Birth of the Republic: The Unification War

At this point, the party became more directly involved in the events of the major war, and things drove towards their climax. The final session was just a four-ish hour long diplomatic negotiation between various galactic powers whose war assets were mostly exhausted, which I thought was a fitting way to end the campaign.

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Birth of the Republic: The Perlemian Conflicts

Throughout this section, the greater wars between galactic powers were largely dice driven. While powerful planets like Coruscant had better odds of success than comparatively weak planets like Corellia or especially tiny ones like Corulag or Brentaal, in the end it was pretty much anyone’s game at all times. The party would attempt to influence the course of events, but were still too low level to get involved in a clash of the titans directly (they could kill a few storm troopers, for sure, but they wouldn’t be turning the tide of any battles), so instead they focused on building alliances and black ops. A lot of the direction of the plot here came from the party reacting to these semi-random events.

This arc also includes a quick look at what happens when all the party’s main strategic thinkers aren’t around that week, so the next step of the delicate black ops-assisted diplomatic negotiations is left in the hands of the guy who’s barely taking things seriously. It turned out better than you might expect, all things considered.

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Birth of the Republic: The Force War

We were level 9 for like two months. A little bit into this plot arc, I (on suggestion of one of my players) began a much more involved application process for the game. This resulted in far more party stability. The effort required to fill out the application deterred flakes and the answers to the application questions made it obvious which players didn’t actually want to engage with the campaign’s plot or themes at all and were just blindly applying to every Star Wars campaign, which kept player turnover to a sporadic event rather than a constant inundation as players joined, played for two weeks, and then silently departed.

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Birth of the Republic: The Rath Koltu Plot

This blog has been less of a team effort than I might’ve hoped. We may end up switching to a less demanding schedule for a while. For now, we’ll make up the dead air with some plot summaries of a Star Wars: Saga Edition campaign I ran a few years ago. The campaign was called Birth of the Republic and took place immediately after the Force Plague wiped out the Rakata, and concerned the Unification Wars, the violent conflict that ultimately ended in the foundation of the Galactic Republic. This first plot arc was marred by an extremely light screening process for new players, which led to a lot of flakes who showed up for only a handful of sessions before dropping out, which is why there is an intense amount of player turnover here (although in one case a character switch happened because a player wanted to play something different).

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