Archives for category: Behind the Scenes


I finished my shared sci-fi game today. A quick summary for those of you who have trouble reading my handwriting:

Deckart heads to the autmated motel where Thein has booked a room, at least according to Lowrider’s information. Since it is all automated Deckart has no trouble getting in by booking a room as well at the check-in machine.

He sneaks through the hallways until he reaches Thein’s room, listens and forces the door open with his crowbar.

However, Thein has set up a mobile monofilament dart trap which wounds Deckart and wakes up Thein, who immediatly reaches for a hold-out blaster hidden underneath his pillow.

A shoot-out follows in which Deckart suffers another small wound but manages to stun Thein.

Taking Thein with him and luckily with no corporate types showing up he contacts his contact in an alley to inform them of his success.



The hunt for Thein continues over the holidays in handwritten form. I hope you have no trouble reading and following along…

For those of you who have trouble reading my handwriting, here is a quick summary:

After the corporate encounter Deckart decides to re-negotiate his fee and the organization agrees to pay 25% more. Deckart then proceeds to buy some needed equipment: A crowbar, some wireless recording bugs and two gps-tracking devices. After another failed attempt to break into Thein’s appartement, even with crowbar, he then went to the entertainment district and tries to increase his funds at a poker table, bluffing his way to victory with moderate success.

After a little legwork Deckart finally manages to make contact with an underworld slicer called “Lowrider” and hires him to dig up information on his quarry.

Lowrider manages to dig up two pieces of information: The name and location of a known associate and more importantly a lead to Thein’s current whereabouts.

Thein booked a room in an automated motel in a run-down industrial district and Deckart heads over there in the middle of the night…



Merry christmas dear readers!

After everybody in the family went to bed I enjoyed a quiet hour for myself on christmas eve and played another session of my Microlite20 shared sci-fi game. I played it old school style: A pen, scrap paper, real dice, a character sheet. I actually enjoy this way of playing a lot. It really gives me that gamey feeling, the physical process of handling the sheets, throwing the dice etc.

Anyhow, I thought I do something different for a change and just post my actual unedited raw session report in it’s ugly but authentic form as a picture. I am to lazy to write it up and I think it gives you another behind the curtain look into the way I do my solo gaming.

So, I hope you can read my handwriting and let your imagination run wild while following my story along. I picked up after I lost the trail of the anti-grav car, thinking about how I could locate it again.

For the encounter in the diner at the end of the session I didn’t use an oracle to determine the opposition since the provided hook for the shared sci-fi game, which I decided to use, already stated that a corporation would be the or one form of opposition.


Again, an unedited session report posted as written during the playing session. Space combat was handled on scrap paper and not summarized round by round in the notes. I usually run the battles on scrap paper at a quick pace. Summarizing every round would take me out of the game to much. So here it is:

-First, generate destiny pool for the session, something I forgot before: One dark side destiny. The emulated GM will use dark side destiny whenever available at the next opportunity.
-Cal needs to repair his ripped spacesuit before he can continue to explore the derelict craft. Average Mechanics roll, difficulty upgraded once for the dark side destiny: Failure with one despair and one advantage.
-Cal messes up and slips and further rips the suit. It is now damaged beyond repair (despair).
-Cal needs to return to Ord Tamesh to get another spacesuit and this time he should bring a spare!
-Journey back takes again six hours. Cal needs to get out of the asteroid belt before he can enter hyperspace.
-Three average pilot checks, he is now somewhat familiar with this area of the belt: All successful without any threat.
-Cal reaches edge of asteroid belt and plots a hyperspace jump back to Ord Tamesh. Average astrogate check: Success with one advantage, he shaves off two hours of his travel time, make only two encounter checks on the way back.
-no encounters, he arrives at Ord Tamesh four hours later.
-Are the people who overheard his conversation waiting for him and try to take the item since they think he has already recovered it? Somewhat likely: Nope, 67 from 65, close call.
-Cal lands without difficulties. He sells his cable for 2500 credits (now 4560 total).
-Shopping for some equipment: Buys two spacesuits for 400 credits and one hand scanner and one general purpose scanner for another 600, deduct 1000, now 3560 total credits.
-head back to the asteroid belt, another three encounter checks: two encounters this time
-encounter one: new NPC extravagance magic, will insert this npc after arrival
-encounter two: npc action adversity technology, this one is simple, the npcs that overheard the conversation are finally taking action using a new weapon that messes with Cal’s ship systems.
-Six hours later Cal reverts into realspace only to be greeted by a hostile fighter craft that closes in on him fast.
-The pilot hails him and demands that he turns over the datacard that he salvaged. Cal tries to explain that he doesn’t know what the guy is talking about. He is here on a prospecting mission to survey the asteroid belt for valuable resources. Hard Deceit check: Failure with one threat.
“Tell that to your grandmother, I don’t believe a word you say. Maybe I didn’t make myself clear.” The guy shoots with some sort of ion weapon and causes a grazing hit. The Never to Late suffers one strain (because of the threat). Now at 7.
-Space Combat! The ships start at medium range and at speed 3.
-Cal reacts quickly, pushes his ship to the limit and closes in into close range. He then fires his quadlaser turret which is fixed to forward fire only while Cal is operating the turret from the pilot seat.
-He misses as the hostile fighter dodges out of the way.
-The fighter comes around for another pass and misses also.
-Cal scores a decent hit with a triumph, reducing the enemy vessel to 6 points of hull, the triumph overloads the enemies shields. It loses it’s defense die.
-However, Cal is to slow dodging out of the way. The Never to Late is hit hard and reduced to 10 points of hull.
-Before things can get worse, Cal manages to destroy the enemy fighter. It explodes in a ball of fire.
-After the engagement Cal scans the area for more ships. Hard Computers check because of the asteroids and the debris: Failure with two threat. Cal was focused to much on his scopes, he fails to notice an asteroid that is on a collision course. Average Pilot check to avoid collision: Failure! Damn! The Never to Late takes two damage. Now hull at 8.
-Cal curses under his breath as his hull makes a screeching noise. This mission is surely not worth the trouble!
-Suddenly, a small Gthroc transport appears from behind an asteroid. A calm voice is heard over the comm: “Do you need assistance?”
-Cal is immediately alert, but the transport does not seem hostile. “Thanks, but no thanks. You are a little late to the party. Should have been here a short while ago as I was under fire. Now please excuse me.” Cal plots a course deeper into the asteroid field towards his coordinates.
-The calm voice answers: “Safe travels”.
-Cal wonders about this strange vessel apparently hiding within an asteroid belt but continues onward towards the derelict vessel…

I have just finished session 6 of my Edge of the Empire solo campaign. Like I did once already with my Pathfinder adventure, I will post another unedited (or RAW, as I like to call it) session report which is exactly 1:1 the notes I took while playing the session. Why do I do that? Two reasons.

First, because it is less work of course. Usually I would write up a cohesive full prose narrative of the events with some direct dialogue added in and a short paragraph of game mechanics at the end. Although I find that more entertaining to read and it better helps to capture the feel of the universe (in my opinion) it is still additional work. By doing it like this every once in a while I get the sessions done.

Second, because I am a regular reader of other solo rpg blogs and member of the Lone Wolf Roleplaying G+ community and one question that pops up fairly regular is the question of people just starting out playing solo rpgs how to acutally do it. And while they usually have an idea of what it is about they still ask for some advice or insight about how you actually get started. It appears that people like to read as much about mechanics, play area set-up, methods of documentation etc. as they like to read actual play reports.

So, therefore I pull back the curtain and give you an idea of how I do my gaming. I wrote the notes while playing, rolling dice, adjusting character sheets etc. in the good old fashion way (real dice, pen and paper). This time I did the documentation using Quip and a notebook but I would do it in the exact same way with a pen and a paper notebook. And from the notes I would then write a narrative a short while later.

But not this time, this time, it is only the raw footage:

Session Log:
Tamesh Prime on Ord Tamesh:
-looking for another assignment: success with one threat, gets assignment but someone overhears the conversation
-after asking around and observing some people Cal is pointed to an indistinct cantina in a small alley of the spacer’s section
-he is pointed toward a wealthy looking human male who needs somebody for a job
-Cal approaches the man, he introduces himself as Mese Resa
-He needs somebody to salvage an important item from a derelict spaceship that was lost in one of the asteroid belts
-The item in question is a datacard with sensitive information. Cal is told he needs to know no more.
-Does Cal notice that their conversation was overheard? failure with two advantages
-Unnoticed, the listener leaves the cantina to make preparations…
-Cal wants 6000 credits for the job. Mesa wants to pay only 5000. Negotiate: failure, Cal accepts for 5000 but wants 2000 in advance. Negotiate: failure with one advantage, Cal gets 500 in advance (1560 total)
-Cal gets coordinates to last known position and access codes for internal security systems. Is told to hurry.
-The asteroid belt is 3 hexes away. It takes six hours to get there. I will make an encounter check for every hex I travel through
-Cal needs to buy some equipment that he might need: a plasma cutter, a grappling hook gun with magnetic grappler and of course a space suit.
-However, he doesn’t have enough funds. He decides to try his hand at some gambling to make more money.
-He finds a game in a cantina and bets 250. The first round is a draw. He gets his wager back.
-Second round: success with triumph! Cal wins back his wager + an additional 1000 credits (now 2560 total).
-Tries another round and bets 500: success with three successes and two threat, wins 500 (now 3060 total) but is accused of cheating (since he won two times in a row with great results)
-Can he talk his way out of this? no, failure
-The gamblers demand that he returns the money and threaten him
-Combat against two gamblers (minions): wounds 8 (4 each), soak 3, damage 3, critical 5 (unarmed strike), AAP
-Initiative: gamblers go first, Cal second
-the gamblers move to engage and take a swing but Cal dodges out of the way
-Cal draws his blaster and sets it to stun (-2 strain) and fires at the closest gambler and stuns him (6 damage, drops one gambler), regains one strain (for one advantage)
-The gambler takes another swing and misses, Cal shoots and stuns him as well.
-Cal gets the hell out of there. All strain recoverd at end of the encounter.
-Cal purchases a space suit, a grappling gun and a plasma cutter and orders it to his spacecraft, pays 1000 credits total (now 2060 total).
-Encounter on way to spaceship? 2 in 6 chance: no
-Cal reaches the Never to Late without incident, a short while later his purchased items are delivered.
-Cal askes for clearance and lifts off, leaving the atmosphere and starting calculations for the jump to lightspeed.
-Since the target coordinates are at the edge of an asteroid belt, the astrogation check is of average difficulty: failure with three advantages.
-His calculations are off, as Cal will notice once he gets there in six hours…



For those of you who read my posts about 4th Edition D&D here know that I make no secret out of my love for 4th Edition D&D. So I got curious about 13th Age and read the system reference document that you can find here

or here

At least the parts about character creation, classes, combat, building battles etc. I really like some of the mechanics:

The open-ended skill system (which I already tested in Risus using cliches, it’s basically the same) and the abstract but structured combat rules that seem to combine (at least in theory) the best of both worlds:

You can use miniatures and maps but don’t have to count squares and worry to much about what the best move or position would be.

Like I wrote before my plan is to use Ren “Ash” Ashfield, corellian smuggler and hot-shot pilot, for one-shot adventures in the Tamesh sector, converting him to different rulesets.

As a little interlude to my EotE campaign I will test parts of the 13th Age system in an adventure featuring Ash. After he completed his last assignment I figure he is level 2 now by 13th Age (or d20) standards.

I will use the 13th Age reference document to create him as a scoundrel using the rogue class as a template and re-skinning powers or talents as necessary to fit the sci-fi theme.

So let’s get to it:

To generate my ability scores I will use the 28 point buy method, giving me the following array:

16, 14, 14, 12, 10, 8

As race I pick human (technically corellian, but that counts as human) and choose +2 Dexterity as my racial ability bonus.

As class I pick Rogue and choose +2 Charisma as my class ability bonus.

As human I start with two feats (instead of one) and have the racial power “Quick to Fight” which means I can roll twice for initiative and choose the better result.

For my feats I choose: Further Backgrounding, giving me +2 background points and Improved Initiative, giving me +4 to my initiative rolls (if Han shot first, Ash can too).

I assign my ability scores as follows:

Str 8, Con 12, Dex 18, Int 10, Wis 14, Cha 16

and pick the following backgrounds:

Daring Corellian Smuggler +5 (gained through talent, see below)

Fast-Talking, Well-Connected Man of the Streets +4

Luck-Independent Gambler +4

Unconventional Mechanic +2

Ash is wearing a heavy leather jacket (lets make it plastoid weave leather which is leather with energy resistant plastoid fibers woven in) which I count as light armor, which, according to the Rogue class table gives me an AC of 16 (12 base + 2 level + 2 as middle mod of Con/Dex/Wis).

His mental defense is 14 (10 base + 2 level + 2 as middle mod of Int/Wis/Cha).

His physical defense is 15 (12 base + 2 level + 1 as middle mod of Str/Con/Dex).

Now for some re-skinning:

Since 13th Age is a fantasy rpg it focuses on melee combat and according to all the weapon tables for the classes most weapons deal 1d8 damage (per level). The Rogue deals 1d8 per level with melee weapons but only 1d6 with ranged weapons.

However, melee combat is not such a big thing anymore in a sci-fi setting (except for some exotic lightsabers and vibroblades) and range weapons dominate. So I switch the weapons table around and rule that Ash deals 1d8 per level with his heavy blaster pistol (and should he ever use a melee weapon it will only be 1d6 instead).

Three class talents:

I pick Swashbuckle (as written), Tumble (as written) and Smuggler (instead of the Thievery talent of the rogue, it gives me the smuggler background at the highest possible bonus (+5) without spending any background points on it).

I figure for a sci-fi reskin the rogue class covers archetypes like slicer, outlaw tech, space pirate or smuggler so therefore these talents should be available as an alternative to the Thievery talent.

The three class features (Momentum, Sneak Attack and Trap Sense) are kept as written. Even if not that common, Star Wars features traps as well (hidden blaster turrets, monifilament wire traps etc.) and Sneak Attack is always useful, however, as a lone hero Ash will probably not get to use it often, since he has no allies that can engage enemies.

So I just rule that he can always use it once in the first round of combat against an enemy with a lower initiative than he has.

Now for powers I just rule that all powers that function with melee attacks function with ranged attacks as well and pick the following:

Evasive Shot (as Evasive Strike, just with a blaster pistol)

Tumbling Shot (as Tumbling Strike, just with a blaster pistol)

Roll with It! (works as written against ranged attacks as well, think of it as a last minute dodge which turns a hit into a grazing miss, therefore half damage)

Deadly Shot (as Deadly Thrust, instead of Dex + Str modifier for the attack I use Dex + Wis modifier for a ranged attack)

So now I have my talents, feats, powers and class features as well as backgrounds. That leaves me with HP and recoveries.

I decide to forget recoveries (it is just more bookkeeping) and take the heroic 4th Edition Gamma World approach where all HP are regained after a short rest. Yep, that is true, short rest, meaning basically after every battle.

For starting HP I get (6 + Con mod) x 4 at level 2 for 28 HP.

I will not use the Icons of 13th Age (obviously) and I will also skip the One Unique Thing, as these things are very much fantasy themed.

Ash is basically ready now, what I need to think about now is how to handle space combat. I always felt d20 systems didn’t really capture space combat or vehicle combat well, so I will try something new for this test: I will handle space combat in a narrative, skill challenge kind of way.

Basically, every player hero ship has only two relevant combat stats (in addition to the “fluff” stats like cargo capacity, consumables etc.): Hull and Combat Capability (or CC). Hull is a number that indicates how many hits the ship can take before being crippled or destroyed and CC is an all around stat that abstracts the ships fire control, handling, shields and firepower into a single stat which is expressed as a modifier (+2 for example).

If space combat breaks out, it is handled like a skill challenge. The player (or players) take turns making piloting (or other) checks against a DC. The DC is determined by the number and type of enemy ships and set by the GM, together with the number of successes needed to “win” the space combat.

Every successful skill check gains the players one success towards victory.

Every failure means one hit for the ship the failing hero is on. The CC of the ship of the hero making the check is added as a bonus to the skill check.

Example: Let’s say Ash’s standard YT-1300 (that he stole) has 4 hull and a Combat Capability (CC) of +0 (nothing special here, it is an “off the rack” ship).

He is intercepted by two TIE-fighters (standard TIE/ln model) and the shooting starts. The GM sets the DC for the combat at DC 15 and rules that two successes are needed to win. Ash’ s pilot roll will be his Dex modifier (+4) + his background bonus (+5 for smuggler) + 2 for his level + 0 for the ship’s CC for a total of +11.

He now rolls piloting checks. Every successful roll earns him one success, a failure reduces his ship’s hull by one point.

A ship’s hull damage does not regenerate like a character’s HP after the battle, it has to be repaired.

So, in space combat, only the players roll. The GM doesn’t have to worry about stats, initiative etc. He just sets the DC and number of needed successes according to what he thinks is a fitting difficulty as determined by the opposition the players face. The GM in turn provides an exciting narrative to every roll and describes the action fast and furious (of course playing solo, you have to imagine the excitement in your head by yourself).

Coming up next will be a stand-alone adventure featuring Ash, testing 13th Age mechanics, as an interlude to the EotE campaign.

Edit: I just realized that as a level two hero I will get another adventurer feat and I have a total of 5 powers instead of 4, according to the rogue class table. For the adventurer feat I pick the Adventurer Feat for my Tumble talent, meaning I can ignore the penalty to disengage checks if I am trying to disengage from multiple enemies.

I can’t really decide on a 5th power from the remaining 1st level powers, so I make up my own:

Aimed Shot:

Target: one nearby non-mook enemy.

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: Damage equal to your level.

Allways: You can choose to take a -2 or a -4 penalty to the attack roll to improve your crit range by one (-2 attack penalty) or by two (-4 attack penalty).

After I played a 9Q session using D&D 4th Edition and now my first session of Edge of the Empire I want to talk about what I would like to call “module based” play vs. “freeform” play.

When I say module based I mean the game plays more like playing a published adventure module. You have a set goal and a definitve end. I think the 9Qs are a good tool for module based play since they essentialy create an adventure for you and try to emulate the plot of a good movie or an adventure module that you would buy in a store. In a way, the Mythic GME also supports module based play by dividing the adventure in distinct parts by using scenes and by employing actual rule mechanics that are used once you change the scene. However, Mythic does not give you a clear finishing point as the 9Qs do which can make it hard to actually finish an adventure (as I have experienced first hand).

Freeform play, on the other hand, is what I would also call sandbox gaming. You have a certain setting or area and you move freely within that environment, without a clear structure or finishing point and basically stumble into adventure. Freeform play is what I intend to do in my Edge of the Empire campaign. That said, it is of course possible to combine the two by playing in a sandbox up until you get a “quest”. A certain task or mission that you have to complete which has a clear goal. You can then use something like the 9Qs to basically “zoom in” and treat your quest as a “module” within your sandbox.

In no way I want to turn this into a discussion about what is better. I think every method has it’s benefits and downsides. It is just something I caught myself thinking about so I thought I make a post out of it. So for me, these are the advantages of module based play:

  • You have a clear goal from the start.
  • You have a definite end.
  • An adventure can be finished in a reasonable amount of time.
  • You can use it for one-shots to try out different game systems.
  • You have a structured plot.

But for me, there are also some disadvantages:

  • It feels very “gamey” with set mechanics.
  • For me it breaks immersion in a way, as I no longer have the feeling I can really do anything but instead am “locked” in the structure of the module until the quest is finished. In other words, I find it hard to think outside the box.

So, looking at freeform gaming, you can practically turn the above list around.

For me, the main advantage is the “illusion of free will” which gives me the feeling I can freely roam about in my world without worrying about structure and mechanics. Also, as there are no rules associated with scene change or certain mechanics that you have to employ that require you to not only think about your story but about rules it does not feel as “gamey”. I experienced this firsthand while playing a Mythic Star Wars session as you can read here:

Changing a scene in Mythic actually felt like a chore:

You have to think about the Chaos Factor going up or down.

You have to update your lists with NPCs and threads.

You have to come up with a new set-up and roll a die to see if it stays or if an interrupt scene occurs.

If the scene does not stay, you have to think about how it could be altered and change the set up.

So I came to the conclusion, that I like a more freeform approach.

However, this freedom can also lead to wandering about without a goal or purpose, making it hard to finish an adventure.

So what will I do in the future? I will employ the method of freestyle delving which John Fiore introduced here

and use it not only for freestyle delving but for freestyle adventuring in Edge of the Empire. I will use the random idea generator at intervalls, whenever some amout of time has passed or it makes sense storywise, to introduce random events into the story. These intervalls are pretty easy to identify (at least I think so). Just jumped into a new system? Roll. Entering a new bar, cantina or casino? Roll. Spending the night in the wilderness somewhere? Roll. Walking from one place to another in a dangerous neighborhood? Roll. I think you get the idea.

And sometimes, these events alone can form the adventure. For example take the smuggling job Cal took. I had one encounter before the jump, battling pirates that set-up a trap. I will check for another encounter after exiting from hyperspace and for another encounter after docking at the station. These encounters in context with the delivery are, in my opinion, enough to compose the adventure. No need to employ the 9Qs here for a smuggling run. However, who knows, maybe in the course of my adventures my ship gets impounded and locked away some place. The task of stealing it back is something that I could see myself using the 9Qs for to “zoom in” on the action and create the adventure I need to complete to get the ship back.

So what about your experiences? What do you prefer? How do you do it? I am always happy to get new ideas and hear new approaches, so discuss away.

After Keira’s demise I will start a new Star Wars Edge of the Empire solo campaign live here on this blog. I already started one campaign but like Keira my hero perished while dropping off some smuggled contraband in a rocky canyon as he got attacked by a large Rock Dragon (a relative of the Krayt Dragon who prefers rocky canyons to deserts). It was my first time trying out EotE however and I think I didn’t get the encounter balance right the first time. So lets see if I do better now. But before I can start I need to do a little prep work and generate a random space sector as a sandbox to play in and of course a new hero.

So, first things first. I am using the EotE Beginner Box as a stand-alone rules light system and I have made up my own character generation rules by looking at the stats of the included pre-gens to get them right balance wise. Here they are:

Homemade character generation rules:


These rules are not compatible with the core rulebook. I am using the Beginner Game as a rules-light stand-alone rpg system and these rules are intended to create characters for that purpose.

1. Assign ability scores: Every character gets 15 points to distribute between the six ability scores. A score needs to have a minimum value of 1 and can have a maximum of value of 5. Ability scores can’t be increased after character generation.

2. Determine wound and strain threshold: Wounds are 10 + Brawn, Strain is 10 + Willpower.

3. Determine basic soak: soak = brawn

4. Choose career skills: There are no fixed classes. Choose 8 skills that fit your character concept and mark them as career skills.

5. Distribute skill points: Starting characters get 10 points to distribute between all skills. One skill point buys one rank in the skill. You can purchase a maximum of two ranks for a career skill and a maximum of one rank for a non career skill at character creation. These values might by adjusted by racial bonuses (see below).

4. Choose race: Pick one of the following or create your own.

Humans get +1 career skill and +1 skill point at character creation.

Wookies get +4 wound threshold and +1 rank in Brawl.

Bothans get +1 rank in Stealth and +1 rank in Streetwise.

Trandoshans get +1 soak (natural armor) and +1 rank in Brawl.

Twi’leks get +1 rank in Knowledge and +1 rank in Charm.

Rodians get +1 rank in Survival and +1 rank in Streetwise.

Duros get +1 rank in Pilot and +1 rank in Astrogation.

Sullustans get +1 rank in Astrogation and +1 rank in Perception.

Droids get +2 skill points and droid traits (no need to sleep, eat, breathe etc. Immunity to poison, disease, heat, cold etc.)

As a rule of thumb a race does not provide an ability bonus but a bonus to certain skills.

5. Choose one starting talent from the available talent trees in the Beginner Game. You don’t need to worry about class restrictions. Choose what fits the concept.

6. Spend up to 1000 credits on starting equipment. You start with your leftover cash + 300 credits pocket money.

That’s it. You can advance your character as described in the Beginner Game rulebook by using XP to buy skill ranks or talents.

So why use the EotE-system and not another edition of a Star Wars RPG?

1. Because it’s shiny and new :-).

2. Because it uses a dice pool mechanic which is geared towards supporting narrative play.

3. Because combat is handled in a more narrative and abstract fashion without the need for miniatures or maps, which will make the sessions go smoother (I hope) as I can just type everything and roll the dice in between.

4. The same goes for equipment and other stuff which can be used by just adding boost dice to the dice pool depending on the situation and equipment used. No long lists of modifiers and stats.

Because I like playing scoundrels and smugglers flying hot junk freighters I will create a human smuggler named Cal Ozan. I will go with the following ability scores:

Brawn 2, Agility 4, Intellect 2, Cunning 3, Willpower 2, Presence 2

I will be a Human so I get 9 career skills and 11 skill points. I choose the following skills as career skills:

Astrogation, Pilot, Streetwise, Ranged (light), Gunnery, Skulduggery, Mechanics, Deceit, Perception

I distribute my points as follows:

Pilot 2

Ranged (light) 2

Astrogation 2

Streetwise 2

Deceit 2

Perception 1

Wounds 12, Strain 12, Soak 3 (includes heavy clothing)

Talent: Natural Jockey


heavy blaster pistol (DL-44): medium range, 7 damage, critical 3, stun setting

heavy clothing (heavy leather jacket, padded pants, leather boots, pullover): soak 1



2 stimpacks (restores 4 wounds, one use item)

2 extra reloads (cancels an out of ammo result, one use item)

300 credits cash

beaten YT-1300 transport

Next I need to create a space sector:

I will play this campaign as a sandbox campaign and will limit myself to one space sector for now, which I will create randomly. I am using this hexpaper template which has hundred hexes:×10-Hex-Grid

It is free 🙂

Now I will fill twenty hexes with randomly generated content by rolling a d20 twenty times, using the following chart:

1-12: planetary system (determine world tag for each system)

13-14: asteroid belt (1: light, 2: medium, 3: dense field, use 1d3)

15-16: space nebula (1: light, 2: medium, 3: dense nebula, use 1d3)

17-18: space station (1-2: civilian, 3-4: pirates, 5-6: military)

19: space debris field (1: light, 2: medium, 3: dense, use 1d3)

20: hidden base (1-3: rebels, 4-5: smugglers or pirates, 6: military)

The content will be placed in a random hex determined by rolling 2d10, one for the column and one for the hex in that column.

After twenty rolls I got the following results:

13 planetary systems, three asteroid belts (one light, one medium, one dense), two civilian space stations, one hidden rebel base, one medium nebula

Every planetary system will get a name and a world tag from the following table (1d12):

1: metropolitan trade hub

2: breadbasket

3: wretched hive of scum and villany

4: military stronghold

5: struggling backwater planet

6: untamed wilderness

7: recreational resort

8: heavy industry

9: natural resources

10: religious enclave

11: warzone

12: devastated by war, natural disaster or industrial accident

The world tag is all that is needed at first, to get a general idea of what the planet is about. Further detail will be provided once the planet is visited and explored by the hero.

The names and world tags are:

Aldere: devastated by war

Ludram: warzone

Zelrox: natural resources

Ord Tamesh: military stronghold

Melrash and Taskona: wretched hive of scum and villany x 2

Wilgore: untamed wilderness

Camil: religious enclave

Somal and Credo: recreational resort x 2

Kosh and Belrash: struggling backwater planet x 2

Plagare: breadbasket

The completed sector map looks like this:


I will play this campaign a little more freeform than Keira’s adventure, not using the 9Qs at first but instead describe the world around my hero and what he does with random encounters depending on his actions in storywise fitting intervals. Sort of like an actual open-world video rpg with random quests and “quest givers”. When my hero gets a quest or mission or staggers into an adventure I will decide if I use the 9Qs to generate the adventure or try out some other methods. As I am at least planning this as a long term thing I will do some other posts in between, so that you potential readers don’t get bored just reading Star Wars stuff.

Whenever I describe game mechanics I will use ITALIC print.

Stay tuned for the first session of EotE, coming soon to a blog near you.

Keira (Solo 9Q)

After you have read a few posts about Keira I think it is time you get to know her a little better by taking a look at her character sheet. This post is my first try to add a file into a post, so let’s see how this goes.

I created the character with the D&D Insider online character builder and as you can see, I have to admit I did a little min-maxing as AC 18 is pretty good for a 1st level Wizard wearing only cloth armor. I dropped her strength somewhat but thanks to her melee training feat she can use her intelligence modifier for basic attacks with her staff. Let’s see if she survives because honestly, even though I started the session quite a while ago, I will finish it live here on this blog since I am not quite at Q9. Who knows, maybe Keira doesn’t make it. However, my philosophy is let the dice fall where they may. With no chance of failure there is no sense of accomplishment. Also, if I would fudge the dice results I might as well just write a fantasy story, since the gamist aspect would be gone.