Thursday, March 3, 2016

Star Wars Campaign Missions

MISSIONS

In the Star Wars galaxy, many climactic confrontations involve direct conflict and will be resolved through combat encounters. Despite this, the majority of scenes in Star Wars films and other media (while often filled with action) do not involve fighting. These scenes are best handled through roleplaying between players and gamemasters along with the occasional die roll to resolve the use of skills or other character traits. To represent heroic exploits that call for drama and tension, individual die rolls (whether passive or opposed) may be insufficient. At such times a critical mission is called for.

Missions may include narrative combat that would not be easily represented at the gaming table, or they may incorporate combat encounters to add variety or a sense of desperation. The difference between a critical mission and combat encounters is in how the character’s actions are incorporated into the narrative. A single attack roll or Toughness check will not be enough to determine the success or failure of a critical mission.





The Basics

Missions are handled by player characters making graded trait checks; most commonly skill checks. The characters must acquire a designated degree of success before they reach a predefined degree of failure and do so with a minimum number of checks using prerequisite traits.

Example: To rescue a captured ally, the heroes must navigate a massive orbital shipyard, break into a detention block and stowaway aboard a newly christened star cruiser. Doing so requires that the player characters accrue 10 total degrees of success before 5 degrees of failure with a minimum of 8 checks. Depending on the characters choices and die roll outcomes, they may face combat encounters during the mission and the result of these may adjust the current degree of success or failure, for better or worse.

Designing Missions

Missions must be designed carefully to fit within the overall context of an adventure or campaign. While a firefight with a gang of bounty hunters could suit many kinds of adventures, a critical mission requiring the heroes to investigate the origin of a mysterious space fleet destroying hyperspace ansibles servicing the core regions of the galaxy directly impacts the galaxy as portrayed at the gaming table.

Keep the following in mind when designing missions:

Objective and Background

Determine the intention of the mission, and where it takes place. Does the mission require that the characters stay in a single locale or does it call for travel to distant stars? Will non-combat scenarios resolve the mission or are hostile encounters probable?

The mission parameters and objective should be clear to all players and the outcome will have a measurable impact on the long-term campaign narrative. Success will be important to advancing the player character’s goals, but failure should only create more tension and push adventures in new directions; a failed mission should have serious consequences to the players but should never halt an adventure or campaign. A series of poor rolls could send the heroes on a divergent route to the goal of the adventure or campaign, but it will be up to the gamemaster to fit such a scenario into the story in a meaningful way. Just as player characters may succeed spectacularly when an encounter is designed to foil them and cause a temporary setback, a mission which looks easy when designed, could quickly sour after one or two low rolls or poor choices. As always, be prepared to improvise.

In general, the failure of any critical mission will qualify as a complication for one or more of the heroes and they will receive victory points accordingly. The complexity of the mission should inform the gamemaster on how many heroes should be awarded a victory point. A simple mission will probably award one or two characters a victory point while a very complex one might award each player with one. In particular, if a critical mission relies upon traits that are idiosyncratic to a certain character (a diplomat on a negotiation mission or a bounty hunter seeking a fugitive, for example) that character should almost certainly receive a victory point if the mission fails.

Difficulty and Complexity

Standard difficulties range from very easy (DC 0) through nearly impossible (DC 40) The difficulty for most missions should fall between these extremes, but keep in mind the 55% rule (see under gamemastering). If you want mission to have an average difficulty for the heroes, look at the traits they are likely to use and set a difficulty based on those values +10. Most heroes will find DC 10 difficulties easily overcome unless they are out of their element, so the difficulty must be tailored accordingly.

Another way to alter the difficulty is by adjusting the terminal degree of failure. Easier missions may allow a greater failure threshold allowing the possibility for heroes to succeed despite early setbacks. More difficult missions have a much smaller margin for error.

Each mission has a mark of complexity, required number of actions, degree of success for mission fulfillment and degree of failure which results in mission reversal. Complexity ranges from 1 to 5 which determines the overall challenge inherent in the mission and should be determined by the significance of the mission. A mark III or IV mission can be as significant as a challenging combat encounter, while a mark V mission will carry the same campaign importance as a confrontation with a major villain.

Where possible, mission fulfillment should require that each player character makes a contribution and will ideally encourage the players to come up with clever solutions beyond just using their best traits. Depending on the complexity mark, missions will usually require at least as many actions as there are players. Regardless of the success of the earliest actions, each player should get one turn in which to make choices that affect the outcome. Including a minimum number of actions to ‘unlock’ the possibility of mission fulfillment means that even when the best star pilot in the galaxy regularly achieves three or four degrees of success with a single die roll, collaborating characters will need to lend their support.

Usually, a mission fails as soon as the terminal degree of failure is reached, however earlier actions can have an impact on this depending on what the players state they are trying to do. If an inventor choose to spend his action making prototype proximity scanner to reduce the possibility of a hyperspace mishap, this may not contribute to mission fulfillment or assist other characters directly, but it could mean that a failed Astrogation or Vehicles check doesn’t damage the ship the players are using. This action acts as a safety for the players in the event that it comes into play. It might negate one or more failures, or add to the terminal degree of failure allowing the heroes time to recover from a setback.

Critical Mission Complexity:
Complexity Mark
Required Number of Actions
Required Degree of Success
Terminal Degree of Failure
I
4+
6
5+
II
5+
8
5+
III
6+
10
5+
IV
8+
12
4
V
10+
14
3

 Traits

In Mutants & Masterminds, it is entirely possible for a low PL character to have incredibly high non-combat skill bonuses and it is likewise acceptable to design a character with few skill ranks and only one or two high abilities. For this reason it is not particularly helpful to consider a mission simple in terms of difficulty classes. As noted previously, the 55% rule will be helpful but employing it might not always be feasible. If one of the heroes has a +12 Athletics skill, just accept the near certainty that the player character will excel in a mission involving leaping from moving platforms in a weapons factory. If the mission is mark I chase through such a factory, the heroes will very likely enjoy a positive outcome. On the other hand a mark V chase mission through the same facility that also requires the heroes to slice into a computer terminal, evade security patrols, precisely place a grappling hook, and convince the fugitive to turn themselves in to the authorities to avoid a diplomatic crisis is another matter!

In general, a mix if interaction and knowledge-based skills, mental and physical traits and the occasional power check should be called for on the mission and these should engage all of the players (although characters in situations completely out of their element may be awarded with a victory point in recognition of the complication the scenario represents to them).

Begin by listing which traits are imperatives for the mission. This needn’t be comprehensive, but should take into account the actions player characters are most likely to attempt (keeping in mind that players will often try the unexpected). Players can attempt to use any trait during a mission and should be encouraged to be creative in this aspect, but the player must come up with a way that the trait could meaningfully impact the mission. Plausible uses of traits should have relatively low difficulty and might be considered imperative for the mission. Traits that are merely supportive to the mission are considered auxiliaries and the difficulty of using these traits will generally be higher. As a rule of thumb, individual characters should only be able to use imperatives a number of times equal to half of the minimum number of actions required for mission fulfillment while auxiliaries can usually be used just once by any one character during the mission.

Always remember that the campaign environment is dynamic and that the outcome of a mission, especially a complex one, can go beyond the mere acknowledgement of success or the setback of failure. Characters may come away from a mission with a new understanding of the campaign, new allies or enemies, recognition from a important faction or any number of side benefits (or drawbacks).

Parameters

Missions often have features and conditions attached to them. A corrupt bureaucracy may require monetary recompense to allow the characters an audience with the sector moff who may only spare a few minutes of time on the heroes in any case. If the heroes can’t afford the price of admission or if they fail to make the most of a limited window of opportunity, the mission may be delayed or new avenues of progress must be sought.

Try to consider how powers available to the player characters (or to the forces which may actively oppose them) could come into play. The successful use of a precognitive Sense could provide automatic degrees of success or reduce the current degree of failure, for example.

Aftermath and Attrition

The outcome of a mission will always drive the story ahead. Characters may receive mission specific rewards or penalties, suffer injury or a specific complication, acquire knowledge, and so on. Most missions are one-time only affairs, even if they take weeks, months or longer to complete. Failure may result in more difficult future missions, increased frequency or difficulty of combat encounters or the loss of resources for the player characters or the interests they represent. If a mission seems like it has the potential to derail a campaign entirely, it needs to be adjusted. If the player character are stuck on what seems to be a doomed mission or can’t see a way forward from a lost objective the gamemaster should remind them of the edit scene and inspiration uses of victory points.

Mission Execution

Set up the mission by explaining the circumstances the characters find themselves in and defining the mission objective and parameters. The mission may or may not require initiative checks depending on the mission parameters. If the heroes are operating in separate locations or on individual aspects of a larger project, the order in which check results are calculated may not matter and initiative can be ignored. If a mission has a time parameter, includes the potential for combat, involves player characters working together closely, or making team checks, it is likely important to know the order in which each character acts.

As with a combat encounter or action sequence, missions have turns and the players must choose an action on each turn; usually one that engages one (or more) traits to contribute to the mission objective. Mission turns may have a defined time rank (as with combat rounds) or may be flexible with one turn taking minutes, hours or even months depending on how the mission is progressing. Player characters may be able to delay their choice of what action to take, or which trait to engage, until other players have acted (altering the initiative order if applicable). Actions that do not obviously call for check using one or more traits should probably simply add one degree of success or failure towards mission fulfillment or reversal. A well described and roleplayed action should almost always reward the player with success unless it was clearly inappropriate within the mission’s context.
 
Imperatives are traits required for mission success and are usually the only traits that characters can engage more than once during the mission. Auxiliaries may or may not count towards the success of the mission. Some will provide a bonus to another check or provide another side benefit. In either case, each hero should only be able to engage an auxiliary trait one time during the mission. For very novel trait uses, after one hero uses an auxiliary trait it is taken off the table altogether for the remainder of the mission.

Team Checks

Missions often call for the heroes to work together and complete one aspect of the mission as a unit. In this case, one character (usually the one with the highest bonus) takes point on the effort and makes the check normally. The remaining members of the team help the lead and make the same type of check using the same trait (or traits) against DC 10. The collaborators' individual degrees of success and failure are added together to determine how the lead character is helped or hindered by the group. One or two degrees of success grant the lead character a +2 circumstance bonus, while three or more total degrees of success grant a +5 circumstance bonus. One degree of failure provides no modifier, but two or more impose a –2 circumstance penalty

For example, a reconnaissance mission requires the player characters to fly small one or two person starfighters below the range of enemy sensors. The character with the highest Vehicles skill bonus takes point in her X-wing, leading the group on a safe flight path. The other characters are piloting three slightly less maneuverable modified Y-wing recon fighters. Because of the a high rate of speed required to avoid alerting enemy rangefinders, the characters flying Y-wings each take a -2 circumstance penalty to their Vehicles checks. Even though there are only three ships, all five of the collaborators make a check as it is mission imperative. The collaborators achieve the following results after adding in their individual traits and reducing the result by -2 (the circumstance penalty for making a tight maneuver at high speed in a less agile fighter): 13, 8, 16, 18, and 5. The overall degree of success is three, which provides the character on point a +5 bonus to her check!




Crew Briefing

Most players already understand combat scenarios and have a clear idea of their role and what traits their character can use to defeat (or flee from) the villains. However, when the heroes are searching the slums of Coruscant for a hidden genetic research facility, it may not be immediately apparent to the players how their characters traits can contribute to the mission.

Start by making the more obvious parameters clear: “You’ll need to ask around to determine if anyone has seen anything unusual by using Investigation to gather information, but if you fail the locals might think you’re looking to bust petty criminals and start to avoid you. Even worse, word of your search could make its way to the facility.”

Engagement

Make a variety of traits relevant to the mission and remember to limit the number of times each character can engage those traits. It makes sense for a trained negotiator to make most of the Persuasion checks on a mission, but that character can only make his point so many times and may need to pursue other options to contribute further to the objective.

All players must engage in some action each turn and it is incumbent upon the gamemaster to provide players with enough information to be capable of making smart choices. The players don’t need to know every trait that can contribute to the mission objective, but they must know some. The players must also be informed if a trait contributed to the fulfillment or reversal of the mission. If they players can’t assess the impact of their actions, they will be unsure of how to proceed with the mission.

Resourcefulness

If the players come up with creative uses for traits or, thoughtful actions that don’t translate directly into game terms, they should be rewarded. Players exploring unforeseen options are immersing themselves in the mission and the game itself. Gamemasters should always find some way to say “yes” to clever ideas as this can encourage all of the players to become more absorbed in play. Gamemasters must also be careful to keep players grounded in a sense of reality within the context of the campaign. If a player wants to use Athletics to affect a trade negotiation, ask the player to explain exactly what the character could do with that trait to affect the proceedings.

Victory points can come into play here. If the player wants to edit the scene to recognize a security officer as a formerly well-known amateur grav-ball player, an Athletics check might help develop a rapport with that character who can then provide the players with information about a port inspector’s tendency sign off on the inspection without going onboard when a certain vessel makes deliveries.

Meaningful Consequences

Missions have meaningful, and sometimes campaign changing consequences. If the players are attempting to plot a new hyperspace route to circumvent the enemy’s new interdiction bases, the mission’s outcome has significant repercussions – either the heroes successfully devise a path to allied bases in the Outer Rim, or they fail and perhaps get lost in a portion of space with powerful gravity wells prohibiting faster than light travel. Either way, the adventure continues.

The gamemaster needs to keep the potential for mission failure in mind at all times. Progressing in the narrative should never be contingent upon the outcome of a single mission unless it is designed as part of the campaign’s conclusion. Failure should complicate matters (and provide victory points to use later) but should rarely never halt an adventure prematurely or lead to an unsatisfying end to the campaign.

Sample Missions



Alliance spies have procured plans for the Empire’s new battle station. The installation is capable travel through hyperspace and carries firepower equivalent to, if not greater than, thousands of warships. The Empire can use this battle station to project it’s might into all areas of the galaxy and once it is put into use, no system will dare oppose the Emperor

This mission requires the heroes to deliver the stolen plans safely into the hands of high ranking Alliance personal while evading pursuit by the Empire’s sinister agents. If all goes well, the mission could take a matter of hours or it might stretch on for days in a deadly race across the stars

Orders: You must navigate into friendly territory and evade pursuit with haste and ingenuity. Since possession of theft of the plans constitutes treason against the Empire, the stakes could not be higher.
Complexity Mark: IV (requires 12 degrees of success before 4 degrees of failure with a minimum of 8 actions).
Imperatives: Deception, Equipment, Expertise: Astrogation, Technology, Vehicles.
Communication: Having special forms of Communication (such as pheromones or telepathy can add to success by allowing you to send and receive messages with a reduced chance of detection. The Subtle modifier adds its rank to the degree of success.
Concealment: An effect that obscures you (or objects like your ship) could add one degree of success to the mission.
Deception (Formidable): You bluff your way onto a transport, convince the Emperor’s agents that you have no knowledge of the missing plans, or send convincing communiqués with false information. Failure may take this trait off the table in addition to contributing to mission reversal.
Environment: An effect that allows you to impede movement might provide one degree of success to the mission or allow a circumstance bonus to a Vehicles check.
Equipment: You have vessel capable of traveling though space and using it on this mission adds one degree of success. Without this trait you must find some other means to transfer the plans before mission fulfillment can be achieved.
Expertise: Astrogation (Tough): You plot a difficult course with short hyperspace jumps to shake pursuit, intentionally bounce near supernovas to confuse enemy sensors, or navigate through gravity dense zones in the hopes that your pursuers will be unable to flow or destroy themselves en route. Failure may cause damage to your crew or hyperdrive or bring you out of hyperspace near an enemy patrol.
Feature: A vessel with hidden compartments or a character (such as a cyborg or droid) with Internal Storage can add one degree of success by using them to contain the plans.
Technology (Average): You beam the plans between vessels or allied bases to confuse pursuers, or encrypt your communications to hide your destination. Failure could cause data to become corrupted and necessitate that you employ an expert to retrieve it at a later time.
Vehicles (Average): You outdistance or outmaneuver pursuers and evade boarding attempts or tractor beams. Failure may require that you stop on a planet controlled by gangsters to find parts to repair your repair your ship or that you fight off enemy boarding actions.
Fulfillment: You deliver the stolen plans safely to an allied location where Alliance experts can analyze the data and perhaps find a weakness in the battle station’s design.
Reversal: The plans might be lost! Now you race against the Empire to recover them, or help the Alliance find some other way of foiling the Empire’s doctrine of fear.



The princess has been captured! You must enter a massive Imperial installation, locate the cell block containing this vital member of the Alliance and assist her in delivering a technical readout of the battle station to the Alliance military.

This mission requires you to search through a labyrinthine armored space station, evade becoming captives yourself and most important of all, ensure that the princes and the plans rendezvous with the Alliance on Yavin’s fourth moon.

Orders: Navigate your way into the detention block, avoid confrontation whenever possible and find a way off the station. If you’re followed, you’ll need to shake off or eliminate any pursuers. Complexity Mark: III (requires 10 degrees of success before 5 degrees of failure with a minimum of 6 actions).
Imperatives: Deception, Technology, Vehicles
Acrobatics (Challenging): Who designed this place? Almost anywhere you go, there’s a gaping chasm! But then, those stormtroopers might have a hard time following you if you can move along a ledge to a different room. Just watch your step!
Athletics (Challenging): Speaking of chasms, maybe you could climb up or down to another level. If you’re spotted, you could jump or swing over an obstacle to foil pursuit.
Communication: If the party splits up, you’ll need some form of Communication, like a comlink.
Concealment: These types of effects might allow characters to evade patrols or enter guarded rooms unseen. Accessing unguarded computer terminals this way could add one degree of success to the mission.
Deception (Average): You’ll need a disguise if you plan to simply walk into the detention area and you’ll need to bluff your way past guards. Failure will almost certainly result in a combat encounter and increase the difficulty of further efforts at Deception or Stealth.
Equipment: If you don’t have a ship, you’ll need to steal or stow aboard one. Some stormtrooper armor might assist in Deception checks to make a disguise.
Expertise: Games (Formidable): It might be a long shot, but a character with a strategic mind, like an experienced Dejarik player might have an advantage in moving around such a colossal, maze-like facility.
Feature: A vessel with hidden compartments be a good stand in for one Stealth check and add one degree of success to make your ship seem empty.
Technology (Average): You can locate the prisoner, determine guard schedules, and stay apprised of troop maneuvers as long as no one notices you accessing the system.
Technology (Average): If you brought your own ship here, the Empire isn’t going to let it undock and wish you safe travels! You’ll need to cut power to one or more tractor beams in order to get away.
Technology (Formidable): You can open or seal off blast doors to escape from soldiers. Maybe a well placed blaster shot could do the trick too…
Technology (Heroic): You can transfer a technical readout of the battle station to a data storage unit if the plans were previous lost and not recovered.
Vehicles (Easy): If you plan to fly out of the station, you’re going to need shake pursuit! Although, the chase doesn’t seem all that aggressive… maybe they don’t have a lot of fighters docked?
Fulfillment: You escape with the princess to the hidden rebel base! Now maybe the Alliance can find a flaw in the battle station’s design. Just having those plans gives the Alliance leverage over the Empire. How will the Emperor explain the need for such a monstrosity?
Reversal: Maybe you’re hopelessly lost and just need to survive on the station without getting caught. You’ve learned a lot about this place, though. Maybe you can do enough damage to stop whatever the Empire is planning. If you failed during the escape, your ship might have been damaged and you find yourselves hunted on a dangerous planet! Then again, maybe you still escape, but the Empire decides to put their evil plans into action in an unexpected way negating some of the headway you thought to make.


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