Post by boot on May 5, 2019 15:59:46 GMT -6
Adventure Journal Vol. 1, No. 1
I went on a trip this weekend, and I brought along the first Adventure Journal to read for a bit in the hotel before I hit the sack. I read a little over 50 pages (of its 286 pages).
I've been impressed with this "magazine" since it first came out. The books are really additional SW RPG game supplements. The material contained in them is top notch.
After the intro and a section about reviews, there's a story Timothy Zahn wrote called First Contact. It tells the story of how Talon Karrde met Mara Jade.
The story features a very alien, alien species, which is unusual for Star Wars. Most aliens are "humans in bug suits", but the alien in this story is very much not even close to human in physicality, thought, or culture. This alien is more "Traveller" than it is "SW RPG". The story has an interesting, almost "Star Trek" plot, and if turned into a quick one session adventure, it could prove to be a welcome change of pace for a Star Wars RPG group.
The story also involves a gun runner and a couple of his lackeys. RPG game Stats are given, and in the background, you find some thugs you might want to use in your game. Before his death, they worked for Jabba The Hutt.
The next article is a transcription of an interview with Zahn about writing his original trilogy continuation novels (Heir To The Empire, et. al.).
Lots of good stuff there that can be used in a game: The world of Varonat, the Morodins, the Krish, plus stats for Talon Karrde, Quelev Tapper, Celina Marniss, Gamgalon, Falmal, and Jombo the Rodian. These are pre-made NPCs, with description and stats, ready to put into your game at the blink of an eye (plus a world and two alien races).
The story is worth reading if you like Zahn's stuff. I was thinking, as a GM, you can keep the world and the NPCs in your back pocket and use them impromptu in a game. For example, if the player go "off the map", as they say, you can have the world of Varonat ready to go as their next destination. Or, you don't have to use the NPCs on Varonat. If you need a quick gun runner and his henchment (could be a team sent by Jabba), then you have it with Gamgalon, Falmal, and Jombo. Boom. Stick 'em in your game. Maybe you want the players to encounter Talon Karrde before Jabba's death--you get the idea. Good stuff here.
More to come as I read more of it.
I went on a trip this weekend, and I brought along the first Adventure Journal to read for a bit in the hotel before I hit the sack. I read a little over 50 pages (of its 286 pages).
I've been impressed with this "magazine" since it first came out. The books are really additional SW RPG game supplements. The material contained in them is top notch.
After the intro and a section about reviews, there's a story Timothy Zahn wrote called First Contact. It tells the story of how Talon Karrde met Mara Jade.
The story features a very alien, alien species, which is unusual for Star Wars. Most aliens are "humans in bug suits", but the alien in this story is very much not even close to human in physicality, thought, or culture. This alien is more "Traveller" than it is "SW RPG". The story has an interesting, almost "Star Trek" plot, and if turned into a quick one session adventure, it could prove to be a welcome change of pace for a Star Wars RPG group.
The story also involves a gun runner and a couple of his lackeys. RPG game Stats are given, and in the background, you find some thugs you might want to use in your game. Before his death, they worked for Jabba The Hutt.
The next article is a transcription of an interview with Zahn about writing his original trilogy continuation novels (Heir To The Empire, et. al.).
Lots of good stuff there that can be used in a game: The world of Varonat, the Morodins, the Krish, plus stats for Talon Karrde, Quelev Tapper, Celina Marniss, Gamgalon, Falmal, and Jombo the Rodian. These are pre-made NPCs, with description and stats, ready to put into your game at the blink of an eye (plus a world and two alien races).
The story is worth reading if you like Zahn's stuff. I was thinking, as a GM, you can keep the world and the NPCs in your back pocket and use them impromptu in a game. For example, if the player go "off the map", as they say, you can have the world of Varonat ready to go as their next destination. Or, you don't have to use the NPCs on Varonat. If you need a quick gun runner and his henchment (could be a team sent by Jabba), then you have it with Gamgalon, Falmal, and Jombo. Boom. Stick 'em in your game. Maybe you want the players to encounter Talon Karrde before Jabba's death--you get the idea. Good stuff here.
More to come as I read more of it.