CHAPTER FIVE

Adventuring in the Prequel Era


Jedi Master Ki-Adi-Mundi battles it out during an adventure on Tattooine.

Of Challenge and Opportunity...
The galaxy is on the brink of a dark period; these are troubled times, hiding behind the veneer of gentility. The average galactic citizen may or may not see the coming storm, but there are those out there who have learned, perhaps to their dismay, that dangerous times are adventurous times...

At first glance, the Episode I timeframe may appear somewhat difficult to adventure in, since it lacks the easy-to-work-with delineations of "Empire" and "Rebel Alliance." The Trade Federation and the Sith may provide some material for GMs to work with, but many GMs are reluctant to stretch their necks out too far and risk a potential "chopping blow" from Lucasfilm when Episodes II and III are released...after all, the mere thought of having contrived a detailed and entertaining campaign in the Prequel Era only to have it derailed when the official continuity takes you by surprise later down the line is a dreadful thought indeed. So what is an enterprising GM to do?

Plenty.

The Prequel Era, as we know it thus far, has one great strength going for it, in terms of campaign material...its complexity. The myriad interests at work in this turbulent time are a great deal more complex than the Imperial and New Republic periods we are used to dealing with in SW: TRG, even more so than the Tales of the Jedi era. Complexity is, of course, a double-edged sword in many ways, since it yields both opportunity and difficulty in writing adventures, but with careful consideration, a healthy dose of creativity, and a study of the underlying themes of the Prequel Era, fantastic campaigns can be dreamed up that run very little risk of future film-related complications, and keep players and GMs alike entertained and enthralled.

The Little Things...
Star Wars adventures and campaigns are born of big ideas; this is perhaps the single most powerful element of their universal and timeless appeal. Yet, ironically, the backbone of a good Prequel Era campaign is built on the little differences unique to the period. The Empire is an atrocity of its time, and as such, players almost always find themselves in (at least) indirect opposition to it...black and white are not so cut and dried in this era. Although the Republic is faltering, most PCs would probably still believe in the ideal of the Republic. The players, however, know that the ideal will indeed fall. Herein lies the first of the "little things," and one of the underlying themes of Episode I: tragedy. We as observers know what must inevitably come to pass, and that lends a Prequel Era game a bittersweet, tragic air that is difficult to create under any other circumstances. The tone is distincitve, and memorable. However, the fact that the PCs cannot stop what will eventually come to pass may be a source of frustration, even if no one expects it to become so in the beginning. Therefore, we have to dig a little deeper for adventure seeds, since the only way we can avoid this potentially-unrewarding pitfall is too give the story more than just this one hook.

Commerce is an often-overlooked aspect of the Star Wars game, and is another "little thing" that can easily blossom into a "big idea", in fine SW fashion. After all, commerce is among the driving factors of Episode I; indeed, commerce is known to be a driving factor of this entire period, if one studies the teachings of the Journal of the Whills (even the tiny scraps that Lucasfilm has published here and there). GMs should take every opportunity to exploit the complex functions of commerce in this period. Anakin's epic podrace in Episode I is based solely on commercial concerns; the Trade Federation's blockade and invasion of Naboo are both direct results of the Neimoidians' new "guerilla commerce" techniques, cultivated under the sinister guidance of Darth Sidious. The Gungans and the Naboo live apart, but engage in clandestine trade that keeps them at peace with one another...and without that peace born of commerce, would it have been so easy for Amidala to convince Boss Nass to aid her in the film's climactic battle? Commerce is a force (no pun intended) that cannot be ignored in the Prequel Era. The GM should endeavor to take into consideration the various unique business practices of each region he sends the PCs into; the Outer Rim barely acknowledges the Republic credit, relying instead on local currencies and barter, whereas the Core Worlds swear by the coin of the realm. Perhaps, in those corners of the galaxy that the GM chooses to design for himself, commerce takes an altogether different form...perhaps parts of the galaxy embrace an almost-Socialist economic system, or even a form of feudal mercantilism. It's a big galaxy, after all, which brings me to our next point...

Freedom. The Republic, love it or hate it, still allows its memeber systems a great deal of freedom in just how regional government is conducted. This period lacks the strangled uniformity imposed by the Imperial Governors of later years; in this time, monarchs may still hold court, and dynastic warlords can still hold sway over regions of their own. The Senate is reluctant to tell people just how things should be run in their own backyards, and as such, freedom becomes another two-edged sword: although Naboo is ruled by a benevolent monarchy that chooses not to exploit the freedom imparted by Republic non-interference, that same freedom offers opportunity to tyrants who use force to back up their territorial claims. Certainly, if a tyrant were to flex too much muscle for the Republic to ignore (even in this age of dwindling governmental conscience), something would be done...but with the minimalist military of the Republic, just how much could be done? The Jedi are nothing to sneer at, but their numbers are limited, and many believe that the current Jedi Council is too cautious to be of any real impact, instead being mired down in the trivialities of galactic politics. Perhaps we can simplify this point by saying that life under the Republic may be too free to be entirely safe! This is another underlying theme of Episode I: the threat of complacency in the face of impending disaster (which might be interpreted as another thinly-veiled social statement made by George Lucas; most of the heinous atrocities of the 20th century have been allowed to happen through the complacency of people that should have been prepared to fight back the tide of social ill...but, as usual, I digress).

Another little thing to consider is theology, a topic that we have had only a little exposure to in previous incarnations of the game. Beyond the Jedi tradition, there lies the creeping undercurrent of the Sith...this is familiar territory, which many gaming groups have covered in the Imperial, New Republic, and TOTJ periods. This treatment is very black and white, though...just imagine how many religious traditions and mythologies are out there, in this period before the theological purges of the Emperor Palpatine! Astute SW fans have no doubt noticed over the years just how deftly Palpatine was eventually able to eliminate entire chapters of history and tradition by "spinning" actual events to suit his own ends. What powers may have existed in the galaxy before the Imperial purge changed everything? The Jedi don't have a monopoly on understanding in the Force, and neither do the Sith. Out of the millions of cultures in the galaxy, it is no stretch of the imagination to speculate that there are other "orders" out there with powers and rituals entirely their own. And maybe, just maybe, there are powers in this era that have since been totally wiped from history ...powers that we know nothing about. This is perhaps the most important underlying theme of Episode I...mystery. Here we are, watching a film that begins a story that we've already seen end, yet we grow excited wondering just how it will all come to pass! Now if that isn't a perfect example of the power of mystery, I don't know what is!

The Big Idea
So, we've examined some of the little things that give the Prequel Era its flavor, as well as some important undelying themes of the current trilogy. By now, the sheer complexity of the period should have a number of story seeds planted in your head. But, just in case you need a little more help, try some of the following hints on for size...

Adventure and Campaign Seeds

The Succession Wars. Our own history is full of what historians refer to as "succession wars." From the time of the Ancient Egyptians to Europe in the Middle Ages, and even today, power shifts have led regions to war. Typically, a ruler with two or more heirs or contenders dies or is forced into exile, and a brutal conflict begins as the other power players struggle for dominion. Imagine a region under the sway of a centuries-old monarchy facing turmoil from within, as Trade Federation envoys secretly offer promises of wealth in return for the support of those who seek to rule; troops could be exchanged in return for promises of Senatorial support and exclusive trade contracts. Work in some hooks directly related to the backgrounds of the PCs, and you have a rewarding one- or two-session adventure, or even a full-fledged long term campaign. Will the Republic intervene before thousands of civilians die? And what of the Jedi? And just how do the PCs figure into this ugly political war?

The Frontier.The Republic's power is waning...and heretofore-unknown enemies from beyond the confines of charted space are somehow aware of it. These incursionary powers are slowly but surely carving out niches for themselves on the Frontier, beyond the Outer Rim...and many worlds, fearing the coming age of chaos and disorder whispered of by rumor-mongers and propagandaists, may very well support the interlopers! Or perhaps an old regime is taking this perceived opportunity to return to its sphere of power, gathering its strength to usurp Republic control of the remote Frontier systems. A story of this nature is an easy one to write, and can range from one session to literally dozens...best of all, the Frontier scenario offers GMs the opportunity to create an incredible amount of original material; not just planets and systems, but maybe even a whole alien empire! The novel Star Wars: The Truce at Bakura is a Frontier type of story, in which the alien Ssi-Ruuk invade the galaxy after the fall of the Empire, before the New Republic can consolidate its new power. This story format lends itself well to the Prequel Era due to the uncertainty that many Outer Rim and Frontier worlds may be experiencing as the rumors of corruption in the Senate filter out to them. Also, the PCs could come from any number of diverse backgrounds, and still be easily united...by simple necessity, if the invasion gets ugly enough!

A Mission of Mercy. The Courts of the Republic are woefully slow, even more so than the Senate. That fact, combined with the Trade Federation's "friends in high places," has created a window of opportunity in which the Trade Federation can flex its muscle in more systems, blockading and leveraging at will. After all, how can the Senate impose sanctions against such a massive commercial power, sanctions which could cripple the galactic economy? No, we haven't heard the last of the Trade Federation...not by a long shot! So what will the players do about it if their home system is blockaded by Trade Federation ships, their people starved and deprived of medical supplies? Why, they'll have to do what any good SW: TRG character would do: run the blockade, and get help or supplies! Sound familiar? If it doesn't, perhaps you should go see Episode I before reading any more of this Sourcebook, because there is an element or two of this scenario in the film...but, if you're still with me, it should be obvious to see just how many variations on this theme are possible. Smuggler characters in this era have no evil Empire to rail against, so many Smuggler characters may end up treated more as "blockade runners" who specialize in trading to worlds under the yoke of Federation pressure (Han Solo did that sort of thing during his years in the Corproate Sector). The Jedi may become involved...Gamblers may be compelled to put their criminal connections to use by appealing to some very unorthodox sources for aid ("You got bacta tanks from Jabba the Hutt?!? Are you insane?! We're better off with the Trade Federation!" Just imagine the possibilities...). Many SW characters are ruffian-esque folks, but they're also heroes at heart. It can be a lot of fun forcing these guys to play against type, and do the right thing...for free. This is also a good opportunity for young Jedi to make names for themselves...and defy the complacency of the Council.

The Dark Design. The Sith have returned, and made their presence known to the Council. Now, more than ever, the Jedi must seek out and destroy any remaining Sith artifacts hidden across the galaxy, before they can fall into the wrong hands and become fuel for the fire of another Sith War...but it would stand to reason that agents of the Sith would be seeking them as well, wouldn't it? Perhaps an ancient Sith Cult, independent of Lord Sidious, has had a vision of Sidious' coming, and is preparing to aid him in whatever he has designed for the future. A prime opportunity for satisfying a group just dying to play Jedi, this type of story has a lot more possibilities than you might think. The Jedi may need the help of Scouts to explore ancient, mysterious worlds in search of dark artifacts, or need the aid of a Trader in wresting a Sith relic away from a primitive culture that worships it! The Dark Design story has campaign potential as well...your humble Webmaster once ran a campaign based on this concept, and somehow managed to get a year-and-a-half of sessions out of it! Stories of this nature always start simple, but get increasingly complicated as affairs unfold...injecting the Indiana Jones flavor into the Star Wars galaxy! Inevitably, there is some dark power out there that is manipulating events to his own ends, hoping to seize the treasure in question and make his bid for supremacy...but just how far you want to take that notion is up to you...

Easy Money? Despite the shaky politics of the era, this is still very much an age of unparallelled wealth. Opportunities abound for those who are bold enough to seize them. Profit can be squeezed from a stone, if you squeeze hard enough...do the PCs have what it takes? Imagine a Star Wars version of the Oklahoma Land Rush, with unlimited mining rights waiting for those tough enough to stake a claim...this could easily be a three-prong adventure, involving the race for a good claim, the working of that claim (and the defense of the claim from hostile natives or unscrupulous competitors), and the ultimate chapter in which the "responsible" parties attempt to wrest control of the claims proven viable from those they duped into prospecting them. OR, if you will, imagine a charity project that asks the Jedi to provide security (to the Jedi, work in the service of charity is as powerful a lure as the "easy money" the high-stakes Gambler looks for in a sabaac game)...but is actually exploiting the masses, and has tricked the Jedi into defending such an operation! The Jedi mind tricks don't work on every species...have some fun with that! Can you imagine just how miffed a good Jedi will get when he finds out? Now THAT is the stuff of enthralling roleplaying!

Scum and Villainy. Pirates...smugglers...gamblers...con men...in an era without the spectre of the Empire, these once-popular character types take on a less-than-savory luster. Without the handy plot device of the Rebel Alliance, the opportunity to actually play the redemption of these characters presents itself. On a more unusual note, perhaps the characters oppose the Republic! Although such a game can be difficult to get started, and tough to establish in terms of tone, the final result could very well be the most well-rounded adventure of your groups' "career," rife with action, personal drama, and the classic moral struggles the SW films are known for (because, in case you hadn't noticed, the ENTIRE SAGA is little more than the tale of Anakin Skywalker, a good kid who grows up bad, and redeems himself in death...Star Wars is itself just a huge morality play!).

Dodging Official Continuity
No, this isn't a section on how to ignore Lucasfilm continuity...rather, it's a section on how to avoid running afoul of it. You see, there is one nasty pitfall that a GM could fall into at this point, and that's dreaming up a great adventure that somehow gets derailed by a future official SW story, such as a novel, comic series, or even Episode II! That's the danger in setting games against a backdrop of events we have yet to see completely played out. For example...Steven, a bold GM, notices the three Senatorial Wookiees in The Phantom Menace, and decides to orient a session or two around a couple of Jedi characters assigned to protect the Wookiee Senator and his aides from a rumored assassination consipiracy. In Steven's game, somebody is taking out Senators who were outspoken in their defense of Chancellor Valorum before he was stripped of his post. Sounds like a winner of a game, sure to be filled with action, intrigue, and cameos by some of the bit players from an actual SW film, a factor which is always a hit with the players.

So what does Steven have to worry about? Well, let's say Steven has decided that Senator Palpatine has orchestrated the conspiracy as a side-note to his grander scheme of ascendance to Emperor. Continuity Alert! This may sound perfectly reasonable at first (and probably pretty darned likely, in my opinion), but it is based on the assumption that Darth Sidious, the Emperor, and Senator Palpatine are all the same person. Remember, the Clone Wars are coming! Who's to say that there isn't a clone or two involved in the whole Senator Palpatine-Darth Sidious-Emperor Palpatine plot thread? Or even something more unusual? This is guaranteed to be an important part of the progression of events from Episode II to Episode III, and Lucas is quite likely to have a surprise or two in store for us in that facet of the story. Although we have no idea whether or not clones come into play (replacing Palpatine, or Sidious turning out to BE a clone of Palpatine, or whatever), Steven is still taking a serious risk by basing his campaign so close to a key part of a saga still in the process of unfolding.

Of course, Steven may just think this is a heck of an idea, and decide to run with it anyway. And why not? It's his game, after all! There is absolutely nothing wrong with that mindset, in my opinion; the odds of Lucasfilm complaining that your campain doesn't fit into official continuity are fairly minimal, I'd wager. BUT, your players may not agree. And you as the GM might prefer to keep your game within safe parameters so you don't lose the additional "flavor" garnered by sticking within continuity. So, how can you go about doing this when the story isn't even done yet?

My first recommendation is that you create as much material as you can on your own. In other words, the safest material is original material. Yes, the lure of using Darth Sidious as your main villain is almost irresistable...but, could the adventure be just as exciting if you were to use, say, an imposter of Sidious? Let me explain...Steven writes his game as he originally intended, and the PC end up in direct confrontation with the apparent lackeys of the reigning Dark Lord of the Sith. The game runs great, and a good time is had by all. Now, Steven sincerely believes that Darth Sidious is Senator Palpatine, as most of us probably do (I was not trying to say he isn't in what I wrote earlier...I was just making a point). But Steven also realizes that his players do too...which means that the PCs might end up butting heads with Senator Palpatine if the players decide to accuse the man. So, to avoid a potential continuity clash, Steven carefully orchestrates his adventure timeline to give Senator Palpatine alibis at all times that the PCs spot Darth Sidious, and if the players actually confront Sidious in the flesh, Steven makes sure that the PCs get no real proof. They may thwart the Sith Lord's evil plan, but they have no evidence with which to accuse him of being a hooded Senator Palpatine. Steven also plants a few "maybe"-clues that suggest the enemy of the characters might not be the real Darth Sidious. The whole thing works out perfectly, in terms of continuity...should Episodes II and III reveal to us that Palpatine is indeed Darth Sidious, the players will gnash their teeth in frustration at having been outwitted by the Senator's deft avoidance of being found out for certain. And, should the case turn out to be otherwise, there are also a number of options: the villain of the game was not Darth Sidious, but an imposter sent by [Whoever the Real Villain was] to create confusion and discredit the good Senator, or perhaps a wayward clone of Sidious that wasn't even aware it was an imposter...Steven has left himself with an infinite number of holes to escape through, in terms of continuity.

So what's the real trick? Well, the above example works because it uses the mystique of Darth Sidious as a driving factor, as opposed to the character itself. It doesn't really matter if the PCs are up against Darth Sidious; what matters is that they were up against a masterful, clever villain lent validity by the Sidious Connection. This is the GREAT KEY to writing adventures free from worry in the Prequel Era...exploit the backdrop presented by the films, and avoiding making any assumptions that could hang you later. If you need to emotionally involve the players, leave them to the mercies of their own assumptions! This is a classic literary tool that has been in use since the time of Greek theatre: manipulating the audience into thinking one thing, then turning the tables on them in the third act, and then leaving them with an ending concrete in some ways, but entirely vague in others. Of course, your working model for doing this will change every time you do it, but trust me; your players won't be able to get enough of your games, if you can continue to come up with dazzling ways to involve and surprise them while brilliantly dodging the pitfalls of "Death by Continuity."

Your best friend, however, is what I mentioned earlier...original material. Use the backdrop of the galaxy as a springboard for big ideas that are entirely your own. For instance, instead of using Darth Sidious as a villain, use a long-forgotten cult of Sith Artifact worshippers who have been drawn out of hiding by visions of the impending return of the great Sith Lords. Such a plot device connects your story to the Star Wars universe without taking any real risk of continuity clash. And keep in mind, it is a BIG galaxy...there are problems in need of solving everywhere, not just on Coruscant or Tatooine. What backwater worlds might be in dire need of rescue from the exploitative efforts of the Trade Federation? Perhaps a sector of the galaxy ravaged by ion storms is suffering from famine and disease after the breakdown of all their technology...this is a job for the Jedi Knights. Use the trappings unique to Episode I...the alive and well Order of the Jedi, the threat of the rising Sith, the spectre of the Trade Federation (untouched by slow Republic courts, most likely)...to incorporate your own ideas into the galaxy. In this fashion, you can have all the power and majesty of one of the films without being bound by the specific events in upcoming films.

Of course, if you don't really care, well...have at it.

Sources of Inspiration
When writing an adventure, and seeking that first spark of inspiration, there is one piece of advice that cannot be stressed enough here: TAKE A LOOK AT HISTORY. The history of our own world is so full of good SW: TRG story ideas that you should theoretically NEVER run dry! The War of the Roses...the Battle of Troy...the rise and fall of Rome...the Sengoku period of medieval Japan...Alexander's Persian campaign...the material is endless! More so than any other source, history contains literally thousands of working models of any type of story you could ever wish to tell. Of course, your own unique spin is critical as well, as is the flavor of Star Wars. Let's take, for example, the story of Cleopatra and Marc Antony, as the two of them square off against Octavian for control of all of Rome and Egypt...here, in this one story, we have war, political intrigue, romance, subterfuge, assassination, revelry, tragedy, and celebration. The strife between Antony and Octavian is born of a succession war, and Cleopatra finds herself caught between her love for the upstart Roman general and her desire to protect her vast, wealthy empire. She needs Antony's support if she is to hold off Octavian's ambitions, and Antony needs Cleopatra's resources if he is to seize control of the Western Roman Empire from Octavian, but, by falling in love with one another, both Marc Antony and Cleopatra end up alienating their respective empires, and indirectly causing the deaths of all their loved ones. Octavian's victory is eventually assured as Antony falls upon his sword in disgrace, and Cleopatra kills herself before Octavian can subjugate her before all of Rome's citizens.

If you can't see the potential for a good Prequel Era campaign in a story of that nature...well, I think you might be playing the wrong game. :)

Now, it goes without saying that the Star Wars comics and novels are also a great source of inspiration when it comes to writing a Prequel Era camapign. Don't be afraid to adapt the stories therein for your own needs; often, when you're in a pinch and have nothing else to work with, you can take the basic concept of one of these novels or comics, and just by going through the motions of tweaking it to suit your group of players, end up developing something very original and rewarding for everyone. Material from outside the SW galaxy can also be a source of inspiration: the Dune novels by Frank Herbert all but DEFINED the ultimate ideal of the sprawling science fiction epic, and just by reading them, you can stimulate your mind into absolute overdrive...which definitely shows in your next adventure. Many fantasy novels also embrace themes common to Star Wars, and should not be overlooked as sources of inspiration (I heartily recommend the Shannara novels by Terry Brooks...although very Tolkien-esque in the beginning, the series eventually came into its own and broke some very fascinating ground). Inspiration is everywhere! In time, if you seek it out, you will eventually have a hard time avoiding it, and find yourself in a situation that every GM can appreciate...

You'll never run out of stories.

The Star Wars films draw on numerous sources of inspiration, many of which I have mentioned elsewhere in this Sourcebook. Look into some of those sources yourself. Read everything. Find thematic concepts in movies you have always loved, and find out what it is you love about them. A GM is a storyteller, and these are the things a storyteller must do to perfect his craft. Likewise players...don't think that just because you don't have to write the adventure that you can be lazy! Explore and define your character as best you can, so your GM begins to see the PC as more than just a set of numbers. If the GM begins to think of the character as a living, breathing being, the adventures he writes can involve the character in ways you've never imagined, giving you the coolest game you've ever played...time and time again.

Although I hadn't intended this chapter to become a dissertation on the art of roleplaying, it appears to have become exactly that. In the interest of wrapping things up, let me just say this: the Star Wars galaxy is among the most brilliant and open-ended creations in the SF/fantasy genre...it is a galaxy grand in scope, and ideal, and vision. Its purely imaginary existence does not diminish its depth and uniqueness as a universe...a universe of infinite possibilities and limitless adventure. It is a universe of imagination.

To tap its vast wealth, all you need do is add your own imagination to the mix.


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