The Mandalorian Wars: Galaxy at War
Posted: Mon Jun 06, 2011 12:40 pm
When we return to Star Wars, I want to finish up the current "Corpse of Victory" storyline involving DeadStar Salvage and the lost Republic starships. After that, I'm thinking we'll jump into the Mandalorian Wars proper.
What do I mean by that?
Jump the timeline ahead 12 months. Taris has fallen. The atrocities of Cathar have been revealed to the galaxy by Malak the Revanchist. The revelation leads the Jedi Council on Coruscant to condone his call to war, and large numbers of Jedi join the conflict under the flag of Malak and his apprentice, Revan.
Everyone is now 11th level. Quest Fios' padawan his now halfway through is training. Folks can figure out where they were during the downtime (aiding Malak in his expedition to Cathar? Working to develop experimental new ships with BlasTech industries? Arguing with the Jedi on Dantooine and Coruscant?)
In terms of the campaign itself, I see this as a chance to move into new directions. My initial thought was to give our heroes command of an experimental Republic cruiser (the outfitting of which could have been overseen by Lanigiro and Zulen) and a small task force.
The cruiser would have a complement of starfighters, transports and ground troops (think a heavy cruiser or perhaps the equivalent of one of the early Star Destroyers from The Clone Wars). Adventures might consist of high-level commando raids led by the PCs, starship battles against Mando invaders, and perhaps a mass combat or two (depending on how we like the rules in actual play). And, of course, there's the matter of the Sith Ascendency that may need to be dealt with.
My thought is to move the campaign to a point where the PCs are in command, but not to have them get bogged down in bureaucracy (much more like the Clone Wars cartoon, where our heroes have their own adventures, but still have the resources of the republic to call on ...and get saluted a lot. )
What do you think?
What do I mean by that?
Jump the timeline ahead 12 months. Taris has fallen. The atrocities of Cathar have been revealed to the galaxy by Malak the Revanchist. The revelation leads the Jedi Council on Coruscant to condone his call to war, and large numbers of Jedi join the conflict under the flag of Malak and his apprentice, Revan.
Everyone is now 11th level. Quest Fios' padawan his now halfway through is training. Folks can figure out where they were during the downtime (aiding Malak in his expedition to Cathar? Working to develop experimental new ships with BlasTech industries? Arguing with the Jedi on Dantooine and Coruscant?)
In terms of the campaign itself, I see this as a chance to move into new directions. My initial thought was to give our heroes command of an experimental Republic cruiser (the outfitting of which could have been overseen by Lanigiro and Zulen) and a small task force.
The cruiser would have a complement of starfighters, transports and ground troops (think a heavy cruiser or perhaps the equivalent of one of the early Star Destroyers from The Clone Wars). Adventures might consist of high-level commando raids led by the PCs, starship battles against Mando invaders, and perhaps a mass combat or two (depending on how we like the rules in actual play). And, of course, there's the matter of the Sith Ascendency that may need to be dealt with.
My thought is to move the campaign to a point where the PCs are in command, but not to have them get bogged down in bureaucracy (much more like the Clone Wars cartoon, where our heroes have their own adventures, but still have the resources of the republic to call on ...and get saluted a lot. )
What do you think?