SWMG 2015 Act I
DDC Mega Game 2015 | |
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Alpha GM | |
Lisa | |
Beta GMs | |
Adam, Benjamin, Brendon, Tim | |
Backup GMs | |
Erik, Mark | |
Game Time | |
Saturday, 5 PM - 1 AM slot | |
Game Year | |
Post Order 66 | |
Mechanics | |
Turning Points · Imperial Meters Destiny Points | |
Plot | |
Act I Act I Summary Act II Act II Summary | |
Collaboration Notepads | |
By Group Adam's Group · Tim's Group Ben's Group · Brendon's Group Factions Event Team · Police / Security Alderaanians · Coruscanti LASR · SAGroup Other Enemies · Temple District |
Opening is with mission summary and connecting the characters with the Rebellion, so Act I will commence with the characters en route or having landed on Coruscant.
Characters should attempt to proceed on their mission. There is initial progress, but then troubles arise.
Act cliffhanger is with the realization that there is a presence that they haven't felt since...that is their former friend/enemy as well as the STUMBLING BLOCK particular to each group that is particularly making it go FUBAR for them. They should have the normal problems inherent in an RPG. We are just adding an additional:
They should have some sort of confirmation (physical) as well as confirmation via the Force that their nemesis is there. Leave them in the shitter before Act II.
Out of Game timeline for Act 1:
Usually 20 min for check in and intro.
Time Cards for these: 3 hr remaining: should be starting up after intro 2 hr remaining: half way through allotted time for act 1 1 hr remaining: Imperial March plays 30 min remaining 15 min remaining 4 hrs game time mark: Blackout Narration, end of Act 1, and break.
Should therefore break at about 4:20 or 4:30 into the session and return from break before or at 5:00 (if running late, call it " five till and start promptly at 5, with or without you.")