#and the cowboys (the jedi) have to beat the evil empire
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nerdingz-obsessed · 5 months ago
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I'm playing Star Wars: Survivor for the first time and chaps being one of the first customizables unlocked on the very obvious frontier planet is superior.
Star Wars Universe The Space Western forever my love ✨😩
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"I have some problems with [Luke] as a character)" was mentioned in your Reylo response post. Very interested in what your thoughts are on Luke! 👀
Do you want me to get murdered?! Well, if I didn’t get lynched for calling Sirius Black a Stephen King villain I can surely do no worse here.
Let’s do this.
Caveat that, as usual, I am wearing a heretic hat and expect no one to agree with what I’m saying.
Luke Skywalker, much like Harry Potter, is not the character the authors and vast majority of the audience seem to think he is. Luke is seen as the true coming of the Jedi, the light side of the Force incarnate, and someone so innately good he was able to redeem his father, restore peace to the galaxy, and restore the Jedi Order.
I disagree with all of this.
I think this is what Luke thinks he did but the truth is far sadder and, well, in general worse.
First, let’s start off with Luke’s hero’s journey throughout the saga.
Luke starts your ordinary guy, he’s not bad by any means, but he’s not particularly good either. He lives in the middle of bumfuck nowhere, part of a relatively well off family, and set to inherit the world’s most boring business: moisture farming. He has dreams of going out, seeing the world, and becoming a great pilot.
Important to remember but what most people gloss over: Luke starts if not pro-empire then neutral towards it. Luke wants to attend flight school, given his desire for glory and adventure, he probably wants to join the empire’s military. He might not like Storm Troopers all that much but the fire of revolution doesn’t burn in his heart the way it does Leia’s.
Now, personally, I like this about Luke. It makes sense to me. Given where and how Luke grows up, given all he’s ever known, I think this makes perfect sense for his viewpoint. He might get hassled by stormtroopers now and then but the empire really doesn’t interfere with his life except in a) propaganda b) offering an escape from his dull existence. What would someone like Luke know about the Rebel Alliance?
The movie however... sort of goes out of its way not to acknowledge this, and this is where I start having problems with Luke. Luke gets Leia’s message about Obi-Wan Kenobi, sees the most beautiful woman he’s ever seen in his life, and gets to embark on this amazing adventure. The story sort of takes it for granted that he then agrees with old hermit, Obi-Wan, that the empire is evil. This is helped because Luke does too.
In other words, Luke’s opinions are very shallow and lack any introspection. Finding himself in the company of Jedi, smugglers, and hot rebel princesses, Luke suddenly goes, “Ah, yeah, I hate the empire!” We never really see him change his mind by reflecting over what the Death Star means/the destruction of Alderaan, the death of his relatives, or his meeting with Darth Vader. Luke seems to be won over... Honestly, it feels like it’s because the Rebel Alliance let him fly a plane before the Empire did.
Then he blows up the Death Star, is a galactic hero/enemy number one of the empire, and he’s full on board resistance man and the next Jedi.
Which brings us to point number two, Luke legitimately thinks he’s a Jedi.
Obi-Wan gives him half a word of advice for maybe half of a day, watching Luke swing a sword around and get shot at by a robot. Yoda trains Luke in a swamp for, generously, maybe a week or so before Luke ditches him (against his advice even) to go save his friends. Luke has 0 training (beat out only by Rey, who wasn’t trained at all). More, he lives in a world where everything he knows of the Jedi is colored by Palpatine’s propaganda and old legends. The Jedi temples have been ransacked and presumably next to nothing of the Jedi culture remains, I can imagine Palpatine as being nothing but thorough in his elimination of the Jedi religion. The Jedi survived in Obi-Wan, Yoda, and in some sense Anakin Skywalker.
They do not survive in Luke. Luke puts on some quasi-Jedi robes, slashes his sword around a few times to save Leia from Jabba, and he says, “Now I am a Jedi!” Luke is that kid, LARPing, yelling “firebolt, firebolt, firebolt!” Only, that is, if the LARPing consisted of him representing a massacred culture thinking he’s it’s sole legitimate heir. So... Luke is playing Cowboy and Indians, and he’s the Indian.
In my opinion, Vader wasn’t so much redeemed as he always had a very high priority in finding his son and keeping him alive. The obvious way to do this would be to take Luke as an apprentice and, eventually, murder Palpatine. Well, that didn’t pan out, and eventually Anakin chooses murder-suicide to save his son’s life. It’s very touching, I’m not knocking the moment, but I do think a lot of that was Anakin vice the inherent goodness of Luke.
Anyways, Luke and pals save the day, they start a new republic and then they learn life is complicated. The new republic fails within decades, worse, it’s feeble and likely torn apart by civil war, strife, and constant infighting. It is utterly powerless, to the point where the First Order easily rises to replace the Empire and take over its vast resources (with Palpatine building a secret sith army on the side no less). That Leia rather than lead an army through the new republic in the sequels is leading her own private resistance army is very telling.
Fitting in with this, Luke starts a Jedi Academy. The prequels, and yes go ahead and slander them all you like but they’re better than many admit, taught us a few things but one of them is that it is hard to be a Jedi. To walk the path of a Jedi is to open yourself up to great temptation to use the dark side, and the dark side isn’t just some strange quirk or sense of duality, it is the equivalent of selling your soul. It is an unnatural action that leads to unnatural abilities. 
You get a bunch of Force Sensitive kids in a room: you better know what you’re doing.
Luke doesn’t. He collects a handful of the remaining Jedi artifacts that Palpatine somehow didn’t destroy, opens up his Jedi School (even teaching his nephew), and within maybe five years the place is burned to the ground, his students murdered by his nephew, and his nephew runs off to join a Sith Lord who appeared out of nowhere (Luke not realizing that this was just immortal cockroach Palpatine). 
Luke then becomes a grumpy old man who just can’t deal, sits on a rock drinking blue milk, and whines that for how shitty of a teach he was that Obi-Wan guy was worse for messing up with his father. Which, frankly, is very in character for Luke.
Luke has never really failed in his life, or at least, never had to recognize his own failure. So, when he does, he a) doesn’t realize what went wrong b) blames everyone but himself c) sits on a rock and waits to die.
So yeah, that’s Luke for you.
A whiney, shallow, stupid, somewhat narcissistic, hero. I... don’t dislike the concept of his character, played more straight I’d love his character, but I dislike that people talk about him like he’s the most noble creature to ever grace the planet and has this inherent understanding of a murdered people that the murdered people themselves never had. 
(All the Jedi were doing it wrong! Luke made the real Jedi Order! Is something I see a lot and... well... say what you will about their philosophies, but this kid who was not a part of that culture “doing it better”... That’s real problematic folks, real problematic.)
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rekkingcrew · 4 years ago
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Campaign Debrief
So for nearly 2 years I ran an Edge of the Empire campaign with 3-4 players, mostly weekly. These last couple of months we’ve been using discord, which has gone great. I want to get down some of my thoughts about what worked and what didn’t. 
This is gonna be a big wall of text and all but two bits are gonna be under the cut: system and play style. 
Fantasy Flight Star Wars game system is legit my favorite system EVER. (Not to dick wave or anything, but that’s including D&Ds 2-5, Gurps, White Wolf, Blades in the Dark, Dungeon World, Deadlands, and a few miscellaneous other short form ones). The system of advantages and disadvantages, and especially triumphs and despairs rather than just straight successes and failures really opens up complex narrative opportunities and gives a chance for wild story beats that just would not have happened otherwise. The fights go fast but feel meaty and there’s a lot of room to pitch advantages to your friends so you’re not just waiting your turn. Character creation is granular enough that your choices always feel meaningful, and points can be spent anywhere, so you can really specialize and shape your character. 
We played very collaboratively and it made things AMAZING. Part of this is that we were all good friends and have played together for a while now. Our taste in what kind of story we want is similar- nuggets of drama scattered throughout, but mostly cutting up. A lot of the best NPCs and story suggestions came from my players rather than from me- our season one boss villain, Imperial spymaster “Uncle” Karston Severax, a pantoran ex-special forces black operative whose current public face was a Mr. Rogers-esque children’s TV presenter, for example, was someone my players started out and all of us collective “yes and” added to around the table, and he was JUST THE BEST. These kind of exchanges also gave us moments like the time our tech tried to blackmail the head of a security corporation with the fact that he was having an affair and he’d written just LOADS of incredibly cringey fanfiction; but the roll was such that the attempt ended with him finally getting the push he needed to quit a job he hated, get out of a marriage that just wasn’t working, and follow his dream of self-publishing. He even dedicated his first book to our slicer. Because it wasn’t a DM vs Players atmosphere, because we were all on the same page, I could ask my players “hey, what do you want for your triumph?” and “all right, so who is the NPC you know?” as well as just “that’s enough to finish this guy, what does this look like?” This campaign was 1000% better for sharing that world building load, and the players were all, I think, more invested. 
more below the cut. 
What Worked
One of the most useful things I ever did was start giving players morality pet NPCs that were their special hench people, and I’m embarrassed that I waited so long to assign one to our droid. 
The zero session was absolutely invaluable in setting the tone of the game and the relationship between characters, and I will bang this drum until I’m fucking blue in the face. Don’t meet in the first session. Sit the players down and say “how do you know each other, why do you stay together, what are some of your past adventures?” It’s just so much better. 
Cameos and ties to our other games, in what we’ve been calling “The Drax Kreiger Expanded Universe” have continued to be welcome pretty much every time. People were delighted to have a moment or two to slip back into old characters. 
I was able to identify what each player wanted and give them that. Brick’s player wanted quiet scenes with big character emotion, like his one on one pit fight the character didn’t want to have, or the letter from his mother telling him how proud she was of him, or the time in training where he tapped into how angry he really was and it spooked the character and everyone on the ship. Nyla’s player wanted a big epic, but also difficult space journey of good vs. evil, and so Nyla got a padawan whose parents she had possibly killed when she fought for the empire, she dug up the grave of her clone teacher’s order 66′d jedi for the crystal for her lightsaber, she got to cleanse a temple that was trapped in a fruitless struggle between light and dark, and a climactic lightsaber battle that was about possibly sacrificing herself for the good of others. TK’s player was deep into star wars trivia and space stuff, so he practically squealed when Verpine shatter weapons showed up, and he seemed to get a kick out of the Evocii, and also that time they put on wing suits and dove the atmosphere of a gas giant. It’s worth noting nobody was actually all that interested in the thing that turns my gears: complex mysteries with a lot of clues and investigation, and once I let that shit drop, things ran a lot smoother. 
Some of our best stuff was non-combat challenges, like climbing the cliffs of Naboo or navigating the deep undercity of Nar Shadaa. The guys reliably failed anything social, but environmental challenges were always appreciated. 
I always tried to make sure there was more than one way to do things. For any given mission, especially early on, I’d try to brainstorm at least three ways something could be accomplished. 
My party split up a LOT, but we found a sort of cinematic cutting back and forth to be really useful. When there was a big crit, or a goal accomplished, or something like that, we’d jump to the other party even if the fight wasn’t over. Sometimes that was only just, like, Brick and the guys doing drunk karaoke and saying to no one in particular “MAN, I hope Nyla’s having as fun a time as we are!” but it kept everyone involved and it wasn’t just people waiting their turn for 20 minutes at a time. Also people chimed in with fun advantages and disadvantages. 
I had everybody write backstories and whenever I could, I incorporated in things from what they’d written. Our second season was basically TK tracking down the guy who’d made him, a Thackwash alien with the same sort of shifting personalities he had. TK’s player hadn’t written much about the guy except that he’d been a salvage mechanic who constructed TK for protection when he got in trouble with the local mafia. Giving that guy complementary personalities for each of TK’s really helped stick the landing on that one, and the player really enjoyed having actually completed his character’s goal. 
It’s worth saying, we took some time at several points during the campaign, either individually or as a group, to talk about what we liked and didn’t, what we wanted more of, where we wanted things to go, possible directions for characters, mechanical issues, how to have a better game, group dynamics, all sorts of stuff. In a way it’s like sex: people have this fucked up expectation that you’ll just be good at it without communicating, and man, fuck that. Talking to my players was ALWAYS worthwhile.
I was always adamant, because it was a thing that bugged me when I was a player, that if a character had spent the points to be good at something, they got to be good at it. That made some things difficult, but I think it was the right decision. It took me a while to tailor fights right, and honestly a lot of times, splitting up the party was the best way to balance fights, but I never said to anyone hey that thing you spent all those points on, could you please not do that?
My players were excellent about encouraging each other to have serious dramatic moments. TK was completely ready to die in a fight, and when he lost a significant chunk of his programming, the way he chose to play it was really heartbreaking. Everyone came inside and had tea with Brick’s mom. No one stepped on anyone else’s fun when it was time to be serious, and everybody was great about cheering each other on, whether they were being funny or being dead serious. 
I FUCKING FINISHED A CAMPAIGN. IT HAD AN END. So much stuff petered out over the years, I was adamant I wasn’t going to do that. 
What Didn’t Work
Boy, my players had pretty much all the trouble trying to remember to use “they/them” pronouns for NPCs with neutral or alien genders. 
No one is interested in falling damage. Sigh. 
I did not keep good track of money or ship fuel or anything. The campaign didn’t end up relying on it too heavily (I was honestly expecting a much more Cowboy Bebop setup than where we drifted), but that was an area I kind of fell down. 
We never really got obligation working correctly and in the end we just ended up abandoning it. We kept doing the force morality because the lone force player was very into it and it was a huge part of that character’s journey, but for the rest having people show up to collect on obligation was sometimes not possible in the story- or if it was possible it was pretty cumbersome. Campaign did obligation by arc, and I think that’s a pretty useful way to do it- roll at the end of the arc for what’s coming next. 
Early on, I made way too many assumptions about what was an adventure hook for my players and what was an annoyance. Honestly, bits of this lasted pretty late. At one point I gave my players a spy for the larger rebellion they could totally talk to- he was even working with their resident bothan spy- but they looked at the senatorial assassination he was doing and literally said at the table “I think it’s best if we just walk away from all this.” And so they did. Which was frustrating, but, you know, it is what it is. They also never much cared about the hutt gang war. 
I let a lot of things drop that I would have liked to bring back before the end, but in all honesty, I think we were all running a bit out of steam. I would have liked to put in Brick’s old mentor, or follow up with the imperial governor that was a falleen in a human skin suit, or see more of the bounty hunter’s guild, or have a nice end thing with our bothan spy, or any of that. But I do think it was time to end it. And we followed the threads people liked. 
I had way too many NPCS.
What sort of worked
I had like 200 npcs and they were not all bangers. In particular, I let the party design their own ship, which I wish had played a bigger role (though it did really set the tone), and I let them design 2 npc crew who would fill in any party roles they didn’t want to play and guard the ship so they could go on adventures without worrying about it. The devaronian scoundrel was with the party to the end though I never really got him to be more than a joke, but the bothan spy kind of fell off, and while she made some appearances, she didn’t really have as big an impact as I would have hoped. She kind of got replaced by Nyla’s padawan, a hench mon calamari called Nezrene, who was a better fit with the party. But, you know, players will do what they like.
Factions. In the first bit of the campaign, my factions were a fucking life saver, because I could design scenarios with a sort of “what is each faction doing/ which faction hurts from this, which benefits?” By the second season we’d kind of abandoned them to go to the core, and by the third my group was solidly rebel, so the hutts and bounty hunters fell a lot by the wayside. I still think having a couple of broad poles of power, and having the players know them and their leaders, is a good call. But they do seem to kind of organically pare down on their own, and it’s easy to get caught up too much in them. Useful sorta?
There was definitely a point where my players just were not challenged by conventional challenges. We ended up doing most of the later fights that involved a lot of minions in montage. I’d have them roll their fight skills unopposed, just to see if they got any interesting advantage/triumph set ups. I still had boss fights that were mostly challenging, but there just was no point in throwing storm troopers or low level gangsters at them. Not when they have soak 8 and autofire, and that one talent that lets you kill every minion in a combat. Designings fight got a bit tricky, and in those big high level combats, despairs and triumphs come up a lot more and really sway the fight, which I like, but also it’s very hard to plan for. 
Mass combat was tricky. I did a lot of it toward the end because my players were generals in a rebellion. I always had them do the rolls and some of the narration, but that wasn’t always enough to make them feel like things weren’t very arbitrary. 
I personally love the rule that if you roll a despair shooting into an engaged combat you shoot your friend. Nyla, who got shot twice this way, does not. 
We started the game with a tech character who dropped out. Toward the end, we picked up another tech character whose player couldn’t do their regular stuff because of covid lock down. Neither of these characters could fight at all, and both were very differently oriented than the rest of the party, and that was tricky to manage. Additionally, the dude coming in at the end had like a year and a half of in jokes he did not get and there were 200 goddamn npcs. I tried to give him the lowdown on what he might have heard about the party, but it was a combination of too much information and not that much player interest. He did get to break a star destroyer though, and I think he liked that. 
I offered players XP to write backstory stuff, and later goodbye notes others could find if they kicked it. Not all of them did. In the end it made a negligible difference, and I still think offering the bounties on this is basically a good idea. 
What I would do different next time.
Three ring binder that opens and closes so I could move fucking NPC stats around. I filled two goddamn school notebooks with notes for this campaign and there were so many goddamn times I was like “I KNOW I wrote this down, but where?!”
Players felt a bit aimless when they didn’t have a specific villain. I’d planted a few in, but they took finding, or they were too easy to avoid. Next time I would have a few more people who were actively on my player’s tails. 
I would keep better campaign notes and/or ask one of the players to do so. I used to do recaps for the games when I played Rek. There’s stuff I KNOW I’ve forgotten, and more I’ll forget as time goes on, which is a shame. It’s a weird, ephemeral medium, but possibly I’m just spoiled by living in an age of easy reproduction and enormous storage where data is concerned. 
Better book keeping in general, really. 
When I did a mystery short, I wrote up a list of all the clues people could find but not where specifically they were, so that I could just jam them anywhere they seemed like they’d make sense whenever a roll called for a player to find something. I think I’d try to do that with player’s personal stories so they could be woven in a little better. I did a lot of flying by the seat of my pants. 
All in all, I’m pretty happy with how it went, and I’m ready to get back to playing for a bit. I loved DMing, and I more or less DMed the game I would have liked to play, but man, doing this all the time, or being the only person who does it? After a while, that’d be a lot, and I’m looking forward to the break. 
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sepialunaris · 6 years ago
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Obi-Wan being an intergalactic flirt beast and flirting with everyone he meets ever, including people trying to kill him. Ohh and him drinking tea like a boss in front of a full scale invasion force filled with hundreds of droids. Space prison heist on a magma planet like something out of a mario game, and a Jedi getting mauled to fucking death by a wolf. That one clone everybody hates that actually dies in the comics. Palpatine making the biggest dick move by revealing all his plans to a drugged clone a few seconds after acting dumb in front of a jedi. A clone dying from getting his head cut off by an automatic door and they joke about it a few seconds later. Hondo ohnaka spitting quotable bullshit while being drunk and flinging himself to 10 feet into air, and then he gets colonized, while still drunk. Ohh and the invasion was just Dooku doing a “fuck you” for that scandal 2 years ago and Grievous being “ok sure, i’ll help this bitch settle his tea.” Padme and her ex robbing governments and official galactic institutions. R2 and C3PO going on a d&d quest, after R2 accidentally murders a dictator and immediately attempting to cultivate the seeds of democracy to them. A droid being brutally ripped apart to death in camera while screaming. Palps tasking cowboy bounty hunter to kidnap babies and him reacting “well that’s fucked up, but sure” before proceeding to dress up as a jedi. Jar Jar canonically fucked, and implied to have fucked during the episode. Ohh and Jar Jar fighting Darth Maul’s mom about the same episode. Dooku literally making a house trap surprise for Grievous by purposefully luring Jedi into his house so that he can test him. And then the jedi kill his pet and he (rightfully) loses his shit. He also keeps a repair droid that sasses him as he operates him. But the same repair droid also killed a jedi. Sy Snootles, the singer in ROTJ, beats Obi-Wan, cowboy jedi and cowboy bounty hunter by murdering the criminal they wanted to find first. Cowboy jedi leaps on cowboy bounty hunter and get sattacked by his softspoken assistant droid that was previously used as a bomb. Yoda tries to drown himself to get wisdom while the council watches him in a magic-trick style tank. Yoda asking Anakin to break him out from hospital and Anakin getting the butt from it by Windu. The jedi getting stuck on a planet of lemurs. Ohh wait there’s also a weapon that destroys all organic life within its shot at the same episode, along with a separatist commander voiced by George Takei. Obi Wan creating a holo-message to specifically sass Grievous and tell him that the star destroyer he took over was gonna explode. Anakin and Grievous never meeting over the course of the series because of any reason possible. And the closest they have been was when Grievous was defeated by a trap set by Jar Jar and the gungans and Anakin gets knocked out by Dooku after he smacked him with electric sticks too much and they have to trade them. They are side by side but anakin is unconscious and Grievous is probably thinking of what to tell his boss. The next time this happen Anakin’s face was just behind a large crystal. A 60 year old man trying to put a shock collar on a duchess and her 14 year-old nephew, before Ahsoka Tano puts it on him and electrocutes the bitch. The same bitch going from getting illegal pepsi supply into electrocuting people and now helping Darth Maul rise to power. Darth Maul using murder as a currency to build his criminal empire. Sheev having a day off from office to have a fight. Sheev talking with Yoda in his room for the lols. Grievous spending the whole episode trying to find an escape pod as he acts like a bad boss to a bunch of battle droids, and he rides on a rhino alone as the droids protest. And then he proceeds to almost die if not for a battle droid before flying away as he dangling on a rope. Boba Fett almost sending sentient cargo to a evil horny jerk that wants to marry the captured girl, but then Boba gets tied up and sent as cargo instead. Hondo and aaurra Sing canonically noted that they fucked. It is the best.
GOD star wars: the clone wars (2008-2014) was the absolute fucking BEST. u do absolutely not anymore buckwild than insane range of emotions that seven seasons can put u thru. obi-wan commits a war crime in the first episode. anakin drinks a space martini. a sixteen-year-old decapitates four men in a single second and it is literally never mentioned again. anakin, obi-wan, and mace windu find SPACE GODZILLA and the entire jedi order collectively drinks We Love Peta™ juice, decide not to kill it, bring it to the capital city, and it breaks out (ofc) and kills, like, a half million people. sheev just hangs out in padme’s office for six whole seasons being, i dunno, evil and absolutely not a single person catches on. there’s a blue guy in a dope-ass big hat who beats every single jedi’s ass and they still only call him, “that guy in the hat.” darth maul’s been living in a literal garbage dump with eight legs for the past ten years. anakin endorses state-sponsored terrorism. padme once contracted the black death. the jedi order tries to prosecute a twelve-year-old for war crimes. maul is forcibly murdered two (2) times over and still lives for some bananas fucking reason. whenever anakin does something mildly risky the darth vader theme plays. yoda asks anakin if they’re friends. the jedi order tries to prosecute a sixteen-year-old for war crimes. a cartoon made for twelve-year-olds has a four-episode arc about government oversight of international banking. this all happens in the range of three years. this show is absolutely fucking nuts.
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