Rogue Squadron – Only Place to Go is Up

One of the most enjoyable parts of any campaign is the beginning. When you start an adventure with fresh faced characters there’s an endless set of possibilities ahead of them. They are also generally pretty weak and therefore everything in the universe is a potential threat. Each character has aspirations and goals, in terms of character development, gear acquisition and skill development.

Once you’re a few sessions in, the characters have begun to advance. They have more skills and more gear. Those early challenges are now considered easy. Even if you’re playing a fairly level-less system, like FFG’s Star Wars where the odds of a generic stormtrooper killing you don’t really change much as you advance, just the fact that you’ve now killed dozens of them before make future encounters feel easier.

This love of the early game has made me want to try a game that really takes this disparity to the nth degree. Instead of starting out as low level adventurers ready to make an impact on the world I want to start my players as slaves. Not a penny to their name, not a weapon in sight beyond their own two fists (or four depending on species).

Imagine a disparate group with vastly different backgrounds. Somehow they have each been enslaved by a Hutt gangster and sent to his gladiatorial arena. The campaign opens as the group rides a lift up to the arena floor. The overseer randomly slaps colored armbands on the group. The PC’s all end up on the blue team. As they emerge into the harsh sunlight an announcer declares the games have begun.

Confused and probably ill trained for this scenario the PCs then have to fight for their lives. Fortunately the other slaves are just as confused. All except the Trandoshan. He doesn’t hesitate and immediately attacks.

If the PCs survive and win the encounter they are celebrated and receive some fancier accommodations. If they fail the Hutt has their wounds patched up–after all slaves are expensive–and are sent down to a mine. Either way they learn that the only way off this barren rock is via the Hutt’s freighter. And he plans to take one group of his best fighters with him to a big game.

I like this set up for several reasons. It keeps the PCs weaker for longer. Just acquiring a blaster pistol becomes a major improvement. You can also drop some powerful things on them for temporary periods if they engage in any more arena battles, and then pull it away just as they fall in love with the weapon.

It also forces them to be more creative. A social charmer won’t be able to use his skills to slip into Imperial strongholds and avoid any fights. But maybe he can convince the other slaves to revolt? Or convince a guard to give him just a little more bread.

There are also a lot of potential directions the campaign could go. Do they use their skills for escape, going on the lam with the Hutt in pursuit? Do they stage a slave rebellion and overthrow the Hutt overlord? Or do they embrace the gladiator mentality and become the best until they earn their chance to get free?

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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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