Star Wars: Chasing Shadows (Learn to play FFG Star Wars)
The Empire looms over the galaxy. The lnquisitors and Vader hunt what remains of the Jedi. The Rebellion is growing, it's time to rise up and rebel!
$25.00
/ Session
Details
2 players following this game
Weekly / Wednesday - 11:00 PM UTC
Oct 14 / Session 1
Session Duration / 3–4 hours
Campaign Length / 11+ Sessions
3 / 5 Seats Filled
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Schedule
About the adventure
STAR WARS: CHASING SHADOWS Zero BBY. Nineteen years since the Jedi burned. The Empire owns the galaxy and has spent two decades convincing it that the Order was a great lie that has ended. The Rebellion is real, the Death Star is out there, and out past the shipping lanes the Inquisitorius is doing the work it was built for: finding anyone who still hears the Force, and making sure they are the last to hear it. You are somewhere in that galaxy, with a past known to you and a life that has become familiar. A rebel operative with a service record. A smuggler carrying a debt they cannot outrun. A bounty hunter, a slicer, a face in a cantina, or something that hides a lightsaber under the floorboards and has not touched it in years. Whoever you are, the Force is pointing at something, and the smart move would be to look away. Somewhere in the dark between systems there is a survivor of the purge who refused to disappear. The Inquisitorius wants them badly, which means every step toward them is a step toward the people hunting them too. This mysterious figure can be found. That is what this campaign is about. Not simply living longer, but rebelling against the Evil. About Canon. There are no sacred cows here and no NPC has plot armour. The Death Star plans are up for grabs. If your crew wants to beat Rogue One to them, or fly the trench run yourselves, the galaxy will let you try and let you succeed or fail. What happens to the timeline is what you do to it. This is your Star Wars, not a rerun of the films. The Fantasy Flight narrative dice system, built on Age of Rebellion and Force and Destiny primarily. You roll a pool of custom dice and read success against advantage and triumph against despair, so every roll tells a story instead of just passing or failing. Careers and specialisations replace classes and levels. Duty ties you to the wider war, Morality tracks how close the Force is pulling you toward the dark, and your character can be anything those two books allow, Force sensitive or not. No character death. When the dice turn hard against you the cost is written on the body instead: a name earned the worst way, a permanent wound, a piece of chrome where something used to be. You carry what this galaxy does to you as living memory, rather than seeing your end come too soon. About me. Thirty four years behind the screen and a Star Wars fan for life. I teach the system in play. No homework, no rulebook required, no prep expected of you. We build your character together at session zero and I explain the dice as they hit the table. I am running this one because I want to run it. This is the Star Wars story I have wanted at my table for a long time, and I would rather run it well for the right group than run something else for a bigger one. Session zero for everyone. Safety tools in use at every table (lines and veils, X card). Custom maps and tokens throughout.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Combat Heavy
Game themes
Meet the Game Master
About me
Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games
View Profile →Character creation
Creating your character
Come with an idea. You do not need a finished sheet. We build characters together at Session Zero and I teach the system as we go. What it helps to bring A concept you can encapsulate in a sentence or a short paragraph. Expand on it once it settles. The more backstory the better. Who they are, and what they are running from or toward. What did the last nineteen years make them? A rebel who has already buried friends. A smuggler working off a debt to the wrong people. A hunter who takes Imperial contracts and hates every one. Someone who felt the Force once, a long time ago, and has spent every year since pretending they did not. The feeling at their core. What drives them, and what haunts them. A debt. A name they cannot say out loud. Someone they left behind and never went back for. A touchstone, if you have one. A character from the films, the shows, or the games who catches the tone you want. It tells me your register fast. A rough sense of role. Frontline, Force use, tech and slicing, piloting, or the one who talks. Nothing binding. Just so the crew covers its bases. How the system handles it? The Fantasy Flight narrative dice system. No levels. You pick a species, a career and a specialisation, spread starting XP across characteristics, skills and talents, then choose your motivations. Careers set what you are good at. Specialisations let you branch, and you can buy into trees from other careers as you grow, so nobody is locked into one lane. Your drama mechanic is where the character actually lives, and which one you get depends on the book you build from. Age of Rebellion gives you Duty, your standing and contribution to the war. Edge of the Empire gives you Obligation, the debts and secrets that follow you and drag the story back to your door. Force and Destiny gives you Morality, a scale between the light and the dark that every use of the Force tests. Whichever you carry, it is mechanical and it pulls the table toward you. If you play a Force sensitive, using it openly puts you on the Inquisitorius' and the Empire's radar eventually. That is a part of the story, not a penalty. Species selection is broad, with the note that anything from later eras stays out for setting consistency. Careers and specialisations from Age of Rebellion, Edge of the Empire and Force and Destiny are all open. Gear and starting resources are set at Session Zero once I know what the crew looks like. One more thing about this table. Characters do not die here. When a roll goes badly enough the cost lands on the body instead, so build someone you are willing to see marked, scarred, and changed, because you will get them back every session no matter how hard the galaxy hits. Bring that much and you will leave Session Zero with a full character already tied into the rest of the crew and into the era.
What to expect
Preparing for the session
Once your seat is confirmed on StartPlaying, send me a message here on the platform and I will follow up with next steps. Alternatively, you may send a Discord friend request first if that is your preferred method. Discord is saithefae. When we have touched base I will send you a Discord server invite. Nothing to read and nothing to buy. We play in Foundry VTT and I own everything we need there, and anything I don't yet own the official modules for, I will purchase for the table. All of it loads in your browser when you click the link. Your sheet is built for you, the dice roll themselves, and the rules you need are right there on the character when you need them. I teach the system at the table and I keep teaching it for as long as you want the reminders. If you have watched anything set in this era, Jedi Fallen Order, Jedi Survivor, Rebels, Andor, or Rogue One, or Episode IV that is more than enough grounding for the tone we are playing in. If you have not, you will lose nothing. The campaign explains itself as it goes. You need a Discord account and a browser. I pay for all hosting and provide every other material you will need. Come with a character you want to find out about and the galaxy will handle the rest.
What Yuthika 'Fey' brings to the table
Thirty-four years behind the screen and a lifetime in this galaxy. I have run every Star Wars tabletop game ever published. West End Games d6, d20, Saga Edition, Fantasy Flight's Edge of the Empire line, 5e, and Savage Star Wars. I own the full run of each. When a rule feels thin, I know what the other systems did with the same problem and which of those solutions actually plays well at a table. The lore is not research for me. Nearly every novel, nearly every comic, the films more times than I can count. Chase something obscure into the Outer Rim and there is a fair chance I already know what is out there. I was on the small private forum where Mando'a started, working with Karen Traviss on the original vocabulary document behind the Republic Commando trilogy. In fact, I contributed the phrase Haat, Ijaa, Haa'it for sealing a bargain. The later Cuun Joha dictionaries and the mando'a.org community grew out of it, though that part was not mine. I was Bioware's first outside tester on Star Wars: The Old Republic. Nineteen months under NDA as class liaison for the Imperial Agent storyline. There is an NPC in the Smuggler line named after me. The banner features actual unused concept art from Jedi: Fallen Order, the game that help to inspire the unique way I plan to approach this campaign, by concept artist Jordan Lamarre-Wan, shared with his blessing. Voice acting for every NPC. I work professionally in anime and games, and the officers and fixers and Inquisitors at this table come back with voices you will recognise. Teaching is my actual job. PhD in Psychology, professional educator. I teach the system in play, at your pace, for as long as you want it. Years as a costume designer and VFX artist on NBC's Grimm, and teaching foam latex and prosthetic work on the convention circuit. It shows up in how I describe things. Full virtual tabletop production. For FFG, I use the incredible array of modules that help bring the story to life visually. Add in custom maps, tokens, ambient audio, and a Star Wars crawl for every session, and the table comes alive. I pay for all hosting and provide every material you need. And yes, I own a custom lightsaber. Because of course I do.
Homebrew rules
If it is Star Wars, we can build it. The core rules stand as written. I do not rewrite systems that already work, and FFG works. What I do build is content, and this is the system that makes it painless. Species come out of a points based ancestry builder, so a species that has never had stats can be balanced against the ones that do in about ten minutes. Force traditions are limited to Force and Destiny. Things such as Jensaarai, Baran Do Sages, Matukai, Zeison Sha, the Nightsisters, a Sith holocron tradition your character found and should probably not be reading are open with table consent. Each of those is an afternoon of work, not a rewrite, and they come out feeling distinct at the table rather than reskinned. Same for gear, starships, and fighting forms. If it exists somewhere in Star Wars and is not in the conversion, bring it to me. Between the d6, d20, Saga, and Fantasy Flight lines I almost certainly have a version of it on my shelf, and porting it into FFG is a short job. Legends, canon, comics, novels, games. If it is out there we can make it work at this table. The only requirement is era and tone. Nineteen years after the purge, 0BBY in a galaxy under Imperial control, with the Inquisitorius and Vader still hunting remnants per the expanded canon comics to fill in the edges. Anything that belongs to a much later period stays out for setting consistency. Bring me the concept. I will find the rules.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yuthika 'Fey' creates a safe table
Your safety matters more than any scene. Star Wars is adventure first. This campaign lives in the same register as the films and the games it draws from. There is danger, there is loss, and the Empire is genuinely frightening, but the tone stays heroic rather than grim. I am not running gore in a Star Wars game and never have. How the table holds that. Lines and Veils before we begin. Whatever you name as off limits stays off, permanently, and you never have to explain why. X card always available. Say the word or type an X and the scene changes. No questions asked. Open door policy. Step away at any point, camera and mic off, return when you want. No judgement. Check-ins during play. If a scene runs heavier than expected I pause before we continue. Roses and Thorns at session close. Short debrief every session, and private follow-up afterward if you prefer. What this campaign contains. Blaster and lightsaber violence at the level the films show it. Imperial occupation and what it does to the people living under it. Slavery as a practice of certain factions, referenced without detail. Capture and interrogation, including the Force used to pull something out of a mind that does not want to give it up. Loss of people your character cares about. The Inquisitorius, who are genuinely menacing. Characters cannot die in this system, and I will always tell you when the danger is real before you commit to it, before you end up with a cybernetic replacement. What this campaign does not contain. Graphic gore or dwelt-upon injury. Sexual content of any kind. Harm to children onscreen. Order 66 and what came after are the wound this campaign starts from and the Temple is part of that history, but children are not put in danger in scenes we play. Torture as a scene rather than as something that happened offscreen. Anything a player has named as a line. The galaxy is dangerous. The table is not. If something is not landing, say the word and it changes.
Content warnings
Safety tools used