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A game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their time and part, and get out physically and mentally intact. The organizations that perpetuate the War through all of known space are too incomprehensibly huge to take down. There is no “winning” the War, there is only surviving it.

These are their stories.

 

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How To Submit A Mission Report

Jul 21, 2019

If you are interested in having a mission of your design featured on the Beam Saber Blog it must fit the following criteria.

  1. Include the name under which you want to be credited and one link you would like to have associated with your name.
  2. A BRIEFING: This is the basic information that the Pilots are given when they are planning the mission. It summarizes the situation in your notes so that you can tell what the mission is about at a glance. The Employer, Target, Objective, and maybe the ROE will be mentioned here. If you want to provide the players with false information, this is the place it should be since they will have had to work for any other information they have (which should not be taken away from them).
  3. An EMPLOYER: This is the squad that is hiring the pilots to complete the mission. The representative of that squad should also be listed here. This should detail the representative (when appropriate), and the Tier and faction of the Squad so that when going through the Mission Completed process the required information is at hand. The Employer’s goal for the mission will be listed in the Objective, so save this space for information about the Employer and their liaison.
  4. A TARGET: This is the squad that the pilots are going to most obviously harm by completing their objective. These notes should detail information about the target such as their tier (to adjust effect, engagement rolls, etc) and faction (to provide descriptive details, adjust trust during Mission Completed process, etc). Further, what the target is doing when the mission begins and their objective during it should be listed; the former to help describe the situation when the target appears on screen, and the latter to provide direction to their actions.
  5. An OBJECTIVE: This is the reason that the pilots are undertaking the mission and braving its challenges.
    Fulfilling the requirements of the Objective will require the pilots to fill at least one Clock because if the mission could be completed with a single roll there’d be no reason to hire the pilots. Some missions may have more than one objective, or multiple stages for the objective, and each will likely be represented during the mission by a Clock. Once the objective is completed the GM should decide based on the fiction if the mission immediately ends or if it continues for some reason (such as needing to fill a clock to escape).
  6. RULES OF ENGAGEMENT: This section details the ROE that the pilots will have to abide by during the mission. This section should be formatted as bullet points. It can sometimes be tricky to come up with ROE on the spot, so writing down some ideas before a session is a good plan. Having the mission’s ROE quickly accessible will also be helpful during the Mission Completed process when adjusting Trust. Most missions will have 2 ROE as a deterrent from uncivil behaviour. Missions with fewer ROE give the pilots freedom of action, while more ROE will become a challenge in and of themselves. If you are having trouble there is a list of ROE Suggestions in the rule book.
  7. COMPLICATIONS: This section details the majority of the obstacles between the pilots and their objective. This section should be formatted as bullet points.
    Information about these are not provided to the pilots unless they work for it. What complications are revealed to the pilots when they Gather Information will depend on the methods they use. You should come up with about 6 different complications per mission so that you will have a variety of dangers to employ against the pilots.
  8. CHARACTERS: This section lists the important NPCs that might appear on screen and provides details about their appearance. This section should be formatted as bullet points. You don’t need many characters listed as there’s always the chance they won’t come up. You only need to detail those who will be giving a face to the groups that can provide meaningful opposition or support to the pilots. One character for each group of NPCs that will appear in the mission should be plenty.
    An NPC should have 3 details: look, motive, and method. Look and pronouns of the character are important so that you can easily describe them to the players when they become relevant. Motive is why the character takes action; a single goal core to them can be enough. Method is how the NPC will achieve their motive. Create a broad method which will flesh out the character’s personality to a degree (for example, a character that uses stealthy and deceptive methods probably avoids open confrontation), and possibly a very specific one for this particular mission.
  9. CHALLENGES: This section summarizes all of the potential obstacles and dangers that are explicitly stated in the other sections or can be inferred from their details. This section should be formatted as bullet points. It is very likely that as you think more about what problems the pilots will run into the challenges list will grow quite a bit. Remember that you don’t have to use all of them! The list exists to give you quick ideas about threats, consequences, and obstacles to throw at the pilots.

Once all of these criteria are completed, email them to BeamSaberRPG@gmail.com and I'll see about getting them posted on the blog!