{"id":13145,"date":"2018-02-23T07:00:42","date_gmt":"2018-02-23T13:00:42","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=13145"},"modified":"2018-02-16T14:24:03","modified_gmt":"2018-02-16T20:24:03","slug":"a-galaxy-of-crime","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/a-galaxy-of-crime\/","title":{"rendered":"A Galaxy of Crime"},"content":{"rendered":"<p><em>Editor&#8217;s Note: Filling in for Scott Alden today we have a new contributor to the Gamer Nation, Jeremy Melloul. No blackmail was involved.<\/em><\/p>\n<p class=\"p3\">It\u2019s been a long time since Edge of the Empire first came out. The vast galaxy you run your games, or play around in has grown even larger since then, with Age of Rebellion, Force &amp; Destiny, and all the sourcebooks that have accompanied those lines.<\/p>\n<p class=\"p3\">But whether you\u2019re still playing Edge of the Empire, have moved on to one of the other lines, or are playing some combination of the three, there\u2019s an element core to Star Wars you shouldn\u2019t leave behind in your game &#8211; <b>crime<\/b>.<\/p>\n<p class=\"p3\">Crime is an integral part of Star Wars and regardless of the overall premise of your campaign, it can be an enriching part of your game as a player, and a fantastic tool to employ as a GM.<\/p>\n<p class=\"p3\">In the first section of this post, I\u2019ll discuss how GMs can integrate criminal elements into their campaigns and adventures, both to test their players, and give their games that classic star wars feeling.<\/p>\n<p class=\"p3\">In the second, I\u2019ll talk about how players can embrace their character\u2019s relationship with crime &#8211; whether they\u2019re a conniving criminal themselves, or a righteous vigilante &#8211; to flesh out their character and take a unique approach to solving problems.<\/p>\n<h2 class=\"p1\"><b>An Undercurrent of Crime<\/b><\/h2>\n<p class=\"p3\">As a GM you want to make sure your players are having fun. But you also want to challenge them, surprise them, and draw them into the universe so they feel like they\u2019re actually there. The galactic underworld is a fantastic tool for doing just that. From the dashing rogues to dastardly masterminds there\u2019s an entire galaxy of crime available for you to bring into your game. Bounty Hunters, slicers, thieves, and con artists &#8211; they can all be great reminders that the galaxy isn\u2019t always a nice place. And they don\u2019t have to steal the spotlight in order to do so. In fact, they can sometimes work best as supporting elements, making the galaxy feel just that much bigger for your players. The best way to do that is to add just an undercurrent of crime to the things your players are up to. Here are some examples that you might find useful for your games.<\/p>\n<h3 class=\"p3\"><b>Crime &amp; Obligation<\/b><\/h3>\n<p class=\"p3\">Criminal Obligation tends to be the obvious direction to go when you\u2019re thinking about integrating criminal elements into your campaign. After all, a criminal obligation will put crime front and center for one of your players. But the other obligations can be great ways to put a new spin on crime &#8211; and your players\u2019 relation to it &#8211; in your games.<\/p>\n<p class=\"p3\">A character with the <b>addiction<\/b> obligation might know their way around the drug trading occurring on the Outer Rim &#8211; or be encouraged to rescue their dealer if they happen to go missing.<\/p>\n<p class=\"p3\">A character who has <b>betrayed<\/b> someone they were once close to, may find themselves confronted with the decision when their target seeks revenge, now backed by a new set of criminal allies.<\/p>\n<p class=\"p3\">Or a character might have taken an <b>oath<\/b> obligation or be <b>dutybound<\/b> to some sort of criminal organization that requires them to act a certain way &#8211; or force them to answer to authority, at the most inconvenient of times.<\/p>\n<p class=\"p3\">You can use far more than just the criminal obligation to tie your players\u2019 characters to the galactic underworld &#8211; and you can encourage such association by keeping in mind your groups\u2019 collective obligation threshold and reflecting their totals in the way the rest of the underworld reacts to them (as per the Obligation Threshold Guidelines on Page 308 of the <em>Edge of the Empire Core Rulebook<\/em>).<\/p>\n<h3 class=\"p3\"><b>Duty<\/b><\/h3>\n<p class=\"p3\">Duty isn\u2019t an obvious place to integrate crime into your campaign. But, that\u2019s part of what makes it such a great place to do just that. Duty usually revolves around some sort of higher calling &#8211; your players are part of a struggle that\u2019s bigger than they are. Crime, here, can be a distraction. But not every distraction is bad. In fact, leveraging the pettiness or levity of crime can allow your players to take a breath and make the serious nature of what they\u2019re usually up against far more dramatic.<\/p>\n<p class=\"p3\">When you\u2019re being hunted by an Inquisitor, or taking on the full might of the Empire, there are few better respites than some dimwitted thugs who don\u2019t know any better picking a fight with your players\u2019 capable characters, or an overconfident con artist your players can read right through. They not only serve to remind your players of how far they have come, but they make your players\u2019 experience in your galaxy more multi-dimensional and can help keep even the most dramatic of stories from becoming monotonous.<\/p>\n<p class=\"p3\">And, on the other hand, crime can be a vehicle to allow your players to fulfill their duty. How far do you go in trying to accomplish your goals? Do you ally yourselves with the worst the galaxy has to offer? At what point are you selling the rebellion to the highest bidder, just to gather the resources needed to win a war against the Empire or the Imperial remnants? That kind of decision making, where there\u2019s no clear right answer, brings us to one of my favorite places to bring crime into a campaign&#8230;<\/p>\n<h3 class=\"p3\"><b>Morality<\/b><\/h3>\n<p class=\"p3\">It\u2019s easy to say you have a moral point of view. But it\u2019s a lot harder to act in accordance with it. You don\u2019t need a Force-related instance (like vergences) to challenge your player\u2019s morality. You can use the simplest of circumstances. And I often find that the best way to go about this is to make the \u201cright thing\u201d not fit with their personal morality. What will your player do if they\u2019re challenged to be compassionate to the worst of criminals? What if their recklessness or anger ends up benefiting a criminal organization and having a real, tangible impact on the lives of the people they\u2019ve otherwise just saved.<\/p>\n<p class=\"p3\">Ultimately, criminals are sentient beings, too, and as a GM you can make the argument that they\u2019re as deserving of kindness &#8211; or a second chance &#8211; as the people your players would be predisposed to help. By using your players\u2019 bias against them, you can challenge their characters effectively and give rise to dramatic moments and plenty of opportunities for them to accrue conflict.<\/p>\n<h2 class=\"p1\"><b>Criminal Intentions<\/b><\/h2>\n<p class=\"p3\">As a player, your options are generally more limited than the GM\u2019s. but where GM\u2019s need to consider the breadth of their options &#8211; you can go deep on your character, their past, their motivation, and their possible future\u2026<\/p>\n<p class=\"p3\">If you\u2019re starting as early as character creation, a criminal background can be a wonderful source of intrigue and potential future conflict. Some careers and specializations lend themselves to this kind of background &#8211; like the Smuggler Career, or the Enforcer Specialization. But consider the Politico Doctor &#8211; your character could have learned their skills mending broken bones and blaster burns for some gang or criminal group. Or the Droid Tech &#8211; maybe you were responsible for taking care of your boss\u2019 protocol droid.<\/p>\n<p class=\"p3\">These are different and interesting ways to take a character and great personal story hooks. Maybe your Droid Tech saw something they shouldn\u2019t have during a routine inspection of the Crime Lord\u2019s droid and, rather than proceed with the memory wipe, you decided to escape their clutches &#8211; and blackmail your way to freedom.<\/p>\n<p class=\"p3\">The underworld is dangerous, but it\u2019s also full of opportunity. That\u2019s what makes it enticing &#8211; and can make it very exciting for you as a player. Even if your character doesn\u2019t have much of a background in crime, perhaps your motivation deals with it. An Expertise motivation may mean you want to become the best thief the galaxy has ever known, or a Power obligation of running your own criminal group. On the other hand, a Cause motivation of Emancipation could see you going toe to toe with slavers and dismantling their infrastructure at every opportunity you have.<\/p>\n<p class=\"p3\">If your character has some ties to the criminal underworld, you have a brand new way to approach problems. The scum &amp; villainy of the galaxy aren\u2019t the sole purview of your GM. With the right Knowledge (Underworld) rolls to get the lay of the land and successful Streetwise checks to navigate your way through it, you may be able to hire Bounty Hunters yourself, or otherwise employ criminals to help you reach your goals. It may cost you in credits &#8211; or obligation &#8211; but the option is there. It\u2019s a question of risk and reward. Of how far you\u2019re willing to go into the dark and gritty underbelly of the galaxy to reach your goals.<\/p>\n<h2 class=\"p1\"><b>It\u2019s a vast galaxy\u2026 <\/b><\/h2>\n<p class=\"p3\">I hope this has helped you reconsider how you might integrate crime into your Star Wars campaigns &#8211; even if you\u2019re not running an Edge of the Empire game. It\u2019s a vast galaxy out there and crime is just one way to make it that much bigger for yourself and the rest of your group.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Editor&#8217;s Note: Filling in for Scott Alden today we have a new contributor to the Gamer Nation, Jeremy Melloul. No blackmail was involved. It\u2019s been <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/a-galaxy-of-crime\/\" title=\"A Galaxy of Crime\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1595,"featured_media":13148,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[24,970,45],"tags":[1724,65,38,714,470,47,1723],"class_list":["post-13145","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blackmarket","category-gm-awakens","category-lore-check","tag-crime","tag-edge-of-the-empire","tag-ffg","tag-obligation","tag-settings","tag-star-wars","tag-underworld"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>A Galaxy of Crime - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/a-galaxy-of-crime\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"A Galaxy of Crime - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"Editor&#8217;s Note: Filling in for Scott Alden today we have a new contributor to the Gamer Nation, Jeremy Melloul. 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