She’s an independent Rebel operative looking to get ahead in her organization.
He’s a former Imperial officer trying to establish a new self-identity.
Together they scout Outer Rim planets.
Star Wars: Resh Hour is a FFG Star Wars Edge of the Empire/Age of Rebellion/Force and Destiny + FFG Genesys game using the Mythic GM Emulator.
After wrapping up an extremely fun and intricate 18-month Star Wars campaign, I moved away from that gaming group to a new city where I did not know any players other than my spouse. I had spent a lot of time and energy GMing the campaign we just ended, and I wanted to relax a little and play myself without any prep. My spouse and I had previously tried out the Mythic GM Emulator with FFG’s Genesys, so we dusted it off and used it to run a follow-on story with just the two of us, using a couple of the NPCs from our recent campaign, characters who had had a lot of screen time, so much so that they already had full character sheets drawn up.
The scenario was a Rebel operative working with a former Imperial officer to scout Outer Rim planets that could potentially be used for Rebel bases, set between A New Hope and The Empire Strikes Back. Each of these NPCs was the romantic partner of one of the PCs from the original campaign. In our final episode of the main campaign, it was established that these two would do three scouting missions together, so we played three stories. We dubbed them the “Resh Hour” series because both characters have names starting with 7… I mean R, and there was a bit of a buddy-cop thing going on.
We found that the GM Emulator worked really well with the FFG rules. We have a firm understanding of how to set difficulty levels for checks and when to apply boost and setback dice, so there were no problems there. We have the adversary decks and had recently picked up Allies and Adversaries, so spur-of-the-moment NPC creation was also covered. The fan-made Environmental Set Pieces document was also enormously helpful. Mainly, we only needed the GM Emulator to help shape the plot and introduce random twists to it.
I was pleasantly surprised with how well it all worked. I suppose it helped a lot that we were playing in a campaign world we both already knew very well. Not only did we produce a coherent story, but we even had a pretty good character arc for the Rebel operative. I wrote up each adventure in serialized form, which the other player then reviewed. The results of that are what I will be sharing here. A few scenes towards the very end even have audio.
Clearly, there is a lot of backstory, given that these characters were part of a larger campaign, but I think this series can stand on its own. You may recognize some of the people or events alluded to if you have played any of FFG’s published modules or some of the fan-made modules available online. There’s even a bit of WEG and WotC in there.
Resh Hour – Renci’s mission to the planet Gaulus uncovers an abandoned facility that hits a little too close to home for Renn.
Resh Hour 2: Boots on the Ground – While exploring the wilderness of the planet Rannon, Renci field tests a pair of jumpboots for the Rebellion and teases more information out of Renn regarding her girlfriend’s experience on Dathomir.
Resh Hour 3: Into the Dark – Renci and Renn explore a creepy temple on the planet Lamaredd and deal with multiple conflicting agendas.
Available Actual Play
Resh Hour 3, Scene 12
Resh Hour 3, Scene 14
Resh Hour 3, Scene 15.1
Resh Hour 3, Scene 15.2-Epilogue