Guys I want to start this off with just a little exciting "announcement"....there are only a few more days until Halloween!! So besides Christmas, Halloween is pretty much my favourite holiday and so I am just the tiniest bit excited for this Thursday. Also what makes it more exciting is I will be going to Chicago to see some of my very best friends, which is shaping up to be the best Halloween ever. I have my costume all made up for Thursday night (I am doing Korra and a friend is going as Bolin) and then on Friday I am trying to do something a that is relatively easy (I am thinking Sith or something like that). In any case, I will have pictures galore and will probably post a few. So how about we get on to the bulk of the post-my most recent Star Wars game....
Sunday was my alternating week for games, so I had Star Wars and it was a good game guys. Sometimes I don't realize really how good games were until I talk about them with my friends afterwards. Usually my next Monday is spent talking with a friend who is a player in this game and my DM in my D&D game, about everything that happened, what our plans are for the next level, and what plots and schemes we have in the works. This Sunday's game was that type of game-really not that much happened (well I mean besides saving the next queen of Hapes-but I'll get to that later), but there was so much development in some character relations that it made the game really more dynamic.
Here is a "quick" rundown of what actually happened in our game. I would like to give the caveat before that we are breaking canon and rewriting the story and let me tell you, our game would make a GREAT episode 7 (although it takes place during the first three). Our story opens with our characters and the other people on the ship (Obi Wan, Olin, Reyas, Tryss, Gannis, and some Sith prisoner we have) and we are on our way to Hutt Space for a mission. Obi Wan gets all uppity and says he and Reyas (who is his son) need to leave and to dock and a specific trading station. So we do that, Flynn (who is my friend's character) tries to get the Sith to stay with us under his control, she objects and leaves on the station. While we are on the station selling our stuff from last session, we are jumped by 2 other Sith Lords and we manage to keep one alive and take back to the ship.
After finishing up on the trading station we take back to our prisoner to the ship and start talking to her about what she knows and where the rest of the Sith are located. After we get the information out of her, we head our course for Tatooine and then slave auction there. Once we get there, we have some time to kill and so we get to just do whatever (it's really the first chance our characters have had to have any "fun"), so my character heads out with Master Olin, who is in command, to the bars to experience the "high-brow" bar setting of smugglers, thieves, and slavers. Really it was a lot of fun and gave my character a chance to flirt with him-which will be important later.
The next day we all go to the slave auction to apparently "finish" our mission. There we are supposed to buy the next Queen Mother of Hapes, but not before we have to watch some poor younglings get auctioned off....guys, I have to tell you, I hate kids, but it this was pretty sad. Once the younglings have sold, the girl that we have been waiting for comes out, the bidding starts and goes on for a while, and then we (well one party member) decides to start shit with the 4 Sith that are hanging out around with us. Eventually, as with all games, a fight ensues and we end up murdering the shit out the Sith. It's really fantastic Sith killing, just combat in general is fantastic in Star Wars because on average I do about 40-50 damage per hit and I can use a Force Power and hit twice...soooo nice! After the fight we grab the girl, head back to the ship, and get the f out of town.
So like I said, really not that much happened in the actual game, but the schemes that were laid, the conversations had, really make this game important. My character has been searching for her "dead", now Sith Lord, old master and in the meantime, Flynn has been letting her so that he can eventually kill him. My character starts a relationship with the commanding officer on board so that she can use him to get what she needs and just to have around as a good "bodyguard". This is the very basic explanation of the scheme-y plots, but they can be total game changers should they work out how they are planned. It's really going to be a race to see who can accomplish what first to see who "wins".
Which comes to the next part of the title, relating to the Dark Side...our DM has made it clear that we can turn to the Dark Side. We don't have to stay Jedi and it's not a game ender should we fall. I find this really interesting in a game, because normally if you change alignments, it's a pretty big deal. So to have the option to do so is very tempting. I haven't decided how to take things and as of right now my character is not a Sith, but depending on how things esclate with our missions and the story, it might happen. The devious part of me would love to just corrupt everyone and have them all turn to the Dark Side...who knows, my character can be very persuasive....
Sunday was my alternating week for games, so I had Star Wars and it was a good game guys. Sometimes I don't realize really how good games were until I talk about them with my friends afterwards. Usually my next Monday is spent talking with a friend who is a player in this game and my DM in my D&D game, about everything that happened, what our plans are for the next level, and what plots and schemes we have in the works. This Sunday's game was that type of game-really not that much happened (well I mean besides saving the next queen of Hapes-but I'll get to that later), but there was so much development in some character relations that it made the game really more dynamic.
Here is a "quick" rundown of what actually happened in our game. I would like to give the caveat before that we are breaking canon and rewriting the story and let me tell you, our game would make a GREAT episode 7 (although it takes place during the first three). Our story opens with our characters and the other people on the ship (Obi Wan, Olin, Reyas, Tryss, Gannis, and some Sith prisoner we have) and we are on our way to Hutt Space for a mission. Obi Wan gets all uppity and says he and Reyas (who is his son) need to leave and to dock and a specific trading station. So we do that, Flynn (who is my friend's character) tries to get the Sith to stay with us under his control, she objects and leaves on the station. While we are on the station selling our stuff from last session, we are jumped by 2 other Sith Lords and we manage to keep one alive and take back to the ship.
After finishing up on the trading station we take back to our prisoner to the ship and start talking to her about what she knows and where the rest of the Sith are located. After we get the information out of her, we head our course for Tatooine and then slave auction there. Once we get there, we have some time to kill and so we get to just do whatever (it's really the first chance our characters have had to have any "fun"), so my character heads out with Master Olin, who is in command, to the bars to experience the "high-brow" bar setting of smugglers, thieves, and slavers. Really it was a lot of fun and gave my character a chance to flirt with him-which will be important later.
The next day we all go to the slave auction to apparently "finish" our mission. There we are supposed to buy the next Queen Mother of Hapes, but not before we have to watch some poor younglings get auctioned off....guys, I have to tell you, I hate kids, but it this was pretty sad. Once the younglings have sold, the girl that we have been waiting for comes out, the bidding starts and goes on for a while, and then we (well one party member) decides to start shit with the 4 Sith that are hanging out around with us. Eventually, as with all games, a fight ensues and we end up murdering the shit out the Sith. It's really fantastic Sith killing, just combat in general is fantastic in Star Wars because on average I do about 40-50 damage per hit and I can use a Force Power and hit twice...soooo nice! After the fight we grab the girl, head back to the ship, and get the f out of town.
So like I said, really not that much happened in the actual game, but the schemes that were laid, the conversations had, really make this game important. My character has been searching for her "dead", now Sith Lord, old master and in the meantime, Flynn has been letting her so that he can eventually kill him. My character starts a relationship with the commanding officer on board so that she can use him to get what she needs and just to have around as a good "bodyguard". This is the very basic explanation of the scheme-y plots, but they can be total game changers should they work out how they are planned. It's really going to be a race to see who can accomplish what first to see who "wins".
Which comes to the next part of the title, relating to the Dark Side...our DM has made it clear that we can turn to the Dark Side. We don't have to stay Jedi and it's not a game ender should we fall. I find this really interesting in a game, because normally if you change alignments, it's a pretty big deal. So to have the option to do so is very tempting. I haven't decided how to take things and as of right now my character is not a Sith, but depending on how things esclate with our missions and the story, it might happen. The devious part of me would love to just corrupt everyone and have them all turn to the Dark Side...who knows, my character can be very persuasive....