or login instantly with:
QuinnFazigu commented on the adventure log post Dusk of Defiance
Dawn of Defiance: Buffalo NY
13 days ago
barefoottourguide commented on the adventure log post Dusk of Defiance
Nosrak2671 commented on the adventure log post Dusk of Defiance
14 days ago
QuinnFazigu created the adventure log post Dusk of Defiance
Nosrak2671 updated the character Tull Raine
22 days ago
Last Updated: 14 days ago
Play Status: Currently Playing
Looking forward to the overhaul!
Liking the posts here and lovin’ the podcasts! Keep it going!
I think that DoD has great possibilities for everybody. It’s definitely worth looking into as it provides a lot options and (so far) a good story in an era that is familiar to longtime fans but still accessible and free from the canon of the movies. It does have some issues though, mostly in terms of how to organize the game. The campaign was written using only the Core Rulebook and only a couple elements from the other books like Starships of the Galaxy. As such, as we have found out, allowing players to use talents/feats/abilities from the other books is going to skew how the modules as written are going to play out. So a GM needs to be aware and adjust as needed or limit what can be used.
As a player, I find myself immersed by the setting and as a fan, I can’t wait to see how my character’s actions affect what I know from the movies. My biggest issue is that DoD is the only campaign available. Saga is a great system but DoD is the only full campaign that exists for it, which is a definite shame. There are only so many times you can play through a single campaign. We have such great resources in Saga but they aren’t fully utilized in full campaigns.
It’s the only level 1-20 complete campaign. As is it is quite dry, but I think all published campaigns need to include a lot of leeway so the GM can flesh it out to include items that play to the players’ strengths and backstories. Like, if you have a sniper in the party, for the Traitor’s Gambit, you may want to have guards in watchtowers at the prison facility for the sniper to take out, allowing for easier entry. Not in the module but makes the sniper feel useful. Same with pilots. Not a lot of piloting. The good news is a lot of the reworking has been done to make things more interesting in general. On the WOTC forums, Nefandus and Pukukni and myself have brought the campaign to DoD 3.0. My biggest gripe is that at least the first few modules are too easy the way the encounters are put together. It would have been better if they had an easy/medium/hard set of opponents and builds for the encounters. Especially since a six person party will kick butt and takes names compared to the smaller parties. My fave moments… in Traitor’s Gambit in the kybuck chase, the construction war droid rode his kybuck off a waterfall, spent a destiny point to have the kybuck bounce off a giant mushroom and slide down a rancor’s rib cage bones. Meanwhile, there was a tentacled monster in the water grabbing at the Jedi, trying to pull him to its maw. Then, in Queen of Air I changed the On Heights encounter so it was bounty hunters sent by Darga… led by Aurra Sing. That was an awesome epic fight with combatants leaping between three levels of platforms over Bespin.
Congrats on your podcast. I subscribed but haven’t listened yet. I’ve been busy on my Dawn of Defiance Podcast, Threat Detected (threat-detected.com). I’d love to have you guys on my show some time to talk about the campaign.
What are your thoughts on DOD thus far? Is it worth looking into? What are you best moments/biggest gripes?
Please login to comment.
Designed by AisleTen, LLC with contributions from Fifth Street Creative and Mythic Design
© AisleTen, LLC
Terms of Service