many of the small independent systems in the Rim. Many fear the threat of a new great galactic war on the horizon.

Concerned by reports of recent activities in ruins of the Great Sith War, the Jedi Council has dispatched a group of its agents to the burned remains of the Jedi Enclave on the remote planet Dantooine.

  • 5000 BBY (1098 years ago) – Great Hyperspace War: The Sith Empire discovers the Galactic Republic and tries to invade corruscant but is defeated and almost entirely wiped out, but the Dark Lord Naga Sadow escapes with his followers to Yavin 4.
  • 3996 BBY (94 years ago) – Great Sith War: The Dark Jedi Exar Kun and Ulic Qel-Droma declare themselves the new Dark Lords of the Sith and attempt to conquer the Galactic Republic with the help of the Mandalorians.
  • 3976 BBY (74 years ago) – Mandalorian Wars: While the Sith had been defeated, many of the Mandalorians had survived and dispersed throughout the galaxy. Mandalore the Ultimate united them again as the Neo-Crusaders and started another war against the Galactic Republic, causing Revan to gather an army of Jedi against the will of the Jedi council.
  • 3958 BBY (56 years ago) – Jedi Civil War: Revan and Malak declare themselves Dark Lords of the Sith and create a second Sith Empire. Revan is defeated by the Jedi but Malak escapes.
  • 3955 BBY (53 years ago) – The Dark Wars: Darth Malak returns with a new fleet from the Unknown Regions to attack the Galactic Repubic. Revan kills him in the Battle of the Star Forge and then turns on the Republic Fleet, completely destroying it and killing Admiral Dodona and Master Tokare. Shortly after the disappearance of the Republic Fleet in the Unknown Regions a Sith force attacks the Jedi Enclave on Dantooine, wiping out most of the Jedi in the Outer Rim.
  • 3952 BBY (50 years ago): Revan is slain in the Battle of Chandrilla and the remains of his fleet flee to the Outer Rim. The Republic Fleet are in no shape to pursue and both sides decide to focus all their resources on strengthening the defensesof their worlds, for the time being.
  • 3902 BBY: Sith Desciples send by the new Dark Lord start poking around on Dantooine.

I didn’t post much this month so far because I was busy. With work on my Ancient Lands setting being pretty much complete but the launch of a new campaign still being a while off, I once again turned to my other hobbies for fun. Videogames from the early 2000s (being already old enough to prefer stuff from when I was 16-20 to new releases) and Star Wars.

And I always wanted to run a Knights of the Old Republic campaign, but never got around to it. And just having discovered the Apocalypse Engine games and also started replaying the KotOR game, I simply have to do this now! I am actually getting new inspirations for refining the Ancient Lands all the time these days and don’t expect to be able to stay away from it for long. But for the time being, expect a good amount of Star Wars material around here.

Thoughts about Star Wars Sandboxes

Recently I’ve been thinking about a sandbox campaign set in the Star Wars galaxy and whether these two things could actually work together in a way that gives them both justice. And I’ve come to believe that yes, it can be done. Though with some limitations, however.

The People

Broadly speaking, there are three main categories of heroes in Star Wars. Rebels, Jedi, and Scoundrels. Of these, I think only scoundrels can actually work as a party for a sandbox campaign. Scoundrels are great because they are inherently proactive. Because they are always looking out first for Number One. They are interested in their own benefit, which more often than not means credits. Smugglers and bounty hunters always have a default goal they can pursue in absence of anything else pressing: Make more money! This puts them into immediate conflict with the law and generally involves messing with pretty violent people. A scoundrel campaign is pretty much writing itself, which is what you want in a sandbox.

Playing rebels is more of a problem, though. The goal of rebels is to take down the Empire through military actions and targeted sabotage. But just going around collecting stormtrooper helmets is not going to do that. There is effectively an endless supply of those. To make a real difference, their attacks have to be part of a bigger strategy and need to be coordinated with lots of other people. Which means that all the big decisions are being made by rebel leaders who have a more or less complete overview of the entire military situation. If the players are getting orders from higher up, it’s not really a sandbox, regardless of how much freedom they are given in the execution of their orders. If they play military leaders than you’re playing a wargame. Doing things you like doing and opening new adventures where you spot them does not work when playing rebels. And neither does it work when playing Imperial officers or troops.

Jedi are more flexible compared to military characters, but they are by their very nature completely reactive. Jedi wait in vigilance until the Sith rear their ugly heads somewhere in the galaxy and then go chasing after them until the status quo has been restored again. This doesn’t really work as a sandbox either. It’s always the Sith or oder Dark Jedi who have the full initiative and drive the plot forward. As long as there are no Sith stirring shit up, Jedi don’t have anything to do that would be proper Jedi adventures. As with rebels, you can give Jedi a great amount of freedom in how they go after their enemies, but they need to be given an enemy to chase after. They can not really start things on their own, which is a pretty big deal in a sandbox campaign.

The Places

The galaxy of Star Wars is big. Really big. There are thousands of inhabited planets that are each a full world in their own right. Trying to map all of this in the traditional way is, and in this case literally literally, impossible. But the way characters are interacting with space and distance in Star Wars is completely different from the way you find in Dungeons & Dragons for example.

For one thing, travel between any two places in Star Wars is effectively instantaneous. Various Star Wars RPGs have various charts for distances and spaceship speeds, but if you go by the movies, hyperspace is almost teleportation. In the scene where Luke first trains with his lightsaber on the Milennium Falcon, Han comes from the cockpit apparently just having put the ship on autopilot after making the jump from Tatooine. And the same scene ends with everyone going back to the cockpit because they arrived at Alderaan. And when Anakin is fighting Obi-Wan on lava world, the Emperor has a premonition that he needs saving and gets his shuttle ready. It’s not clear how long it takes the Emperor to fly all the way from the Core World to the Outer Rim and back, but they didn’t bother giving Anakin any medical attention before they are back at Corruscant. Doesn’t look like the whole thing took more than half an hour at most. In addition, aside from Interdictor Cruisers that know exactly where and when to ambush you, nothing can interrupt a hyperspace jump. There are no random encounters in interstellar space. Even if in your game travel between planets takes several days, it’s empty time in which nothing happens. Local planetary travel is also never really adressed. You can get from any one place on a planet to any other place just as fast as you can get to the other side of the galaxy.

A map for a Star Wars sandbox would look completely different than a map for a Dungeons & Dragons sandbox. When you can go to any place in the galaxy almost instantly, distances and relative positions become irrelevant. Instead of going to specific places, you really are going to visit specific people or buildings. On the whole planet of Dagobah, there is really only a single place. Yoda’s home. You could also consider the Dark Side cave as a second place but that’s really it. Corruscant is massive, but as long as you don’t have the specific adress of a specifc person, nothing on that whole planet is of any relevance to the players who have no reason to visit it. Instead of making a map for a Star Wars sandbox, you really need an adress book. People and specific places like cantinas, stores, hideouts, and bases are what makes up your sandbox.

The Other People

However, places are almost always defined by either something that is hidden inside them, but most often by the people who are staying there. There are very few places in Star Wars that are interesting by themselves in the way that great dungeons are in D&D. The stories in Star Wars are always stories of people, not of places. When you prepare a Star Wars sandbox, preparation shouldn’t start by drawing a couple of dungeons that the players can exmplore. The real heart of the sandbox are the NPCs. The villains and the allies. Of course Star Wars has lots of absolutely fantastic and stunning locations, but their purpose is always as a dramatic background for interactions with other characters.

NPCs really are everything in any Star Wars campaign. They are what will make or break the game. And when you make NPCs for Star Wars, always go full out. Hold nothing back. Make them as outragously awesome as you can possibly get. In particular the villains. The villains are what your players come for when playing a Star Wars game and they want, and only deserve, the most awesome ones. Darth Vader and Boba Fett leave pretty big boots to fill, but you should aim that high. If the NPCs are not really that interesting, then it just won’t reach the awesomeness that is Star Wars.

Movie Review: Interstellar

309274ill01a_Names_WI’m a huge fan of Nolan movies and beside Inception my top list of favorite movies of all time consists of Blade Runner, Ghost in the Shell, and The Empire Strikes Back. Yet somehow I had not seen Interstellar until now, even though it was a foregone conclusion that I would love it. Even with just knowing that it’s a Nolan movie about space and wormholes. Once I heard that much last year, I didn’t watch any trailers or read any preview articles about it, knowing that I would eventually see it, almost certainly love it, and love it all the more the less I knew about it in advance. But somehow I never watched it when it was released or got it on DVD when it came out until now. It was actually just me wondering out of the blue how the music for the movie would be and looking it up it sounded really quite amazing. This had me think about a technical question on how it was done and suddenly I found myself being only 80% blind to the content of the movie instead of 95% as I had been before. That convinced me that I had to actually watch it and to watch it very soon! Which I did yesterday.

And I should have watched it last week! It would have been so much better going into the movie completely blind, not even knowing what the story is about. Not knowing about the setting, not knowing about the underlying conflict, not knowing about the goal. Many people consider Nolan movies to be confusing, but I personally think the one way in which they could be better would be being less predictable. And even just knowing a few basic things about the plot lead to me not really being surprised by the story of Interstellar. So in this review I will not be talking about the story at all but instead about why I think you should really see this movie. If this kind of movie is for you. Of course there is so much to talk about in this movie and I think I will do another post in a near future where I will totally nerd out about all the things I’ve seen and discovered.

The Heart of Darknessinterstellar-cartel

But for now I’ll try to keep it strictly to the merrits of the movie aside from the plot. To outline the story just in very broad strokes, it takes place in a future where the world is in terrible shape and the hope for the future of huminity lies in the exploration of distant planets in space. However, the physics involved that allow humans to reach other planets do extremely strange things to our perception of time and space, which results in a very weird and bizare experience for the astronauts. A lot of talk about the movie has been about how much actual hard physics and space technology is in the movie and how much more accurate it is than any other movies that have been made before. And that is true. But Interstellar is not a hard science-fiction movie! This is a really funky movie. Much more than Dark Knight movies and even Inception, this movie is all classic, oldschool Nolan mindfuck. Or, as I would rather think about it, classic Nolan cerebral lovemaking. Nolan’s movies are often considered to be postmodernist or existentialist, and Interstellar certainly is weird. But there is absolutely nothing humorous, ironic, or mocking about it. It’s not a crazy fun ride or a space adventure or anything like that. This is a seriously heavy philosophical and emotional movie. One might even be temped to call it spiritual, but that term probably would create the wrong impression. It is in fact one of the defining aspect of Existentialism that it sits firmly on the blurry part of the border between philosophy and spirituality. It is concerned with issues that are traditionally considered religious while at the same time rejecting the concepts of the supernatural or the divine. All of Nolan’s movies touch on this spehere, but Interstellar dives into it much deeper than ever before.

And I think this is the main factor that will determine if this movie is for you or not, and how much you’ll enjoy it. The Batman movies are somewhat unusual superhero movies, but they are still superhero movies. Inception left many people confused about the plot, but it still entertains as a popcorn action movie. Interstellar just won’t do that. It doesn’t really have any action scenes and a narrative that is pretty simple. (While it’s very deep, it’s not complex.) And it’s almost three hours in length. Almost everyone is used to movies that run 120 minutes, but adding 45 more minutes to that makes a big difference. And since it isn’t packed to the brim with plot development, it also is pretty slow paced. Oh, and yeah: It’s also very bleak. It’s not a violent movie or an agonizing movie, but it’s dark. I’ve been thinking about elaborating on this a lot, but everything I come up with feels like it would give away too much. I think a comparison with Blade Runner and Ghost in the Shell is really quite appropriate here. If you can get something out of these kinds of movies, I think you’ll also enjoy Interstellar.

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What I would put into science-fiction that aims to be realistic

My personal perception of science-fiction of the past decades is that there seems to be an absence of the great visions of how technological advances will change life in the future. From the 50s to 70s, such stories seem to have been all the rage. When I look at popular “science-fiction” today, it’s mostly “post-apocalyptic distopia”, “superheroes”, and the occasional “space adventure”. None of which really deal with the finer aspects of science or technology. If there is amazing technology, it’s generally handled just like magic, with no actual scientific basis. I think part of it might quite possibly be that we had an unusual boom period of scientific discoveries in the late 19th and early 20th century, that is a highly exceptional moment in human history. Quite often we believe that the trends of the last two or three decades will continue forever, with progress accelerating always faster. But I don’t think that’s the case. What happened in the late 19th century was truly extraordinary with whole new fields of science and technology being opened to us, which eventually lead to nuclear power and digital computers a few decades later. But since the 60s, progress has been mostly refinement instead of huge breakthroughs, which I think is a much more normal state for scientific and technological progress. A hundred years ago we made a huge leap forward and have been riding that wave ever since. But of all the possible problems of engineering and nuclear physics, it was the easiest ones that people figured out first. There are still many great discoveries to be made and we’re probably never going to run out of them, but with each one the bar is set higher for future scientists and inventors. A hundred years ago, two people could make a huge discovery by working a few months in a drafty shed. Today it takes hundreds of people working for decades with a massive budget. And the usefulness of any new discovery will be ever more difficult to anticipate in advance. At least until someone has another huge breakthrough that opens up a completely new field of science that nobody had imagined to exist. But that certainly makes it a lot more challenging for science-fiction writers to understand the research that is currently going on and make educated guesses how those future discoveries might change everyday life.

Personally, I don’t expect that life in 2115 will be as drastically different from life in 2015, than how life now is different than from life in 1915. While my interest in fantasy is much greater than in science-fiction, it still entertains me to think what kind of world I would predict if I were to write science-fiction stories set in 2115.

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