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Ajey Pandey rated The Network: A Galactic 2E Playbook

A downloadable game.

Some of the best Star Wars stories come from drawing out threads briefly mentioned in the core movies, as illustrated by the 1994 Star Wars: TIE Fighter, where your player-character is directly responsible for killing the Bothans who brought the Rebels that information.

This playbook, like any good Galactic playbook, abstracts the themes of Star Wars into an outline of a script in the same key and orchestration of the Original Trilogy. It's a narrative archetype not only of Bothan spy networks, but also of Phoenix Cell in Star Wars: Rebels,  of thieves' guilds with agendas, of whatever the hell Kyle Katarn was up to before he become a Jedi.

The concept of encompassing an ensemble of characters all at once seems to be a new development in TTRPGs; I've seen similar ideas pop up in  Thirsty Sword Lesbians (with the Legion playbook) and Wanderhome (with the Firelight and Shepherd playbooks). But this playbook takes the idea even further by letting a player make a character out of an organization, a list of names and callsigns and casualties. Each agent is unique, with their own Look, their own Traits, their own reasons for working in the Network. But despite their different backstories (and differing opinions at times), they share a goal. They are legion, but it's a quiet legion, a legion of faces in the crowd, noticeable only by those who know what they're looking for.

It's the kind of playbook I, as a perpetual GM, would be drawn to, with its capacity to write character after character, each with just enough detail that it hurts when they're lost in the field.

Arren Menddeson, an anxious Mandate freighter pilot who didn't destroy manifests as ordered. He conveniently did not notice the Liberation "stowaways" on his ship that one time. Lura Khadynskei, a gossipy barkeep with ties to mercs in the Zerriken System, mercs who somehow found the Mandate's secret lab three parsecs away. Mara Khan, an awkward starship engineer who realized she would be the last person suspected of leaking plans--until she was caught, anyway.

We haven't heard from Mara since. We fear the worst.

In her memory, we seek Liberation.