At the beginning of this year, I launched an ambitious FFG Star Wars campaign, pulling mostly from the then-new Age of Rebellion Beta, titled Crush the Rebellion. An overview of the core assumptions, house rules, and scattered campaign notes have already been posted HERE on Triumph & Despair. I encourage readers who wish to probe for additional information on something specific to post Comments below; it is very hard to see from our perspective where we are vague and what details outside observers find interesting or lacking in detail.
The campaign had a rare, though certainly not unique, concept of the players acting as Imperial Agents sent out by The Emperor Himself to stop the most heinous crimes against the Empire. The player characters are set at a level on par with such legends as Darth Vader, Mara Jade, and Grand Admiral Thrawn. The Agents have bonus starting XP and unlimited funding; but are limited in terms of Restricted items, item modifications, and vehicles. The story of the campaign follows a seemingly natural theme of The Empire; corruption, a bloated beurocracy, traitors, and various threats from within are the true villains. Every Agent has a Secret Agenda that they pursue and must balance advancing that agenda, thwarting the rival Agents’ agendas, and keeping their activities hidden; all while still completing the incredibly dangerous tasks assigned to them. It is one thing to conquer the galaxy, it is a much harder thing to rule it. It’s dangerous at the top.
The most daunting task for me, as Galaxy Master, was to appropriately handle the innate player-vs-player dynamic that goes with this sort of campaign. This is something that many have found to be troublesome and problematic, experience showing the pitfalls, frustrations, and hurt feelings of such an endeavor. However, I felt very strongly that this was absolutely essential to the kind of story I wanted to tell; the story of the fall of Galactic civilization, the problems inherent in humanity’s empires, and how our own unchecked ambitions and hubris are the cause. Not only that, but in all humility, my track record has shown (HERE and HERE) that I am uniquely qualified in the endeavor of successful PvP roleplaying games. In other words, I am the shiiiiittttt.
Following the campaign’s conclusion, I conducted an in-depth discussion about both the faults and advances of the campaign; what made it good, where did it fail, and how we can use this information to craft better, more fun gaming in our futures. Listed below is a brief description of the Agents and a long, detailed discussion of the campaign via 12 questions I have asked and the players and their long-winded answers to them.
Besk, Bothan Spy Infiltrator
Secret Agenda: Assassinate The Emperor (succeeded).
K1LL1NG3R, Droid Hired Gun
Secret Agenda: Construct a superweapon that would enable a new droid revolution to conquer the galaxy.
Zebb, Twi’Lek Slicer
Secret Agenda: Grand Moff, build an unspecified superweapon.
Tar’Yun, Twi’Lek Diplomat (Force Sensitive)
Secret Agenda: Orchestrate a massive military defection to the Rebellion.
Delanar, Human Bounty Hunter (Force Sensitive)
Secret Agenda: Hunt down and slay a hidden Jedi Master.
Daktari Jonez, Duros Scholar
Secret Agenda: Oversee the genocide of all Ewoks.
1). How did the completely strict adherence to the 1-session episodic format play out in the campaign? What were some time you felt too rushed or that you would have preferred more time to explore a scene in more depth?
K1LL1NG3ER: The episodic style DID have the major draw-back of making you feel rushed at times when you wanted to go at a leisurely clip, but I feel that helped serve the story more than hurt it. When the end of the session began approaching, and we were still desperately trying to figure out the identity of the traitor, or the location of the technology, it thematically felt like The Emperor Himself was standing over us with his finger on the button. Even though we didn’t see the penalties for failure until almost the end of the campaign, that fear drove us to find some REALLY ridiculous solutions when we needed to speed through something, and Triumphs and Despairs SERIOUSLY affected that. The other side of the coin, though, is that I never spent long enough anywhere to really grow attached to anything. As a result I became hyper-attached to my character. Whether that’s good or bad is a matter of opinion, but I think it helped get me into the Imperial ethos.
Besk: I think the episodic format was mostly good for this campaign. FFG Star Wars itself lends to that sort of format in my opinion. Character building in that game is sort of … almost reverse of your typical D&D style format. When you make a character in this system you’ve basically completely fleshed out how that character is going to behave/advance in the system based on the fact that you are rarely going to increase any of their base stats and are often going to stay in the same talent tree that you started. This leads you to pretty generally know how your character is going to react in any given situation. The episodic format lends to that well, because now it’s an element of surprise. There is no “well we’ll just come back to that when our characters are better equipped to handle it”. That day will never come, and more importantly, we need to solve this now, or face execution.
The only downside, in my opinion, is NPC characters never really stuck. We pretty much knew that they were gone the minute we stopped interacting with them, with the exception of the few who came back for the finale. For this reason, we never really even considered not using the most fatal/life threatening venture for NPCs. We only cared about someone’s well being if that person was explicitly dictated to be left alive, which I think limited what kinds of things we were wiling to do in the campaign, as the easiest route was just kill them.
Zebb: I feel that the episodic format fit well for the style of campaign. We had our mission and that was all we had to care about. Sometimes things were a bit rushed but that was usually when we screwed around for most of the session or things went horribly, horribly wrong. That said, I didn’t mind when things were rushed. It got us, or at least me, into the mindset of “Oh crap we need to pull out a win here or the emperor is going to be pissed and one of us is going to die”. That mindset lead us to make some really off-the-wall and risky moves the meant more opportunities for Triumph and/or Despair to come into play.
Delanar: The one-session, episodic format is okay. We had great attendance at this game in general, kudos to Galaxy Master Ross for keeping everyone engaged, but episodic stuff shines when you have folks who miss a lot of games.
We definitely rushed through some content, especially in the early going of the campaign. At times we took the final encounter and had each person perform just one action to try and influence the scene. It isn’t a bad way to play and we came up with some creative stuff, but it turns situations more into a story telling about what happened (and here is my check to see if I succeeded) rather than a step-by-step developing scene. That said, Ross is okay with chucking stuff he has prepared if we can’t get through it or we go off the rails.
Daktari Jones: Everyone touched on most of the major points – the fast, frantic nature echoed the overall story. The limited time kept us from building major relationships with the world. All in all, I think it was very effective and worked the way it was meant to, and I quite enjoyed it.
Tar’Yun: I would second the statement that the episodic nature made us feel rushed, especially towards the end of each three-hour episode. Every week, it seemed to take us a while to get into the story as we were feeling out the nuance of each scenario, and then around the halfway mark we started just trying to accomplish our goal.
When we had adversaries that came back an episode or two later to foil our plans and/or just mess with our days it made us have to think through each encounter not only to get through this one, but what to avoid to piss off someone else that may live to antagonize us another day.
In all it helped when a character was not able to attend and we were able to continue the story, so I believe the format really worked with all of us especially over so long a period.
2). What was the most memorable Triumph? Despair?
GM Ross: “Despair! Roll a d6.”
GM Ross: “All six of your frigate escorts immediately defect to the Rebel Alliance.”
GM Ross: “The six Goonga Jedi Heretics stare down K1LL1NG3R and challenge him to a lightsaber duel. Roll Vigilance! They roll four Success! Ha!”
“I rolled Triumph.”
GM Ross: “Fine, you get to go first. Roll your attack…”
Besk: K1LL1NG3R’s epic duel was what I was going to say as well for Triumph. For Despair, I’d have to say Zebb awesomely getting us through the human hyperdrive scenario (Only Two Ways Home Redux), but then rolling Despair and becoming addicted to drugs.
Delanar: Zebb’s despair was our amusement.
Zebb: Hey man, Zebb could see sounds after that Despair, and he had his habit under control… for the most part.
Honestly, its hard to remember what was caused by Triumph/Despair outside of the finale. It kind of all merges into one continuous clusterfuck for me.
I think the Failure with Triumph when Doktari was trying to make a swoop bike out of a TIE Figher and creating a mech suit instead was pretty sweet.
The Despair causing 6 frigates to defect was rather brutal.
Delanar: This may be heresy, but one might argue that there were probably too many Triumphs and Despairs, in general. Sometimes you just want to stop the garbage compactor and that alone is sufficient for a good story. Not that they aren’t opportunities for awesome, but when every roll has one or the other outstanding new development, it is a bit distracting. Of course, the whole campaign seems to be bound up in this kind of distraction, so maybe it isn’t so bad as all of that. I do think that you end up with a very fluid kind of story game that is different from the narrative style and that might be the biggest takeaway. Namely, that if you play the way we were playing, the whole game is a group storytelling exercise much more than some other RPGs and that is pretty cool. Cool in a different way from D&D, but cool nonetheless.
Tar’Yun: Memorable…Doktari Jonez making mech suits out of a squadron of TIE Fighters… Doktari Jonez blowing up the bridge with a squadron of TIE Bombers. Zebb getting hooked on space-meth (Quesenol Red)! Tar’Yun getting curb-stomped by a coven of Noghri. And then there was that Despair where we all ALMOST lost limbs, when Kath Scarlet’s Firespray got rocked by a bunch of missiles. And I was so looking forward to a new, bionic arm!
I’m going to have to disagree with Delanar, I think there weren’t enough Triumphs or Despairs, definitely not on us Agents’ end. I think GM Ross’ dice are weighted with the number of them our adversaries received, especially the last few sessions! Furthermore, there’s a part of me that would have really liked to see really how bad things could have gotten.
I do agree, though, when the players took control of the story each week it took a new turn. Not necessarily what GM Ross planned, but enough to make it interesting. How many times was he just nodding going “ok, yeah, let’s go with it!”? It really kept the game alive.
3). What were telltale signs that shit had really hit the fan and you guys were suddenly screwed? Conversely, when did you pull it out and win despite all odds?
Zebb: Typically when the ship we are on is exploding around us, which seemed to happen a lot, and/or when were surrounded by Rebels and/or Imperial defectors, which also seemed happen a lot.
I think my favorite “holy crap did we just succeed” moment was the logic puzzle when finding which Imperial scientist at a research station was a traitor during Operation II. I really didn’t think we were going get that one.
K1LL1NG3R: Every single time we are on a capital ship, something went terribly wrong and we are going to bring that ship down. We brought down three Star Destroyers. If we were in the Rebellion, we would be god damned heroes.
Our biggest against-all-odds moment might be that first Jedi we fought during Operation I, the one who was all tentacles. We took out its apprentice thinking it was that creature, then it came after us. It did a lot of damage before we detonated every explosive that has ever existed on it, then vented it into space. Then captured it alive for interrogation. Such is the power of The Empire.
Besk: When ALL the frigates turned on us, and we were already in a falling, on fire, partially destroyed Star Destroyer. I thought we were pretty boned at that point.
The pod race scenario against Kath Scarlet in Operation IX was a good example of us fucking super winning against the odds. We had obviously tons of obstacles stacked against us; but through clever use of skills, items, and good rolling, we pretty much steamrolled the entire encounter that was clearly meant to be very hard. It was very satisfying.
Tar’Yun: The 4 Noghri who ate my face, the TIE Bombers who blew up the bridge I was standing on, anytime GM Ross picked up ALL of Challenge dice in the table. So much Despair! The rebel spy IN the TIE Phantom Seriously …WTF!? The SPACE SARLACC!
Daktari Jonez: Rescue by throwing a grenade in front of you and using the concussive force to get you out of there. Brilliant!
K1LL1NG3R: Oh man, I forgot about the grenade. Just to elaborate for anyone who might read this that’s not us…
So there was K1LL1NG3R, on the bridge of a Victory-class Star Destroyer commanded by an upstart captain with a personal, backstory vendetta against Zebb, engaged in melee combat with a very competent fighter. The only person there with him was Besk. This is because, while taking the turbolift, K1LL1NG3R got impatient, grabbed Besk, and jet-packed up. During the fight, Doktari Jonez ordered a flight of TIE Bombers to unload their proton torpedoes, targetting the bridge, and that would almost definitely kill everyone. Besk’s quick thinking saved the day. He rigged a concussive grenade to maximum force, low damage, and timed it perfectly to detonate between us. K1LL1NG3R was blown to safety, the other combatant was killed outright.
Those torpedoes really put the fear of God (or GM Ross) in me as a player, and the solution to it was so awesome I didn’t know what to do with myself.
4). How did having unlimited funds change your character build and style of play? Did near-unlimited access to equipment make things too easy? If not, what were some things in the campaign that were too easy.
Tar’Yun: I wanted a cybernetic arm at the top of the order. After all, this is the gritty long time ago stuff and heck, if Vader can have one then damnit I want one too!
I understand why there were restrictions, otherwise we would all be walking around with fully automatic light saber guns!
We still had to deal with Encumbrance and that made us have to think strategically what we should take with us or leave behind.
I don’t believe it made the game too easy. We only had a few thermal detonators and one dose of neurotoxin, all which came in handy at one point in time, but it was a limited resource that again made us have to think through our use of these expendables.
Conveniently being able to have our personal vehicles, rewards from The Emperor, at any time I think made it too easy. It was messy from a story perspective and, although I liked having my speederbike and it was nice having a TIE Interceptor or two at our disposal, it made things messy. The statement that we would have them available anytime seemed weird from a story perspective. I would reconsider those kinds of rewards in the future and stick to increasing rarity of items, vehicle silhouette, etc.
Doktari Jonez: I appreciated that access to special gear made out characters unique right from the get go. Flamethrowers and jet packs just upped the ante and made the storyline more believable.
I thought it was a nice change of pace from so many games that are stingy on the loot. We still had to manage our resources, but the stuff we loaded down with was all the coolest crap worth carrying around. And notably, we still had moments where that mundane breath mask was the difference between life and death. When we inevitably destroyed the ship we were on.
K1LL1NG3R: I felt the opposite, initially. I loved my jetpack, but then realized everyone could have jetpacks, which bothered me until Encumbrance came up.
I don’t think it’s fair to say that having a ridiculous amount of supplies made anything too easy, because difficulty was ramped up accordingly. Some of it was pigeon-holing us into certain skill checks we didn’t want to make, and some of it was puzzles and appropriately leveled challenges. All the gear in the world isn’t going to protect us from a logic problem or rolling multiple Despairs.
Besk: Having a good amount of experience with the system up to this point, I wasn’t worried that unlimited funds would really hurt us that much for a number of reasons. As already pointed out, Encumbrance. Sure, buy 20 repeating blasters, you can probably only hold 1. Also, almost all the gear in the game is very counterpoint to most D&D type “magic weapons”. They don’t give you some kind of big flashy ability, at most they either do more damage, or do damage more consistently, even then it’s based on your roll. The unlimited credits thing didn’t really come up that much, honestly. It popped up once in a while as fluff, but mostly everyone stuck to whatever they bought at the beginning of the game, only re-equipping when we got a reward.
Delanar: Near unlimited access to equipment was limited to non-restricted, non-modification, and non-vehicle items. So, yes, we had access to any amount of non-restricted stuff, which led to the obvious laminate armor + personal deflector shield combo for many folks. However there was almost no opportunity, other than session rewards, to acquire modifications to gear or vehicles. Not that items, generally speaking, make a huge difference in this game, but mostly our gear didn’t matter that much except for the occasional thermal detonator or neurotoxin. That changed in the penultimate session I ended up with the three items one of which was a lightsaber that granted +1 force rating (the Staff-Saber of the Serpent, debuted in Fane of the Sith Lords). Those items were quite unbalanced.
5). How did the theme of espionage and intrigue affect your character and the campaign at large? How distracting or frustrating was the player-vs-player aspect of competing, rival Secret Agendas?
K1LL1NG3R: Oh man. Oh man.
So early on I had ALL THESE PLANS about how to devise people’s Agendas and how to mess with them. Unfortunately, a lot of bad luck meant that most of the actual sabotage was imagined. I did manage to figure out the Agendas of three other people, but there really didn’t feel like enough opportunities to subtly backstab them. It was either full-on HAVE THEM MURDERED, or nothing.
Fortunately, though, Besk and I made our own intrigue. We had a system for signaling which Operations to pick. We sent theme-heavy coded emails to each other. We made alliances. After I realized how hopelessly behind I was, it became more a “ride his coat-tails” kinda thing, but that was still fun in it’s own way. It also made the week between each Operation that much more fun, and it’s inspired me to create more thematic away-from-table activities in campaigns I run.
Zebb: I hate to say it, but it really didn’t change my playstyle that much. I figured Zebb would try to fly under the radar, Computers things when needed, and not draw attention to himself while furthering his Agenda for the benefit of The Empire.
Although the player vs. player stuff was fun when it came up, usually when someone wasn’t able to make it to a session.
Delanar: Even though we were in theory working against each other, it seemed like we cooperated and put ourselves at risk to save each other pretty much the same as you would if our characters weren’t working against each other. Of course, nobody had Medicine as a skill, owing to the PvP mentality. Personally, I’m not much for intrigue and working against other players, so I mostly ignored the Secret Agendas and just had fun stopping terrorists.
Doktari Jonez: I’m in agreement that the player vs. player stuff was interesting, but not really game changing. I was pretty gung-ho about it right off the bat, but then I realized that if I actually won, the campaign would be over. I’d rather lose and keep playing, then win and go home.
Besk: I really liked the Secret Agenda thing, not only because I won, but because it added an interesting element for me. The combined problem of not being able to physically sabotage a player made it so that we still played as a unit, but payed attention to where we all put our experience points and what we did at the ends of sessions. I think, really, it was just an interesting side game that didn’t highly effect the actual game.
Delanar: Yes, we couldn’t take direct physical action, but there were times we could have let people die. For example, we could have let K1ll3ng3r float into a star, but we didn’t. In that case, I saved him because that character was fun to play with, so I didn’t want him to die. Though I do wonder if Doktari Jonez telling the TIE Bombers to hit the bridge of the Star Destroyer was an accidental or deliberate miscalculation.
Doktari Jonez: Miscalculation?! I was totally trying to kill all you mother F-er’s!
6). What was the most evil act of the campaign?
K1LL1NG3R: In one of the first few sessions, Besk convinced a TIE pilot that if he didn’t pilot into a nebula full of magnetic mines, he would bankrupt the man and flag his entire family as traitors to the Empire. When the terrified pilot DID go in and was subsequently obliterated, Besk worked out the amount in the red the needless destruction of a TIE would put the Empire in, and made a convincing argument to the Imperial Debt Collectors that since the pilot was dead his family would have to inherit that debt. Thus bankrupting an innocent family immediately after the death of their father.
Doktari Jonez: That’s the one that stood out to me as well. Besk was a pretty sadistic S.O.B.
GM Ross: I believe you all received the benefit of a Destiny Point for such an act of cruelty.
Besk: Yea, I think Besk wins for evilest. Just about every act, I succeeding on screwed some unwitting lower ranking person in a major way, for no reason other than it was funny at the time.
Delanar: Just a general commentary on the evil acts thing. Rewarding the players with Destiny Points after thinking up something particularly diabolical was a master stroke on the campaign. It didn’t come in to play all that often, but when it really makes you feel good when your character does something particularly despicable and a Destiny Point gets filpped.
7). What was the most frustrating failure of the campaign?
K1LL1NG3R: The most frustrating failure for me was our invasion during the finale. We already had a terrible track record with capital ships already, so we all wanted to do this one right. We had plans for an orbital bombardment, a squadron of AT-AT walkers, a Stormtrooper infantry attack; and all of this was meant to provide cover for our team of elite Agents to fly in under the radar. Then we hyperspace jumped in at the wrong point in the star system and were immediately attacked. Then our ENTIRE support force defected. THEN OUR SHIP BLEW THE HELL UP. It was pretty demoralizing, but we definitely made the best of it and that chaos ended up being one of the best sessions.
Delanar: The most frustrating thing was having a Star Destroyer and not getting to destroy any stars.
Besk: The most frustrating failure was the death of Zebb. As much as it pleased me, because it allowed me to win the campaign, it was a pretty major fuck-up on our part as a team. Up until then we were doing reasonably well. We infiltrated the compound, we got around fairly easily, nobody was really in any dire straights. Then, with the final roll, we collectively somehow decided NOT to just upgrade the fuck out of the Negotiate roll that GM Ross told us was the determining factor for whether we succeeded on the mission. Looking back on that, I don’t know what we were thinking.
Zebb: Without a doubt, death by random die roll placing blame on Zebb for the team failing an Operation. That pissed me right the hell off. I know Doktari died that session too, but that was because he tried to go against The Emperor by hiding a Jedi Holocron and failed.
Delanar: Yeah, I agree that death by d6 was not fun. Generally, I think folks don’t mind dying, but dying randomly due to the whole party failing on the mission sucks.
K1LL1NG3R: I disagree. I mean, at the time yeah, it sucks. But we also knew it was going to happen. The rules were pretty clearly spelled out. I agree more with Besk that it was dumb we didn’t do EVERYTHING IN OUR POWER to pass that one roll.
8). What was the most ingenious work-around?
K1LL1NG3R: I think one of our best work-arounds was in the mission where we had to recover the experimental TIE Phantom. K1LL1NG3R was chose to eject from his personal TIE Fighter and attempted to commandeer the defecting ship. He missed and almost got sucked into a star. Delanar was able to time a detonation to blow K1LL1NG3R clear with minimal damage and towards the ship as it was attempting to dock in a Rebel cruiser. K1LL1NG3R punched through the TIE Phantom cockpit, threw the hapless pilot into the vacuum of space, fired into the undefended hangar bay of the Rebel cruiser, and then high-tailed it out of there with the experimental cloaking starfighter while the rest of the team moved in to capitalize on the shifting tide. We really worked like a team that session and it showed.
Besk: I would say the finale pod racing sequence. We managed to win the pod race without actually having anyone race. That was a multi-part effort and everyone did something awesome to pull that together. I’m glad we still raced, so that GM Ross could see his scenario and prep work played out, but still hilarious that we just were like “no, we rig all of it, every part. There is no way that we can lose.”
Zebb: We had quite a few good ones, but I think the first half of the finale had some of the best. We went in with a plan, something we usually didn’t do, and it all went to total hell immediately. We had to scramble to keep the mission from ending in utter disaster before it even started and I loved every minute of it.
9). What were some of the most effective skills, talents, etc. for this campaign? What tools and equipment proved utterly indispensable for crushing the enemies of the Empire?
K1LL1NG3R: Force pike and jetpack.
Doktari Jonez: Computers, Mechanics, Deception, Charm.
Zebb: Computers and Quesenol Red, best solution to every problem! Also breath masks, they do seem to come in handy.
Besk: Computers was by far the most useful skill in this campaign. It’s hard to argue that you couldn’t do most tasks in a super futuristic world by pulling out a computer or data pad and hacking the gibson. Second most useful skill, at least for our group, was Deception. Besk could lie us into or out of anything.
Tools? I will have to agree with that jetpack allowed for a lot of things that would have otherwise been a pain in the butt.
Doktari Jonez: I really appreciated that the skill system was versatile enough that some characters never fired a weapon.
10). What was the single most challenging aspect of the game?
Besk: Honestly? Balancing the party. Each skill in this game has a pretty specific use and generally will come up. Being able to properly cover all of them became a problem. For instance, we completely lacked Medicine at one point. There were also times were a number of us could do something reasonably well, but nobody could really dominate at something, so then it became a game of “who wants to eat this failure?”.
K1LL1NG3R: Hardest part for me was positive social interactions. Besk could lie his way through pretty much anything, but if we didn’t want to lie to someone or kill them, there wasn’t a lot we could get done.
11). How has the Crush the Rebellion campaign changed how you think about and play RPGs?
Doktari Jonez: Admittedly, I began thinking more about the roleplaying aspect. I think that’s a big credit to the game itself and GM Ross’s handling of our characters’ actions. It was easy to succeed by avoiding combat, which meant I was encouraged to focus on other aspects of my character.
Besk: I like the idea of sub-games within the game. Maybe not always player-versus-player subterfuge kind of games like with our Secret Agendas, but it’s made me like the idea of layering.
K1LL1NG3R: The episodic nature of this game really stuck with me. I’ve been looking into running a Conan the Barbarian campaugn, and that fits PERFECTLY. This week you’re in Shem fighting a warlord. The next week you’re in Khitai pillaging a temple. The idea really intrigues me.
Delanar: Comparing to other systems I think FFG Star Wars was fun in the same way that anime-style games are fun, at least as we were playing it. Basically, the sky is the limit. Yes, there are rules and yes, we followed them pretty close to as written; but if you came up with something awesome for your character to do in the game, GM Ross was always on board. The skill check might be insanely difficult, but who cares, right? Compare with D&D 3.5, which is much more technical and much more tactical; or D&D 4E, which is tactical in name only; or Torchbearer, which kind of penalizes you for doing anything at all other than cooking because of the grind clock. I could go on, but FFG Star Wars, at least as we played it, encouraged us to make shit up and have fun doing it. I should add that I really like crunch in games, but still enjoyed this game a lot.
12). What is your favorite Star Wars quote said at the table and what was the context?
GM Ross: It’s not exactly Star Wars, but “The slow knife passes the shield.” and “His name is a killing word.”
Besk: One flew under the radar that cracked me up. At one point we were trying to covertly get in somewhere (which, as we all know, we did flawlessly every time) and K1LL1NG3R subtly dropped the line, “it’s an older code sir, but it checks out”. Only a few of us at the table caught, it but I laughed. Also, Ando Kotchrissian (no context).
K1LL1NG3R: I don’t remember the exact context, but I was really proud of
“Your reliance on destiny points is your weakness”
“Your faith in your dice is yours!”.
“Now you will feel the power of this fully armed and operational SINGLE X-WING!”
Oh, and it cracks me up everytime Delenar said, “now THIS is pod-racing/TIE-fighting/pizza.” Every time someone mentioned sand, Ross would remind us that it,” gets everywhere.” Everytime someone said Gungans, there would be a pause and inevitably SOMEONE would correct it to, “goongas.”