Post by Red on Feb 4, 2007 1:03:35 GMT -5
Champions of the Alliance is the loving creation of a handful of Star Wars fans who were all sick of the utter lack of any good Star Wars RPGs on the internet. In other words, we were sick of the crap that permeated the Star Wars RPG scene. So, like any intelligent group of people would do, we set out to create our own Star Wars RPG with a vision of perfection- or rather a vision of being better then everyone else. Honestly, it wouldn't take much.
That leaves us with an idea, but no foundation. What we needed was a time period to set our RPG in. First we went to the idea of a post-New Jedi Order series RPG. After quickly scrapping that, we moved to the Jedi Purge, then to the Clone Wars, and lastly, the final era to be considered- during the actual films. Set in the three years between episodes IV and V, this time period gave us a perfect window to do some Alliance versus Empire stuff, as well as throwing in some stuff our own to flesh out the short time span. The foundation was lain.
Now it was time to do some research- the reason the era was so important to us was so that we didn't want to mess with the canon material laid down by Lucas and various other authors in the Expanded Universe of Star Wars. What we found exhilarated us- there was only a handful of recorded conflicts in the three year timespan that we hoped would play home to our fledgling RPG. And so Champions of the Alliance found it's permanent setting between episodes IV and V.
The Galactic Civil War would play the backdrop to our RPG. The lack of significant conflict between 1 ABY and 3 ABY (the three year time span between the Battle of Yavin and the Battle of Hoth), we were essentially free to fill in the blanks without disrupting our beloved source material. We had our setting and a conflict to host our characters in an RPG- organization was the next step. We needed to organize our options.
The factions of the era are quite obvious: The Empire and the Rebel Alliance, but no two sided conflicts get boring fast and we were looking for longevity in Champions of the Alliance. The Mandalorians, our first choice for new faction, were unfortunately out of the question because of continuity with several works of EU fiction. We couldn't have the greatest soldiers in the world? Fine. We did the next best thing.
Mercenaries are obviously a part of the Star Wars universe, witnessed through bounty hunters, smugglers, slicers, con artists, guns-for-hire, and various other scoundrels. So why not organize a chunk of these scoundrels into an organized company, serving which ever side could fork over enough credits. The Anchorhead Organization was born.
So now we had a three sided conflict, with the help of a little fiction on our part- now we needed an organized way to organize player characters themselves. Jobs are an important part of any world, whether it be Star Wars or our own reality. Job archetypes where created as a loose way to determine what kind of mercenary or soldier you actually were, or if you were even a part of one of these three factions at all.
So organization was done. Now all we needed was to compile as much material as we could: starship information, weapons and equipment, timelines, faction information, job archetype information- everything we could think of. The database of information fast grew, resulting in an extremely vast assortment of information at the finger tips of our members and potential members.
And so a Star Wars RPG, Champions of the Alliance, was born. Our of desperation came this labor of love and hard work. And now, almost begrudgingly, we leave it to you new members. May the force be with you.
-Apsalus
That leaves us with an idea, but no foundation. What we needed was a time period to set our RPG in. First we went to the idea of a post-New Jedi Order series RPG. After quickly scrapping that, we moved to the Jedi Purge, then to the Clone Wars, and lastly, the final era to be considered- during the actual films. Set in the three years between episodes IV and V, this time period gave us a perfect window to do some Alliance versus Empire stuff, as well as throwing in some stuff our own to flesh out the short time span. The foundation was lain.
Now it was time to do some research- the reason the era was so important to us was so that we didn't want to mess with the canon material laid down by Lucas and various other authors in the Expanded Universe of Star Wars. What we found exhilarated us- there was only a handful of recorded conflicts in the three year timespan that we hoped would play home to our fledgling RPG. And so Champions of the Alliance found it's permanent setting between episodes IV and V.
The Galactic Civil War would play the backdrop to our RPG. The lack of significant conflict between 1 ABY and 3 ABY (the three year time span between the Battle of Yavin and the Battle of Hoth), we were essentially free to fill in the blanks without disrupting our beloved source material. We had our setting and a conflict to host our characters in an RPG- organization was the next step. We needed to organize our options.
The factions of the era are quite obvious: The Empire and the Rebel Alliance, but no two sided conflicts get boring fast and we were looking for longevity in Champions of the Alliance. The Mandalorians, our first choice for new faction, were unfortunately out of the question because of continuity with several works of EU fiction. We couldn't have the greatest soldiers in the world? Fine. We did the next best thing.
Mercenaries are obviously a part of the Star Wars universe, witnessed through bounty hunters, smugglers, slicers, con artists, guns-for-hire, and various other scoundrels. So why not organize a chunk of these scoundrels into an organized company, serving which ever side could fork over enough credits. The Anchorhead Organization was born.
So now we had a three sided conflict, with the help of a little fiction on our part- now we needed an organized way to organize player characters themselves. Jobs are an important part of any world, whether it be Star Wars or our own reality. Job archetypes where created as a loose way to determine what kind of mercenary or soldier you actually were, or if you were even a part of one of these three factions at all.
So organization was done. Now all we needed was to compile as much material as we could: starship information, weapons and equipment, timelines, faction information, job archetype information- everything we could think of. The database of information fast grew, resulting in an extremely vast assortment of information at the finger tips of our members and potential members.
And so a Star Wars RPG, Champions of the Alliance, was born. Our of desperation came this labor of love and hard work. And now, almost begrudgingly, we leave it to you new members. May the force be with you.
-Apsalus