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Star Wars: Red Peace was originally designed to be the first part in a trilogy of generation-spanning scenarios: Red Peace was set during the waning days of the Clone Wars; the sequel would have been set during the Rebellion of the original trilogy; and the third scenario would have been set twenty years further in the future.

Unfortunately, my group’s experiment with Star Wars: Force and Destiny was not a success: My players did not like the game. (Nor did I.) And it also took about four times longer to accomplish anything in the system than we had anticipated. So we folded the mini-campaign before reaching the second or third scenarios.

As a result, those scenarios were never fully designed. But I’m going to share my original rough thoughts for these in case anyone might be interested.

Star Wars: Restless Sith

In Episode II: Restless Sith, twenty years have passed. The PCs have spent the intervening years studying the Red Holocron in the hopes that it would contain some clue to toppling Emperor Palpatine. They are currently hiding on the far side of the Galaxy, in a region of space outside of Imperial control, investigating information which they believe will lead them to an installation of the Jedi Empire that may contain a weapon they can use against Palpatine.

What they discover, orbiting a neutron star far beyond the common star lanes, is a Jedi Empire space station.

Star Wars: Restless Sith - Space Station

Investigating the station they would have discovered that it was a carbonite facility. They also would have inadvertently awoken the ancient caretakers of the facility: Strange droids made from some sort of malleable, silver-black metal. Bas relief glyphs run over their limbs and torso, concentrating on their faceless features. The glyph droids also exhibit a vicious pack intelligence — the more glyph droids present, the more intelligent they become.

Avoiding or bypassing the glyph droids, the PCs reach the carbonite facility where the weapon of the Jedi Empire was stored.

Unfortunately, they’ve been tricked by the Red Holocron: What they end up thawing out is not a weapon. It’s a Sith Master named Darth Victus.

I intended to end this episode in a fight with Darth Victus onboard the Jedi Empire space station. But if Darth Victus were to escape, you could extend this section of the campaign by having the PCs deal with Darth Victus’ rapidly expanding base of power. (The Empire could also become involved if Emperor Palpatine were to become aware of the ill-timed challenge to his authority.)

Star Wars: Restless Sith - Darth Victus

Star Wars: Dawn of the Droid

To fully understand Dawn of the Droid, you’ll want to start by checking out my thoughts on what a sequel Star Wars trilogy would look like (circa 2006): Episodes VII, VIII, and IX.

Dawn of the Droid takes place 20 years after Restless Sith and the Original Trilogy: The Empire has been overthrown. The New Republic is ascendant. The PCs are now part of the New Jedi Order, founded by Luke Skywalker (who has been missing for a decade) and now run by his wife Mara Jade.

The PCs have been investigating some sort of case and the leads have taken them to Halon Prime, one of the major shipyards for the Republican navy. At Halon Prime they encounter morph droids for the first time: These droids appear to be formed from some sort of black mercury; they fluidly change shape and form. And raised glyphs race across their surface, identical to those they saw on the glyph droids twenty years earlier.

(It’s around here that they might realize that they opened a Pandora’s Box by reactivating those droids.)

The culmination of Halon Prime comes when they encounter a Droid Knight — a droid somehow capable of manipulating the Force — and a droid fleet attacks the shipyards. They duel and chase the Droid Knight through the burning remnants of the Republican fleet.

In the aftermath of the battle, the PCs hook up with Mara Jade and her daughter, who have come to Halon Prime to investigate what happened to the shipyard. (As Red Peace saw the PCs cross paths with known film continuity, the vibe here would be to make it feel like they were crossing over with the continuity of  film that doesn’t actually exist.)

If you wanted to push this scenario further, you could keep the PCs intimately involved in the emerging war and eventually have them follow the clues back to Pelori IV where the Droid Uprising had its start. You could also loop them into the grail quest for the Phoenix Holocron (the Jedi mirror of the Sith’s Red Holocron), which might mean crossing paths with Luke.

FFG STAR WARS – FURTHER READING
Review of Force and Destiny
Force and Destiny: System Cheat Sheet
FFG Star Wars: The Big Fix
Star Wars: Red Peace

3 Responses to “Star Wars: Red Peace – The Sequels”

  1. Jonathan Hunt says:

    It is a crying shame that Force and Destiny is such a mess of rules, the Red Peace scenario looks fantastic. These further plot ideas further pull me into wanting to make a game set in the Star Wars universe…

    If you ‘had’ to run a Star Wars game, but didn’t want to use the Force and Destiny rules what ruleset would you convert them to? GURPs? Star Wars RPG (d20)? Or something else entirely? Or is Big Fix enough to salvage the system?

  2. Justin Alexander says:

    I think if I were going to run another Star Wars game, I’d look to the WEG edition. The drawback is that it doesn’t come with pre-statted support for the prequels (although there’s a fan edition floating around that addresses that in a lavish fashion). And it’s not a perfect system. But I had really good experiences with it 15 years ago.

    My second choice would be to put in some more elbow grease in an effort to fix FFG’s version of the game. The reason the game has such fierce defenders is that, if you ignore large portions of it, there’s a pretty decent game hiding in there. I’d go with one of the Big Fixes I posted (although I’m leaning increasingly towards the one in the comments) and then I’d start liberally gutting the system to give you something more consistent and streamlined.

  3. Jonathan Hunt says:

    Thanks for the insight. I didn’t see the FFG fix in the comments, glad you brought it up.

    I’m surprised to hear you suggest the WEG d6 version over the WotC d20 version. My impression was that the d20 version was considered a superior successor. Have you played the d20 version and still prefer the d6 version?

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