“Execute Order 66.”

So, I had an idea at the pub recently: Order 66: The LARP. There was a couple of chuckles and then we moved on with other terrible ideas. But the thing is, like a lot of my terrible ideas, I’ve been thinking about this one more and there’s potential. So, this is less a LARP and more a collection of Nerf war scenario ideas.

I’m still pondering how to represent Jedi abilities – there’s LARP weapons that can represent lightsabers, though I imagine most players aren’t as skilled in swatting Nerf darts out of the air. A vocal call and motion could represent Force Push and a ‘take a knee and chant for 10 seconds’ could make for healing. Jedi start with a bunch of hit points, say, 5 while clones have 2. The clones have the advantage though, in that they re-spawn at their entrance point to the scenarios. Blasters carried by clones do 1 point of damage per hit, Jedi lightsabers do 2. Anakin Skywalker one shot’s everything, the angsty prat. If you see him coming towards you, call him ‘Annie’ and then run.

1: EXECUTE ORDER 66…

execute-order-66

FORCES: Clones, Jedi, Separatist Droids

The Jedi and Clone forces are engaged in battle against the Separatists. What they don’t know, is that the Chancellor is about to issue the order that will all but destroy them.

Both sides (Jedi/Clones and the Separatists) start at either side of the map. At a random point during the scenario (Decided by the GM), the clones will receive Order 66. How they choose to execute the order is up to them – they could lead the Jedi into a trap, attempt to bring them in a storm of fire or a more… cunning… plan. The Jedi have to survive to escape, the Clones have to bring them all down. (This also requires the Jedi players not to be metagaming dicks and work with the clones until the moment of betrayal.)

2: ESCAPE

501st-ROTS

FORCES: Clones, Jedi, Separatist droids.

In the wake of the Jedi Council’s attempt to arrest Chancellor Palpatine, Order 66 was issued to clone commanders across the galaxy. The Order was simple – destroy all the Jedi…

The Jedi start out in a central area, with the clones and Separatists starting at either edge. The clones have several respawn points scattered throughout the map – if tagged by the Jedi they can return there, count to 10 and re-enter the battle. The scenario is over when either the surviving Jedi make it to the exit point (The Separatist deployment zone), or all the Jedi are killed.

2: OPERATION KNIGHTFALL

Knightfall2

Anakin Skywalker, the newly christened Darth Vader, leads the 501st Legion against the Jedi Temple.

FORCES: Jedi, Clones, angsty twat with a lightsaber, *cough* Anakin Skywalker.

The Jedi are massively outnumbered and outgunned, with mainly Padawans and older Jedi left in the temple. Some are trying to preserve their heritage/secret files and escape the slaughter, while others have been sent to retrofit the Temple signal beacon to warn others away (Yes, I know Yoda and Obi-Wan did that in the movie – work with me here)

The clones enter the map at one point (The entrance to the temple) and have to destroy all the Jedi. The Jedi have to A: survive, B: reprogram the beacon and C: escape with Jedi holobooks. The Jedi start in the central hall (Near the entrance).

The beacon is on one corner of the map, the Jedi archive in the other. The beacon reprogramming will take fiddling with the machine (Represented by some sort of prop) for 1 minute. The holobooks are in the Temple archives and are represented by a prop that takes one hand to carry.

Thoughts?

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s