Sunday, December 19, 2010

I Can Take On the Whole Empire Myself

 A strong campaign begins with the ultimate bonding experience: a struggle to survive a catastrophe. Whether that includes an Imperial boarding crew blasting everyone on board your Corellian Corvette or the ambassadors you’re meeting to negotiate with trying to assassinate you with poisonous gas and a hundred battle droids, after blowing up your ship, all the players should be wide-eyed and aware their characters are in serious danger of dying.
It should not be easy to escape the fallout from the Kaboom! The PCs should be chased and harried for several full sessions with little reprieve. When it is all over, the PCs should have a greater awareness of the power and evil of the enemies they will battle over the course of the campaign. The experience should be so strong, none of the PCs will be able to walk away from the future call to action against this enemy. Han couldn’t leave the Battle of Yavin behind because of his experiences with Luke and the droids against the Empire.
In my House of Wookiees Campaign, the PCs are rebel recruits sent to a rebel training facility on a small liberal arts college campus. It all begins in an observatory, while the rebels are watching a holopresentation about the history of the Alliance to Restore the Republic. The Empire shows up and bombs the campus, making the giant telescope crash, crushing most of the recruits and causing the planetarium to be consumed in fire. The survivors (PCs) need to battle jumptroopers and climb a rickety burning catwalk to reach the planetarium’s roof. Even then, TIE fighters streak overhead. More jumptroopers show up, and the PCs must get the roof antennae working so they can call for help. The PCs are picked up by a student in a hotrod airspeeder and taken to a maintenance bunker where the surviving students weep over their losses. Some students guide the rebels to a satellite compound to contact a nearby rebel ship. More TIE fighters show up, trying to destroy the dishes. The PCs need to keep the facility intact long enough to retrieve the information about how to get themselves and the students charged to their care off planet safely. During the course of the escape, the PCs witness atrocities as stormtroopers blow away unarmed students. The experience is designed to be so intense that when the rebels step on board their command ship with the survivors, they are 100 percent committed to any mission against the Empire.
In my module Naboo Food Fight, things start out light. The PCs are visiting Uncle Rimk, a Gungan who runs a gumbo stand at the Theed Food Festival. They learn that the Queen of Naboo just enacted a law forbidding nonhuman species from public properties, including the food festival. Before the heroes even reach gate security, they are caught in a riot between security and nonhumans demanding entrance to the festival. Among the rioters is Chuchilla the Wookiee Monster, a wampa-sized creature who cannot resist the smell of fresh cookies. The PCs need to choose sides, rioters or security. They also witness security’s lethal tactics for handling the nonhumans. Once inside the festival, they learn Uncle Rimk has been locked in a sweatbox of a building to do the cooking, because the law forbids him from being on the public property. A human underling runs the uncle’s stand and skims a sizeable chunk of the credits. The security guards are also in on the scam. When Uncle Rimk asks the PCs for help, the PCs have witnessed enough brutality and injustice to make them want to help the uncle and strike against the corrupt officials.
The Dawn of Defiance Campaign has a weak Kaboom moment that does not sweep the characters into a series of adventures they are helpless to resist. It starts with the PCs stranded on a crumbling space station. Local snitches prosper by turning in nonhumans. A human woman runs up to the PCs, begging for help. She has been shot. Stormtroopers order the PCs to step away from the woman. I don’t think it would be unwise to step away from the lady. The PCs have their own problems. They have no reason to get involved. Even if the PCs help, the Empire is not a personified bane to the PCs’ existence. Even in the station’s climatic encounter, the Empire is reduced to the role of security guards. The true menace that should cause the PCs to be hungry to fight is lacking. By the time the PCs reach Alderaan, and Bail Organa asks them to do a mission for him, the PCs have not experienced enough firsthand Imperial atrocities to be instigated against them. Unless the PCs made the characters hungry to fight the Empire during character creation, they are more likely to say, “The credits aren’t that good concerning the risk. We’ll go run spice for a Hutt.” The campaign crumbles into dust.
On the WOTC forums, several motivated GMs have worked to rework the Dawn of Defiance Campaign. Nefandus did lots of revisions to create personal motivations for the PCs to want to help the girl attacked on the space station.
It’s been two days since the Freebird transport was impounded and its captain hauled off by stormtroopers, apparently for smuggling something. Before disembarking, the captain informed you that the charter company would send a replacement pilot to resume the next leg of your journey within a couple days. He was apologetic, explained that this was all obviously a simple bureaucratic error, and the franchise would pay for your lodgings at the station until such time as you could resume your ticket.

Captain: "Just turn your ticket and ID over to the station purser, and he’ll take care of it."

Not wishing to leave such a conspicuous trace, you lost yourself in the crowd in the hangar bay and entered the station.

A young woman named Maya, escorted by a twitchy labour droid with a lopsided gait, followed you. She asked why you didn’t want to stay in the hotel, and after listening to long silence and a few excuses, she squints her eyes.

“Look, I think I understand your predicament, and maybe I can help. Hotel or not – you are going to need a place to stay for a couple of days, off the books. Yes? Do me a favour, and I’ll do one for you. I’ve got to clean a bunch of parts, and maybe you can help.”
--------
You’ve spent a long day polishing droid parts and various odd jobs for Maya, working at a storage area for Mechanical Allies Droid repair shop. Operated by a Twi’Lek named San, it’s one of the very few businesses on Blue Deck run by a non-Human on the station that hasn’t been shut down by the Empire for some minor infraction, and in several cases, where the owners have been carted off by stormtroopers for suspicion of treason.

Maya warns you to stay wary of the civilians in black armbands – members of the COMPNOR snitches who watch for any sign of disloyalty and report it to Imperial troops in return for for payouts. With most of the former Separatists rounded up from the station, it seems they’ve widened their criteria lately, and often target homeless and non-humans.

So, you’ve been huddled in a steamy and decrepit warehouse that Maya has apparently been squatting in for a while. Broken droid parts are everywhere, and every dayshift, you stow your bedding foams under crates to hide them. You’ve been washing in the public washrooms – something not totally uncommon in a busy starport where flights are occasionally delayed.

This area seems to be safe enough for now – located well away from Blue Deck in the decrepit underbelly of the station, not much work has been done on it since the war, and it is falling apart.

“The rent is cheap!” Maya told you, but most importantly, she said, it’s off the books. You don’t need to check into a hotel, and you can lay low until your impounded transport is released to a new captain, to continue your journey.

Maya met you a few times for drinks at Gundark’s Cantina, a popular and noisy bar with a wide ranging clientele located on the posh Blue Deck Promenade. She was generous, – she sent you to buy the table drinks but gave you too many creds and wouldn't take change. It’s charity, but she always tries hard not to humiliate you. She just seems happy for the company, to hear more about you, but too often these have been dead end conversations, where you’ve all agreed to keep your secrets. While some of you have offered to exchange items of personal equipment, she’ll never take it. “No, these are dangerous times and I’ve got what I need. You keep that.”

After two days waiting, you find that the Freebird Franchise pilot doesn’t arrive. In three days, you find via the subspace news channel that Freebird has gone out of business due to unrelated reasons. You are stranded. On that same day, Maya shows up and is clearly distracted. She moves you out of your warehouse near Mechanical Allies, and through a maintenance hatch in the floor of a little-used service hallway. The hatch drops into a section of residential hallway in which the blast doors in both directions have malfunctioned, locking closed. She shows you into an actual apartment that she says belonged to a maintenance worker. It’s clean, recently lived in.

She says her boss found your bedding foam; and you should stay away from the warehouse, but meet her at Gundarks at 7.
-------------------

Gundarks:

It’s loud in here, with lots of lights and podracing videos playing, people milling and a Cantina band. Maya is late.

[here, I used another's idea and included an early encounter with the troublemakers from EpIV]
“Plo shook too loo” - a big alien says
He says he doesn’t like you!” - a handsome man translates
“I don’t like you either!”

Pweeum! Pweeum! - the fight is interupted by blasters.

You hear blasters firing at the door, the shots slamming into near the rear entranceway. One of them catches a woman in the back and sends her flying! It’s Maya!

"Help me!" She says, staggering through the crowd, which is quickly running for the front exit into the Promenade and huddling in the booths, diving under tables and behind chairs.
No way are the PCs going to just let the troopers blast the life out of Maya. Nefandus has successfully captured the kindness and generosity of the Rebellion and personified it in the young woman NPC.  I took this a step further when I ran the game, using the image of Dakota Fanning from Push as Maya. This turns Maya from a twenty-something into a preteen. She becomes your younger sister, someone you would not let get beaten and shot by stormtroopers. She is the defenseless young Rebellion being brutalized by the merciless Imperial machine.
This could hit or miss depending on how it’s handled. Remember, Star Wars allows for wipes and montages. Let the PCs have a few minutes chit-chat with Maya, then read the rest as a montage. Get to the Gundarks fight in less than twelve minutes.
However, I still don’t think there is enough Kaboom to guarantee the PCs will join Bail Organa’s Rebellion. The PCs need to witness the horrific face of the Empire firsthand. Perhaps they see stormtroopers doing target practice with nonhumans being turned in by the snitches. Maybe an Imperial officer is attracted to the mother in a refugee family and has the husband and kids killed and the woman turned into his sexual toy. It is through extreme atrocities that the players’ psyches will be irrevocably set to the action you desire for the campaign to follow.
I asked Nefandus for advice creating exciting effective campaign openings. He said:

My advice for campaign hooks... Off the top of my head.
1. Give the players a reason to be together - to be at the same place, to share a circumstance or predicament. Make that reason sustainable for at least several sessions, sufficient for other hooks to develop. Players should never wonder why their characters are travelling together.

2. Work with the players and their backgrounds to knit them to the hook. Provide parameters for player backgrounds.
3. If the plot is to be primarily GM generated (rather than sandbox style) make sure that there is no party conflict baked in that is so severe that there is no reason the party would travel together.
4. Start as close as possible to the first GAME choice - the first real decision with a consequence. Everything prior to that should be narration, including what they do as a group. The first group meetup isn't really going to be a choice, and chances are - not that exciting - so don't present it as a game choice (eg. "Do you talk to the sullen Jawa sitting on the bench?"). If they are going to meet up that way because the Jawa is a player character, then get on with it - just narrate it and move on.
5. Present the first game choice - the decision to get involved - as a no brainer. In DoD as written, it might be kind of stupid for the players to intervene in a random circumstance in which Imperials gun down a woman. But, if they were indebted to that woman, and if she provided them shelter, and if they had a grudge against the Imperials, then its a no-brainer. They will take the on ramp. Once they are involved in the plot, thinks pick up their own momentum - and that's the point of a hook.

Monday, December 6, 2010

Skill Challenges Live!

I recorded audio from my last Dawn of Defiance session, a skill challenge I added where the PCs need to convince Darga they are not fugitives of the Empire. Demos tries to prosecute the PCs. This shows how I run the challenges and how they flow nicely. I added captions, kind of a GM's commentary on why I did what I did. The video is at www.youtube.com/watch?v=q0FN8ZfBIj0
Here are the complete notes I used to run this challenge.

Convince Darga You’re Not Wanted by the Empire Skill Challenge CL 8 Complexity 1

You’re mingling in the court, throwing some chance cubes… and losing more credits than you’d care to admit… when Demos saunters over to you, a wicked smile on his face. Three Gammorean Guards stand a pace behind him. Demos hasn’t said a kind word to you since you arrived. This can’t be good.
“Darga would like a word,” the majordomo says and waves you toward Darga’s dais. The guards make it clear you have no choice.
66 Translates for Darga. “Before my special guests arrive, I want to clear up an issue,” Darga says, looking at Demos. “My security specialist has brought to my attention you may have had problems with Imperial officials. Is this true?
Demos’s grin becomes almost as large as the Hutt.

Setup: The PCs need to convince Darga they are not a threat to him or to his business. Demos has security footage from the Felucian prison, showing the PCs slaughtering an Imperial officer and blasting stormtroopers. The quality of the holovideo is questionable at best, but the PCs’ names are attached to the file, listed as being wanted for questioning in the affair. The PCs need to defend themselves. Demos, on the other hand, will use every trick he knows to prosecute the PCs.

Suggested Skills:
Deception: 26
Gather Info: DC 23
Know: Galactic Lore: DC 18
Knowledge: Social Sciences: DC 18
Knowledge: Technology: DC 18
Mechanics: DC 23
Perception: DC 23
Persuasion: DC 26
Stealth: DC 26
Use Computer: DC 23
UTF: DC 31

Challenge Effects

Antagonist: Demos goes after each PC. If he gets 3 successes before the PCs, then he wins.
Degenerating: +/-5 next DC based on success or failure.
Recovery: Success by 5+ can be cashed in to cancel one of Demos’s successes.

Demos's character sheet
Igren Demos                CL 8

Medium Human noble 6/scoundrel 2
Destiny 1
Init +10; Senses Perception +6
Languages Basic, Dosh, Gamorrean, Huttese

Defenses Ref 21 (flat-footed 20, with Flurry 16), Fort 18, Will 22
hp 42; Threshold 18

Speed 6 squares
Melee unarmed +8 (1d4+3) or
Melee unarmed +10 (1d4+3) with Flurry or
Melee lightsaber +8 (2d8+3) or
Melee lightsaber +10 (2d8+3) with Flurry
Ranged sidearm blaster +6 (3d6+4)
Base Atk +5; Grp +6
Atk Options Flurry, Point Blank Shot
Special Actions Disciplined Strike, Retribution, Telekinetic Savant 1/encounter
Force Powers Known (Use The Force +12) battle strike, Force slam, mind trick (2), move object, rebuke

Abilities Str 8, Dex 13, Con 10, Int 13, Wis 15, Cha 17
Special Qualities build lightsaber
Talents Disciplined Strike, Noble Fencing Style, Retribution, Telekinetic Savant
Feats Flurry, Force Sensitivity, Force Training (2), Linguist, Point Blank Shot, Skill Focus), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Deception +12, Gather Information +12, Initiative +10, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Persuasion +12, Pilot +10, Use the Force +12
Possessions audiorecorder, lightsaber, sidearm blaster
I hope this helps everyone.

Sunday, November 14, 2010

Once Upon A Time... Kaboom!


Once Upon A Time… Kaboom!
It’s your campaign’s first session! Your players just finished building their characters. If more than 15 minutes goes by without something exploding, give up your campaign.  Seriously, I’m talking about physics-defying fireballs causing great disturbances in the Force. I want your players’ jaws to drop and one of them to say, “But I just made my character.”
The situation surrounding the Kaboom should keep the PCs reeling for the next couple of gaming sessions. There should be a tiresome series of encounters with little time to lick wounds or make plans. Keep the PCs moving, hoping to survive.
Should you kill the PCs? Only if you want players to quit. However, you can have them knocked unconscious and captured. That is how the original trilogy began. The star destroyer blasted the bejeezus out of Tantive IV. Vader and posse mopped up the deck with the NPC rebel crew, driving the droid PCs to escape in a pod. The Leia PC was cornered and shot unconscious. I bet the players around the table were all yelling, “WTF!”
The Phantom Menace actually does a great job of creating a Kaboom with a lingering threat. Minutes after landing in the Viceroy’s command ship, the Neimoidians disintegrate the Republic Cruiser. Gas seeps into the room Qui Gon and Obi Wan are sitting in, and droids charge into the room, blasters firing. The Jedi race across the ship, trying to cut through the blast doors before the droidekas pulverize them. Finally, the heroes slip into a dropship and end up running from the droid army.
What’s the point of this player abuse? There are two reasons. The first: remind the gamers they are playing Star Wars. In a Star Wars adventure, the heroes do not answer a classified ad looking for caravan guards. Nor do they hang around cantinas until someone contracts them to explore a dungeon. Okay, Han and Chewie started their campaign adventure hanging around Mos Eisley Cantina waiting for adventure… but I consider them PCs late to join the campaign.
Chance and destiny capture the heroes. Star Wars is about typical people swept up by Galactic events. They must act or perish. Even in TPM, Qui Gon and Obi Wan went into the Viceroy’s ship assuming it was another routine negotiation. Then Kaboom! Adventure swept them away.
Secondly, you are providing the PCs with a firsthand demonstration of the power and ruthlessness of the enemies they will be battling over the course of the campaign. After running from the Kaboom fallout, the heroes’ psyches should be altered so that when they are called to make a stand against the enemy, they will not waiver from the challenge. They want revenge or to put an end to the evil they suffered under. And, they will likely have started to bond as a team through sheer need.
Let’s review the two trilogies. In ANH, the entire movie is made of the fallout from the Kaboom!... until the heroes reach Yavin IV and are asked to attack the Death Star. Until then, Luke and the droids were running from the Empire’s thugs. They thought they were safe when they got off planet on the Falcon, but by chance they ended up trapped in the enemy’s base. They did what they had to do to escape, and in the process they rescued Leia. Only when they got to Yavin IV were they approached to go on a mission. Only then did they have the choice to walk away from the destiny chance had put before them. Luke was affected enough by his experiences enough to volunteer and attack the Death Star. Han tried to deny his attitudes had been affected by his recent adventures. In the end, he returned to blast the TIE fighters off Luke’s butt, allowing him to destroy the Death Star.
In The Phantom Menace, Obi Wan and Qui Gon get aid from the Gungans, so they could reach Theed to help the Naboo and escape. They tried to outrun the blockade and took severe damage to the hyperdrive. The Tatooine adventures are an extension of the fallout from the initial Kaboom! Only when everyone reaches Coruscant are they free to make decisions unrelated to the Kaboom fallout. However, Padme and Qui Gon were affected strongly enough by their recent experiences they decided to end the Trade Federation’s occupation at all costs.
In the next blog entry, I will show the Kaboom fallout from several of my campaigns. Also, I will discuss the consequences of weak Kabooms.

Friday, October 22, 2010

Dark Destinies on the Net

Star Wars has always been about community and family. Beyond the movies and books, it's a wonderful community of fans. In this spirit, I want to welcome to the web Dark Destinies, a blog which serves as a resource for fans of Star Wars Saga.
Please check it out at: http://gmdarkside.blogspot.com/p/others.html

Star Wars Film School


A couple years out of college I made the reckless albeit inspired decision to make a feature film. This didn’t come from nowhere. I’d sort of made my own little films since childhood. Then, throughout my college career I gradually swayed from broadcast journalism to the starving artist world of indie filmmaking.
In studying screenwriting, I learned a very important lesson, one that I apply to designing Star Wars adventures: Show it. Don’t tell it.
I am a huge fan of Mystery Science Theater 3000, which makes fun of some of the worst movies ever made. What unites an overwhelming majority of the highlighted films is that the characters in these films stand around theorizing in endless dialogue. These scenes can easily put you to sleep. What those movies should do is show dramatic scenes of the heroes discovering clues through active investigation.
Here’s an example. Roll that clip:
“I think the monster is radioactive, Sergeant,” the scientist ponders while sipping a gin and tonic, a cigar smoldering between his fingertips.
“Why do you say that, Doctor?” the Sarge asks.
The scene goes on like this for about a week.
The movie would be much more interesting if the Sarge and Doctor catch a glimpse of the monster as they were driving back to the lab. They leap from their jeep, cute spunky reporter in tow. Shots are fired. A wild chase ensues. They reach a farmyard. The cute reporter is grabbed by the monster. The Sarge picks up an axe and chops off the monster’s arm. The beast drops the reporter and escapes into the foggy night. The men bring the unconscious reporter to the lab (they never take victims straight to the hospital in these movies). The reporter’s skin is all disgusting and reminiscent of custard. She becomes violently ill. The Doctor realizes she has radiation poisoning… a type he doesn’t know how to cure. He’ll need to capture the monster and learn how to help the plucky custard-skinned reporter before the radiation sickness kills her.
Now, let’s adapt this example to a SAGA game.
The PCs sit in a room and talk about the monster rumored to be terrorizing the village. The scientist rolls Knowledge: Life Sciences and gets a 25. The GM tells the player, “You think the creature is radioactive.”
End scene.
Roll the clip for the cooler version:
The PCs are riding on speeder bikes near the village. They see the monster in the shadows and engage in a high speed chase through the forest. The spectacularly fast creature seems to fly through the trees. The PCs barely keep up as they dodge the trees. The forest gives way to a clearing and they reach an agri-processing plant, where giant droid harvesters deposit food on a conveyor belt, that takes the goods through a high-powered washing spray, through a forest of droid arms that separate the good parts from the bad with claws and blades. Finally, the vegetables are flash-frozen and crammed into a transport.
The monster leaps down and grabs the cute reporter, who is the sister of one PC and the love interest of the other. After suffering enough damage, the monster releases the now unconscious reporter and flees. The 21B droid in the med center informs the PCs the reporter is suffering from an unknown form of radiation poisoning and it doesn’t know how to treat her. The PCs will have to capture the monster and study it so they can find a cure.
Don’t let crucial information be learned by a simple knowledge check. There should be a battle and chase for every important plot point gained.
Also, the stakes need to be raised as the plot advances. In my example, the sister/love interest’s life is dependent on the PCs capturing the monster. The plot is now personal.
The beauty of a campaign is you have time to examine the PCs’ back stories and weaknesses. As a GM, it is your job to find out what buttons can be pressed to make the PCs squirm. What are their passions? What are their attachments (ask Anakin how that can be used to motivate a PC)? Then, work it into the storyline. Is it more effective to have a cool NPC gunslinger confront the PCs or to have a cool gunslinger NPC who is the brother of a PC, who betrayed the heroes, imprisoned the PC’s love interest and is now trying to gun them down and collect the bounty?
It was a great scene in ESB when Luke confronted Vader on Cloud City, but the scene would not be as well remembered if GM George hadn’t decided Vader was Luke’s father.
Make it personal. Make the PCs work for the details. Then, you’ll have a blockbuster campaign, not b-movie schlock.

Monday, October 18, 2010

Viper Attack

The blog's been silent due to massive work on the "Naboo Food Fight" module, which I wrote for Buffalo MiniCon. The games went so well, I've been recruited to run the games at Rochester's Simcom. Hooray!
I've also been working on reworking the Dawn of Defiance Campaign for my group. Here is a video from "A Wretched Hive," as a swoop gang terrorizes a shanty town and extorts the PCs.

Thursday, September 23, 2010

Convention Updates

Unfortunately, Cinefest 9/25/10 has been canceled.
Fortunately, I will be running two Star Wars SAGA games at the University of Buffalo MiniCon 10/9/10. The games include a Dark Side Jedi Hunter adventure called "Operation Overwhelming Justice" and a more whimsical module called "Naboo Food Fight." Slots for both games are available.
For information on the Mini Con and to reserve your slots go to http://minicon.ubsarpa.com/
Star Wars Roleplaying Game Core Rulebook, Saga Edition

Wednesday, September 22, 2010

Cinefest Buffalo MiniCon September 25, 2010

I will be running a NJO original module at the Cinefest MiniCon this Saturday, Sept 25th. Join me for "Centerpoint of Action." Also, they have the designer of Feng Shui as a guest. He'll be improvising a game at the Con. Check it out. Here's the skinny on the MiniCon.

Date: Saturday September 25th
Time: 8:30 am till midnight
Location: Rockwell Halls 3rd floor. Cinema gamefest HQ will be in room 305
Rockwell hall is located on Buffalo States Campus the address is
1300 Elmwood Ave
Buffalo NY 14222

Here's a google maps link to the location:
http://maps.google.co...

Events:
We'll be showing movies all day in the HQ room and we'll have our growing library of games from CRAGG's (that's buff states gaming club) and my collection. A large number of roll playing games will be offered themed to the movies you've loved over the years by some of the best GM's the BGS has to offer. The best part is all the gaming goodness and the movies are free and if your hungry we'll be having breakfast, lunch, and dinner for the lowest costs we can.

To register for the events and to let us know your coming head on over too http://www.warhorn.ne...

Fixing Encounters With Hazards




In my last entry, I discussed changes I made to the first scenes of my House of Wookiees campaign, thanks to the skill challenge rules presented in Galaxy of Intrigue. I’d like to continue that discussion. Only this time, I want to show you how I improved the same encounters with rules presented in Unknown Regions.
Hazards.
For the first skill challenge/encounter, the heroes are in a bombed observatory trying to climb to the portal where the telescope had peeked through the domed roof. The PCs make their way to the roof, dodging the Imperial jumptroopers who emerge from the stairwell. As I worked on revising this encounter, I strongly considered tinkering with the insanely complicated rules I’d concocted concerning the cracked holoprojector display, which fills the observatory with refracted images of the Alliance orientation video. The broken holodisplay would make it difficult to determine reality from recording. In my first draft, this is how the rules worked:

House of Holos
The broken holoprojectors make it tricky to get around the observatory. The characters will have a difficult time recognizing what is real and what are refracted recordings.
The holoprojector shows each scene for three rounds before cutting to the next. When a character tries to make a perception roll looking in a direction, he takes a -10 penalty from discombobulation caused by the refracted hologram. Each round after the holovideo scene change, during which the character keeps looking in the same direction, the PC’s perception penalty decreases by five. This reflects the PC separating reality from the recording. As soon as the character looks a different direction, he returns to a -10 perception penalty. Other penalties may apply during specific scenes, as described below.
All the holograms affect the lower story of the dome. Once the PCs get past the first three catwalks on their way to the portal, the hologram penalties no longer apply. The exception to this is the scene showing the Star Destroyer blasting the refugee transport. This scene fills the entire dome and affects the upper level of the dome as well as the lower level.
The PCs may locate the holoprojectors (perception DC 15) and break them (ref def 12 2hp) to eliminate the refracted images.
PCs with the Use the Force skill can separate illusion from reality with a UTF check of DC10.
Scenes in the orientation holovideo; each scene lasts 3 combat rounds.
  1. The PCs see a city street. A teenage human male stands between an Imperial officer and his mother. She clings deathly tight to her baby. The teen tries to shove the trooper back. The officer holds his ground and breaks the teen’s nose with his blaster. He follows up by shooting the mother in the head. Another stormtrooper kicks the baby beneath a passing troop transport.
  2. A stormtrooper casually tosses a thermal detonator into a school. As burning children run screaming from the building, a stormtrooper squad competes to see who can mow them down fastest. PCs suffer an additional +5 perception penalty because the holographic fire creates concealment for anyone standing in the midst of the scene. Also, since there are many troopers in the video, targeting or identifying a jumptrooper from a virtual trooper incurs an additional -10 penalty.
  3. Humans flee across a mighty bridge. An AT-ST rounds the corner and clears traffic with its blasters. Bodies and landspeeders fly off the bridge and into the river far below. The last round of this scene creates an additional -10 perception penalty because of fire and smoke.
  4. In a cantina, a group of senior citizens barricade themselves behind the doors. The fridge and piled furniture separate them from the stormtroopers outside. A small window shatters, and the bar fills with fire. For the first two rounds of this scene, there is an additional -5 difficulty identifying holographic images of the cantina from the observatory’s fixtures. The third round is filled with fire, so perception is hampered by -15.
  5. The scene shows an outside view of an Inner Core city hall. The city’s leaders have their hands tied behind their backs. Stormtroopers shove them towards the town hall. Troopers fire over their heads to startle the captives into a sprint. Once the people disappear into the civic building, a TIE bomber drops its payload on the site. For the first two rounds, identifying commandos from “holo” troopers causes a -5 perception penalty. When the bombs fall, the image swings around violently as the holographer runs away. Everyone needs to make a willpower roll DC 15 to avoid dropping one step down the condition track as the result of motion sickness.
  6. Transports plow dead bodies into a bantha pen.
  7. A fleeing transport is run down by a Star Destroyer and disintegrated in a hail fire of turbolaser bolts. Everyone needs to make a willpower roll DC 10 to avoid being startled by the Destroyer’s appearance. Failure moves the character two steps down the condition track. Characters on a catwalk who fail this roll need to make a reflex roll DC10 to avoid tumbling off the catwalk.

This was for the first encounter of the campaign. I think I would have scared most rookie GMs away. It gives me a headache to read it.
Using the guidelines found in Unknown Regions, the funhouse effect of the cracked holovid lens could be turned into a simple hazard.
House of Holos Hazard CL 1
Description: The cracked holovid lens causes the displayed images to be replicated in three places throughout the observatory’s lower level. This causes anyone looking directly at it to possibly confuse what’s real and what is holographic imagery.
Keywords: Optical, Mind-effecting
Attack + 3 vs Willpower
Damage: If the attack is successful, the target suffers -5 to attacks and any skill check the GM deems to require precise visual concentration. For example, Acrobatics skill checks would suffer a -5 penalty because performing acrobatics requires knowing the precise location of walls, floor and obstacles. Persuasion checks would not be affected because it does not require precise understanding of what is real and what is virtual in the room. A target cannot be affected multiple times.
Trigger: At the start of initiative, the Hazard attacks all PCs looking into the affected area.
Recurrence: The Hazard attacks at the start of each round of initiative.
Skills:
Perception: DC 14: As a full round action, the PC studies the area. On a successful skill check, the PC is immune to the hazard’s attacks for three rounds.
Use the Force: DC 14: As a standard action, the PC reaches with the Force to filter out the illusion from the reality. On a successful check, the PC is immune to the Hazard’s attacks for 3 rounds.

Oh my, this simplifies things and keeps the spirit of the Hazard alive. I think the best part of the Hazard construct is that it affects the jumptroopers as well as the PCs, creating fascinating possibilities of how this encounter might go down.
I lied. The best part about this Hazard is that I don’t get a headache from reading it.
It could be argued everything would be much simpler if I had just deleted the entire thing and kept the encounter simple. The problem with that is Star Wars is not about simple encounters. It’s a pulp movie, a space opera. It’s about taking things to extremes. If Vader and Luke confronted each other for the first time in one of Cloud City’s hallways instead of in the carbon freezing chamber and then on catwalks over massive pits, the scene would have lost a lot of its flavor. The obstacles helped make the scene cool.
A WOTC forum poster called this the Spielburgian method. “I do like to use the Spielburgian method of escalating action scenes - he often throws in one or more environmental factors into an action scene, which helps to build the task load for the heroes to a crescendo as the scene unfolds (though they often provide opportunities and new resources for the players too).”
If you’re like me and tend to overcomplicate things in your games, the Hazards guidelines are a great way to take some of the headache out of GMing. If your encounters lack the Star Wars flair, then crack the holovideo display, add a bottomless pit, and listen to your players groan, “I’ve got a bad feeling about this.”
But they will have a childlike grin on their faces.