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WEST END Ijlgames WEST END u iJlGAMES GAMEMASTER HANDBOOK FOR SECOND EDITION Paul Daly Trautmann, Chuck Truett • Development and Editing: Bill Smith Graphics: Cathleen Hunter • Cover Art: Lucasfilm Ltd. Interior Art: Paul Daly, Mike Jackson, David Plunkett Publisher: Daniel Scott Palter • Associate Publisher/Treasurer: Denise Palter Associate Publisher/Sales Manager: Richard Hawran Senior Editor: Greg Farshtey • Editors: Bill Smith, Ed Stark • Art Director: Stephen Crane Graphic Artists: Cathleen Hunter, John Paul Lona • Sales Assistant: Bill Olmesdahl Licensing Manager: Ron Seiden • Warehouse Manager: Ed Hill V _____________________________ __________________________________/ Published by WXJWEST \ * ^ G A M E 5 RR 3 Box 2345 Honesdale PA 18431 40065 ® .,M and © 1993 Lucaslilm. Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization. TABLE OF CONTENTS Introduction............................... Bill Smith- Beginning Adventures.......... Chuck Truett • The Star Wars Adventure..... Chuck Truett Settings.......v................... .......... Chuck TruettV y GaniemasteiyCharacters........-. Steven fd. Lorenz . V Encounters .................. Chuck Truett \ Equipment An d Artifacts....... Eric Trautmann Props........ t.... ...................... ...... \ \ S t $ v e n H. Lorenz Improvisation..... .................... Steven H. Lorenz / . \ ' Campaigns ....................... .......... • John Terra Tales of the Smoking Blaster Adventure by Bill Smith Star Wars Rules Questions .... 'The Star Wars Questionnaire __ STAR. Introduction "WAW Introduction Welcome to the Star Wars Gamemaster Hand­ Experienced Gamemasters book! This book is a compendium of ideas, sug­ This book has a chapter covering each impor­ gestions, hints and information to help novice tant facet of game design: creating adventures, and experienced gamemasters run their own Star settings, gamemaster characters, encounters, and Wars adventures and campaigns. equipment and artifacts. It also has chapters This book is a primary supplement to the dealing with using props in your game, how to basic rulebookStar Wars: The Roleplaying Game, learn how to improvise adventures and how to Second Edition. While that book’s prime focus turn those isolated game sessions into an excit­ was on rules, this book is a reference for the ing campaign. storytelling aspects of roleplaying games. The This book is a sharing of ideas and hints that chapters in this book focus on the creation of have helped countless gamemasters over the interesting Star Wars stories and their compo­ years. By using the information in these pages, nent elements. This book gives you detailed sug­ you will find yourself inventing more creative gestions and ideas for creating adventures, settings and characters faster than ever before. It gamemaster characters, settings, equipment and is intended to cut through the rules and allow all of the other factors that are part of a Star Wars gamemasters to concentrate on the most impor­ adventure. tant aspects of game design: creation! Hopefully, this book will inspire you to write This book also contains a complete Star Wars fantastic Star Wars adventures that will keep you adventure, Tales of the Smoking Blaster. This and your friends gaming over the course of many adventure is written so that you can prepare and years. It provides many suggestions for creating play it with a minimum of preparation — it puts entertaining and exciting elements of your own the suggestions into practical use. Star Wars universe one piece at a time. This book also includes a section of correc­ tions and answers to questions raised by the Beginning Gamemasters release of Star Wars: The Roleplaying Game, Sec­ Beginning gamemasters are often over­ ond Edition. Finally, the back of this book has whelmed by the sheer amount of information West End’s first Star Wars questionnaire. This is presented in a roleplaying game. This chapter your chance to tell West End exactly what you helps beginning gamemasters relax and explains want to see in future Star Wars products. West techniques for designing an adventure that of­ End wants to produce theStar Wars sourcebooks, fers maximum enjoyment without relying too adventures and supplements that you want to much on rules. The first chapter of this book is see — your feedback is vitally important to us! specifically geared to creating, writing and run­ ning your first adventure. It tells you what is The Fun Begins important in beginning adventures and which With these ideas in mind, pull up a comfort­ rules can be left out without damaging the game. able chair and a soda, get some scratch paper It helps gamemasters devises a plot, organize and a pen, pop a Star Wars movie into the VCR, their thoughts and scenes in a story, and then and prepare to start creating your own Star Wars structure it for maximum dramatic impact. universe ... Gamemaster Handbook 3 Cha^ter^OnejJteginm JTAI Chapter One Beginning Adventures Adventures are the core of any roleplaying 2. Develop A Plot Around The Idea. With a game. All of the preparations that go into gaming, basic story created, you should break the story from creating characters, to devising settings, to into a series of episodes, which are major portions buying the evening’s snack food, all revolve of a story, and scenes, which are the individual around adventure sessions. scenes within each episode and contain major This chapter is devoted to explaining and events, encounters and challenges that drive the simplifying the adventure creation process for story along to its conclusion. In brief, consider beginning gamemasters and is intended to supple­ “episodes” to be like acts in a play or chapters in a ment the information in Chapter Two, “Game- book, while scenes are each individual scene that mastering” on pages 21 to 51 of Star Wars: The will take place during an act or adventure. Roleplaying Game, Second Edition. 3. Translate These Episodes Into Game Terms. With the story broken down into manageable Beginning Adventures chunks, you can then decide how to use the rules Your first games should be short and uncom­ in your game. Rather than concentrate on the plicated. The best advice is simple: Only do what rules at this time, remember this maxim: only use you want to! the rules you want to! 1. Come Up With A Good Story Idea. When The Star Wars game works on a simple prin­ you run your first adventures, you should con­ ciple: everything, from shooting weapons, to fly­ centrate on coming up with an interesting story. ing starships, to trying to use medicine to heal someone, works in the same way. Pick a difficulty Try to devise a story that is interesting to your­ self and your players — whether you want to tell level and a difficulty number that corresponds to that difficulty (see the chart below). Then have stories about Rebels fighting the Empire, smug­ the character roll the relevant skill or attribute glers trying to make an honest (?) living, traders against that difficulty. If they beat the difficulty trying to build up trade routes, bounty hunters they have succeeded at the task. looking for dangerous criminals or scouts search­ While there are many rules that add more detail ing out new cultures, Star Wars: The Roleplaying and take into consideration all kinds of special Game, Second Edition can handle these types of stories. circumstances, all of the rules boil down to this standard mechanic for accomplishing tasks. In other words, if you just pickdifficulty numbers and f _ \ have the characters roll their skills against tasks, Basic Difficulties you are using the core of the game system without The core of the Star Wars rules boils getting bogged down with a lot of rules. down to picking a difficulty level and a 4. Make Final Preparations. After you have corresponding difficulty level within the mapped out how you will use the game rules, it is range for that level. time to make final preparations: make more de­ Very Easy 1-5 tailed notes on any gamemaster characters you Easy 6-10 want to use, prepare scripts and other handouts Moderate 11-15 for the characters, draw maps and prepare min­ Difficult 16-20 iatures if you are going to use them. Very Difficult 21-30 5. Create Player Characters. Next, get to­ Heroic 31+ gether with the players and help them choose ________________________________________/ and prepare their characters. 4 Gamemaster Handbook ___STAR. Chapter One: Beginning Adventures —WART 6. Create An Improvised Star Wars Movie. equipment will spring to mind. Write down all of After that, you are ready to play Star Wars. When these ideas in note form so you can flesh them you are running your first adventure, the basic out in later stages of adventure preparation. key is to have fun no matter what happens. Try to keep the adventure’s pace fast and exciting so Develop A Plot the players are interested, ham it up when play­ Around The Idea ing gamemaster characters, and play the game as fast as possible, even if it means taking short-cuts When you design your first few adventures, with the rules. Above all else, make sure the you should use the Star Wars movies as a pattern players are having fun and get a sense of accom­ and stay close to the style of the movies in regard plishment, and there’s nothing to assure that like to plotting and drama. having the characters be heroes and overcome The easiest way to do this is to break your incredible odds. basic idea down into a series of episodes and scenes. Often, this will require adding a lot more If you skim the rest of this chapter and this information to the story. entire book, you will find that each chapter is For example, if your basic plot involves the devoted to a specific facet of adventure creation characters having to retrieve a piece of equip­ and play. You should feel free to look over the ment, this is a fine idea, but it needs to be fleshed rest of this book at your leisure and incorporate out.
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