VII. VII. VII. Guidelines for Writing in Sparks Section Last Updated: 7/22/25
1.) Getting Started: Once you have an idea for a module the first thing you have to do to submit it as a Sparks campaign module is to give it a name and write a two to three sentence convention book synopsis. Then submit the synopsis to the SF7 Council and they will assign a Sparks module number and determine the editor for that module. The author is then expected to submit an outline, rough draft and final draft of the module to the editor for review (some of these steps can be skipped as long as the author and editor agree). The editor checks the module over for mistakes or problems and assists the author in ironing out any of the problematic details. The editor also checks the module for campaign balance. Another important reason for having an editor is that it will enable an extra person to playtest the module in case the author is unavailable or if the module will be run at multiple tables.
Content and Sources: It is important for Authors and Editors to be aware that Episode IV: A New Hope, Episode V: The Empire Strikes Back, and Episode VI: Return of the Jedi are the only canon (cannot be conflicted – i.e. you cannot kill Darth Vader, because he dies in the movie) sources. The Sparks campaign has also established that all West End Game official (not fan or internet releases) sourcebook content exists in Sparks, but some of this material and knowledge may be extremely hard or near impossible to obtain. Subsequently all West End Game stories, NPCs, and locations are considered actual background and facts for use and reference in the Sparks campaign, and everyone should do their best to not contradict them through Sparks storyline usage. Beyond this material there are a lot of additional source materials that can be utilized especially with all of the Expanded Universe video games, books, comics, tv shows, movies, etc., but Authors need to be wary when using these source materials outside of West End Games approved material as well as information that may not be timeline appropriate. Authors and Editors need to be mindful of campaign balance, timeline appropriateness, and story appropriateness. It is recommended to not change any story point that is in any presented printed or other media concerning Star Wars to the 'best of our ability'. Conform to these other stories unless there is some specific contradiction that cannot be avoided. In that event the contradiction should be presented to the Storyline Committee for determining the 'facts' as we want them presented in Sparks. Any story or material conflict is subject to Council approval. Some events or story information may require post-edit modifications for spin to resolve conflicts. With all of the Expanded Universe information there are a lot of contradictory views. Some have been clarified, but many have not. As each becomes relevant to the Sparks campaign they should be clarified and put on record to avoid confusion. It is recommended to not ‘intentionally’ conflict any published information that has not been previously reviewed by the Sparks campaign for inclusion or elimination, because it can put the module or material in jeopardy of requiring post-edit modifications or adjustments to conform if the information is deemed inappropriate. If someone ‘accidentally’ conflicts with published information (and it is identified as a conflict), then post-edit modifications may be required. The conflict should be brought to the Council’s attention for review and clarification. The Sparks material would then need to be edited to conform to the approved result. It is not difficult to make these changes with the application of proper spin or with minor alterations. The addition of information clarifying the resolution of the conflict may need to be added to prevent further misunderstandings. Obviously, conflicts of this nature can be easily avoided by creating your own NPCs, locations, etc.
2.) Module Requirements and Options: All Sparks campaign modules must contain certain elements that give the campaign its overall flavor. Sparks Modules are numbered to reflect the current timeline. One round is equivalent to one month of game time up to Sparks #110. One round is equivalent to two weeks of game time after Sparks #110.
- a. Two or More Chapters: This will divide the action into separate parts. This will allow for a natural break for the players as well as get them back on track if they get too far off the beaten path. Some modules will have more than two chapters or episodes.
- b. A Script: The script describes the setting and gives the players a good starting point for them to interact. Scripts are also very useful if you want to start your module in the middle of the action. They can be used to summarize how they got into their current situation.
- c. Space Combat: We recommend at least one space combat, so that characters have an opportunity to use their space-based skills.
- d. Ground Combat: We recommend at least one ground combat, so that characters have an opportunity to use their combat related skills.
- e. Cutaway: The cutaway is a classic West End Games Role-playing game tool. It allows the author to give the module the feel as if they are watching a movie. It conveys information that the players’ characters are not aware of but can sometimes put a situation in perspective for them. It is also a useful tool to motivate or speed up slower portions of the module.
- f. Force Sidebar: A Force sidebar is the point where those who are force sensitive will get some insight. “Things you will see in the Force. Things of the past, things of the future.” This can give force sensitive characters a hint of the past or future or they can glean some important detail otherwise impossible to introduce to the group.
- g. Commercial: Commercials are a fun way to introduce a break in the action. And similar to cutaways it gives the feel as if you are watching and participating in a movie.
- h. Tiering: To ensure that experienced characters are challenged and that new characters are not overwhelmed the gamemaster has several options for tiering their modules. One method is individually customized stats and skills for each encounter for different experience levels of the characters. This is the recommended version because authors can better balance the individual encounters. Also, some encounters (rookies, thugs) should not be tiered, and this can be expressed in the module. Another method could be to designate the module for advanced character play only and then the stats and skills are set accordingly.
There is also the default campaign ‘generic’ tiering (if a module does not specify any select tiering the gamemaster can use this system) which adds dice to the NPC stats and skills according to the average player character sheet level. Also, gamemasters can apply any or all of the tiering based on their specific table makeup and the challenge level needed (gamemasters should feel free to adjust the tiering as they see fit even in the middle of an encounter if it is unbalancing, too easy or beyond acceptable challenge).
Simply add up the number of sheets each player character is on (new characters, white sheets, count as 1), then add in any accompanying droid sheet levels (droids are 1 sheet for every 10,000 credits or portion thereof; see FAQ for additional details), and then divide by 6 (number of characters that the module is designed for; hence more players will shift the tiering up and fewer players will shift it down to maintain balance) and refer to the chart below. Additional character points (CP) and Force points (FP) are only added to NPCs that have character points and/or Force points already (again thugs would not be boosted).
| Average | Skills | ||||
| Level | Primary | Secondary | Tertiary | CP | FP |
| 1-2 | N/A | N/A | N/A | 0 | 0 |
| 3-4 | +1D | N/A | N/A | +1 | 0 |
| 5-6 | +2D | N/A | N/A | +2 | +1 |
| 7-8 | +2D | +1D | N/A | +3 | +1 |
| 9-10 | +2D | +1D | N/A | +4 | +1 |
| 11-12 | +3D | +2D | +1D | +5 | +2 |
| 13-14 | +3D | +3D | +2D | +6 | +2 |
| 15-16 | +4D | +3D | +3D | +7 | +2 |
| 17-18 | +4D | +4D | +4D | +8 | +3 |
| 19-20 | +5D | +5D | +4D | +9 | +3 |
21+ +1D per sheet average to be added to any skill up to the limit of +3D to any single skill of the gamemaster’s choice except the primary, secondary and tertiary skills. No additional character points or Force Points are awarded.
The primary skill is the main skill the NPC is dependent on. For example, Bounty Hunters would most likely be blaster skill or in space combat the TIE fighter’s starship gunnery. This bonus is applied to only one skill for any group in each encounter. Also, this bonus is never applied to damage, it only applies to skills.
Finally, there is the Individual Tiering system that looks at the individual character’s experience at the table. In this case the same opponent could have varied defenses for each attacker, etc
Sparks Individual Tiering System – Optional System Available to Gamemasters
We have been testing the Individual Tiering System in Sparks for quite a while and are prepared to release it as an option to be used by the Gamemaster for tiering their Sparks tables. Note that this system is recommended for use with tables with a mix of sheet levels. The GM should evaluate whether this system or other standard tiering systems would work better for the indicated table. With this system it allows increasing difficulties and defenses to challenge high sheet characters while still utilizing base difficulties for lower sheet characters. Combining tiering systems is not recommended. There are also a few special situations detailed below that are clarified for use with this system (special events, and certificate rerolls).
The Individual Tiering System in Sparks is where the more experienced (sheet level) the player is, the GM has bonus Tiering Points to use with opposing rolls for that player. This would be similar to the LOTE system which allows for increased challenge to a specific player without penalizing the entire table. The GM gets a pool of Tiering Points for each player equal to their specific Sheet Level plus any tiering modifiers such as their droids. Note that droid tiering remains the same (1 sheet for every 10,000 credits rounded up) and the droid sheet levels add to the Player Character’s sheet total. So, a new, sheet 1 character, would only have 1 Tiering Point, and an experienced 23 sheet character, would have 23 Tiering Points. And if the experienced 23 sheet character brought 2 droids with total value 21,000 credits, then this would add 3 more sheet levels for 26 Tiering Points. Note that the decision to allow any PC to bring their personal droid still needs to be approved by the entire table like normal.
The GM can use Tiering Points from one player only against that player (cannot be used for another player as they have their own Tiering Point pool). Tiering Points are used like Character Points (open-ended wild die roll) with 1 being expended at a time to increase the active NPC roll (attack, defense, damage), or base difficulty (Security, etc.). Unlike Character Points, Tiering Points can be added to NPC’s that have used a Force Point. They stack with all Character Points and Force Points already spent. There is a limit of 5 Tiering Points spent for any individual roll and a limit of 2 Tiering Points spent for damage roll increases (to give them that added damage against experienced characters that may need to convey a challenge*), but these can be used at the same time as Character Points or Force Points from the NPC. This makes it tougher against those actions pertaining to the specific player without affecting general tiering and other characters. Once the pool is expended though, the GM only has the standard Character Points or Force Points assigned to the NPC. Note that an NPC skill reaction (Dodge, Parry, Maneuver, etc.) needs to be recorded for each character separately. Use the base roll for everyone like normal and then Tiering Points from any PC pool can be used to increase their personal difficulty number for that PC until the Tiering Point limit is reached or the pool is exhausted for that PC. For example, if multiple players all target one NPC, there could be multiple Dodge values, the base (which Character Points or Force Points would modify as normal) and whatever results from the Tiering Points spent for the separate players. It is recommended to have the PC record what their specifically tiered defensive values for opponents are, so that there is no confusion and for the ease of GM record keeping.
One special clarification is that during Special Events with both mission and personal initiative sections (Seminars, and Interactives), the total Tiering Point pool for the individual player is divided in half with each half being exclusive to the two portions. Half used during the mission portion and half used during the personal initiative portion. This is mainly to allow the mission judge and the personal initiative judge(s) to use different optional tiering systems. If the mission table is balanced (it is all low or all high sheets) the mission GM could use something other than the Individual Tiering System. Likewise, the personal initiative table may have been written specifically tiered for the affected character(s) and no tiering (or limited tiering) is needed.
Another special circumstance is when a player uses a Judge Certificate to force a reroll. If the reroll is for all of the dice, then the reroll should include all Tiering Points and Character Points (provided decision was not altered and now using a Force Point or Calling on the Dark Side for a Force Point) automatically added into the new roll. For example, the roll is 6D and you used 1 Character Point and 3 Tiering Points. Then the new roll starts with 10D, but you could not add more than 1 (or 4 if life-threatening) Character Points or 2 Tiering Points once the reroll is made. Basically, keep everything added and reroll with the same continued limits for the total roll. If there is a change in decision to then switch to a Force Point or Calling on the Dark Side for a Force Point with the new roll, then any Character Points are not rerolled and still considered expended while all the original Tiering Points are rerolled.
As stated, this does not replace or eliminate fixed module tiering or the existing Generic Tiering system. It simply gives the Gamemaster another option to use for tiering that may work better for a specific table, especially if there are a mix of different sheet levels present.
- The use of Tiering Points to increase damage should be evaluated on a case-by-case basis each time they are used. They are not meant to kill or oppress players, but to challenge them with sufficient damage to compensate for superior armor and equipment that is a result of the character’s increased experience. We do not want this use of Tiering Points to become abusive to the players.
- i. Character Sheet Rollback Reduction: The purpose of this system is to allow high sheet Player Characters to downgrade themselves, if they choose to, to more closely balance the Table Tiering.
- i. This system is usable when a PC is over the table average by 5 sheets or more (where 1 sheet is 7 events played).
- ii. If multiple PCs are over the tier level for the table by 5 sheets or more, then any of these PCs may use this system.
- iii. Player's may lower their sheet level to a maximum of one sheet above the highest sheet level unable to make use of this system.
- iv. For each sheet level dropped, the PC will reduce their two highest skills whatever they are (normal, advanced, specializations, or Force) by -1D. Reduce 1 sheet at a time and reexamine what the high skills are prior to reducing another sheet level. The PC may stop reducing sheet levels at any point they want to.
- v. If multiple skills are available to be dropped, the choice of which two take the -1D is up to the PC.
- j. Premiere Modules: It is recommended at Origins and Gencon or any multiple table conventions with modules listed including a ‘required experience’ level, list premiere modules with a higher experience level required (i.e. Some, Any; anything except the beginner or novice). The premiere modules are more likely to have the high sheet characters and new players may not know what they are getting into at these events. New players can play any event and “should” go to the lower number, non-premiere modules for better table balance. Those that are low sheets but have at least played before will know what they are getting into at premiere tables and can choose to stay or go to their comfort level whereas new players will not know. This combines well with the ‘Low-Sheet Table’ rules recently approved for these larger conventions. In fact, running a ‘Low-Sheet Table’ opposite the premiere would fit excellently. This is to prevent new players (not necessarily new characters as they know what sheet levels mean) from sitting at a table that they may not enjoy.
- k. Low Tier Modules: This option allows for the scheduling of a ‘Low Tier’ event table as a table limited to Sheet 5 or lower characters only with the following guidelines and stipulations:
-
- Never a premiere event
- Note that sometimes if 2 tables of a premiere event is run at the same time one can be lower tier and the other higher tier for balance, but it would not be scheduled that way and if there were insufficient players the tables could be combined.
- Minimum of 3 Sparks events scheduled during the indicated slot
- If the event is by special request (experienced player trying to pick up older missing module), the requestor of the event must be eligible at Sheet 5 or less.
- Convention Coordinators can assign an older module even if it was not requested simply for Low Tier use.
- Possible anytime the schedule allows for 2 tables of matching events, but as noted above the tables may be condensed to the ‘normal’ table as opposed to ‘Low Tier’ if players would be lost (i.e. make the attempt, but everyone needs to be aware that this result could happen).
- Most likely conventions that this would be an option are Gencon and Origins.
- Never a premiere event
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3.) Seminar Requirements and Options: Sparks Seminars are scheduled events with some form of underlining plot. Sparks Seminars are also provided to give characters an opportunity to accomplish personal goals outside of a Module or Mission and are a great place to learn skills and Force powers from set NPCs. Sparks Seminars are not to be run as just off the cuff modules, because people are around. Sparks Seminars are not numbered events, because they are single, double, or triple (different geographic region or overlapping convention dates) run events that are smaller than the Interactive. A Seminar requires Council majority approval to run prior to the event. Sparks Seminars are limited to running at multiple day conventions or by express permission of the Council only. Seminars can be requested for Online events and must follow all Online gaming rules and still requires approval by the Council before scheduling. They are to be scheduled for the convention or gaming event with at least 1-week advanced notice to allow players to make the event. There is a limit of one Seminar per convention. Within 2 weeks of the event, send the Spark Force 7 Council Jedi Historian a quick synopsis to be added to the Special Event Summary – include Head Judge name, Assistant Judge(s) names, and a brief description of the mission table(s) or special campaign changes. There is a limit to what can be accomplished at one Seminar.
- a. At a Seminar a player can learn one standard skill, one Force power, half of an Advanced skill (from NPCs only), special skill that cannot be taught by other players (Special Forces Martial Arts Attack and Parry, etc.), half of a Force skill (Control, Sense, or Alter), or become Force-Sensitive. The NPC, which is doing the training or teaching can and often does charge for their services (not necessarily money). A good guideline is 100 credits for each die required by the teacher as outlined in learning skills or powers. If you are learning an advanced skill such as Medicine or an Engineering skill, multiply the credit cost by 10. If you are learning anything but Advanced skills from Rebel Alliance NPCs, the credit cost is usually waived (up to the event Head Judge on the Seminar layout). {Jax’s Perception is 3D and wants to learn Con. The teacher would have to have a 5D Con to teach Jax and this would cost 500 credits. If Jax had a 5D in First Aid and wanted to learn Medicine, the cost would be 7000 credits (the teacher must have 7D to overcome the base skill requirement; so, 7 x 100 = 700; and 700 x 10 = 7000 for an advanced skill.}
- b. At a Seminar a player can accomplish Personal Initiatives such as shopping, visiting contacts, trading/smuggling, or other personal objectives. There are several different types of Personal Initiatives, see 9.) Personal Initiatives for details of rules for various categories of Personal Initiatives. If a Personal Initiative (other than an RP Only PI) is not completed during the Seminar, it will be lost and will need to be rescheduled for the next Seminar. Seminars should allow one to three hours for Personal Initiatives.
- c. Seminars should also include a group plot event or Mission. This can be run as one large group or broken into smaller groups based on event objectives. Seminars should allow one to three hours for the Mission portion.
- d. The Head Judge is responsible for the Seminar event timing as well as the Personal Initiative timing. In most cases the Head Judge is also the author of the Mission portion. The Head Judge can select Assistant Judges to help with the Mission and can ‘tap’ any campaign judge to assist with unscheduled Personal Initiatives. The Head Judge also assigns scheduled Personal Initiatives to judges (usually determined by the player or basis for the Personal Initiative). No more than 4 scheduled Personal Initiatives can be assigned to any one judge for a Seminar. The Head Judge does get a Personal Initiative of their own, but it is not run during the Seminar time. It must be run before the next scheduled Special Event (Seminar, Mission, Shore Leave, and Interactive) or prior to the current event if there will be additional participants as outlined in Head Judge PI rules (see #9f). The Head Judge PI also gets additional time as outlined in Head Judge PI rules (see #9f). If it is not completed for any reason (judge availability, timing, convention attendance, etc.), then it will be lost.
- e. The Head Judge can customize the Seminar as they need to, but there are several things that should be included and are suggested for Seminars:
- i. Sign In Sheet – to assist with bounty listings, etc.
- ii. Personal Initiative Sign Up Sheet – to help schedule the PIs and needed judges.
- iii. Bounty Encounter Rolls – the two players with the highest bounties will need to roll on the Bounty Encounter chart.
- iv. Cargo Runs – list some basic cargos for those in the market.
- v. Bounty Runs – set up some wanted listings for players to track down.
- vi. Shopping – guidelines or system for buying equipment.
4.) Interactive Requirements and Options: Sparks Interactives are an extended and comprehensive version of the Seminar. Currently there is only one Interactive each year and it is scheduled at GenCon Indy by the Council. Interactives, like Seminars, are provided to give characters an opportunity to accomplish personal goals outside of a module. Interactives are numbered events even though they only run one time, because they are larger scale (usually 8-hour) events. Interactives are also a great place to learn skills, Force powers from set NPCs. Within 2 weeks of the event, send the Spark Force 7 Council Jedi Historian a quick synopsis to be added to the Special Event Summary – include Head Judge name, Assistant Judge(s) names, and a brief description of the mission table(s) or special campaign changes. There is a limit to what can be accomplished at one Interactive.
- a. At an Interactive a player can learn two standard skills, two Force powers, an Advanced skill (from NPCs only), up to two special skills that cannot be taught by other players (Special Forces Martial Arts Attack and Parry, etc.), a Force skill (Control, Sense, or Alter), become Force-Sensitive, or some combination of any of the options that you can learn two things. The NPC, which is doing the training or teaching can and often does charge for their services (not necessarily money). A good guideline is 100 credits for each die required by the teacher as outlined in learning skills or powers. If you are learning an advanced skill such as Medicine or an Engineering skill, multiply the credit cost by 10. If you are learning anything but Advanced skills from Rebel Alliance NPCs, the credit cost is usually waived (up to the event Head Judge on the Seminar layout). {Jax’s Perception is 3D and wants to learn Con. The teacher would have to have a 5D Con to teach Jax and this would cost 500 credits. If Jax had a 5D in First Aid and wanted to learn Medicine, the cost would be 7000 credits (the teacher must have 7D to overcome the base skill requirement; so, 7 x 100 = 700; and 700 x 10 = 7000 for an advanced skill.}
- b. At an Interactive a player can accomplish Personal Initiatives such as shopping, visiting contacts, trading/smuggling, or other personal objectives. There are several different types of Personal Initiatives, see 9.) Personal Initiatives for details of rules for various categories of Personal Initiatives. If a Personal Initiative (other than an RP Only PI) is not completed during the Interactive, it will be lost and will need to be rescheduled for later Seminar or Interactive events. The Interactive should allow two to six hours for Personal Initiatives.
- c. Interactives can also have multiple ‘station’ events. Station events are preset events that are commonly selected Personal Initiatives or specialized tournaments. Station events can be specialized shops or areas where players buy equipment, modify ships, modify droids, participate in Pod races, Ship races, Sabacc tournaments, Deathbowl tournaments, etc. This can be run as one large group or broken into smaller groups based on station objectives. The Interactive should allow two to six hours for the station events.
- d. Interactives should also include a group plot event or Mission. This can be run as one large group or broken into smaller groups based on event objectives. The Interactive should allow two to four hours for the Mission.
- e. The Head Judge is responsible for the Interactive event timing as well as the Personal Initiative timing. In most cases the Head Judge is also the main author of the Mission portion. The Head Judge should select Assistant Judges and Assistant Authors to help with the Mission and can ask any campaign judge to assist with unscheduled Personal Initiatives. The Head Judge also assigns scheduled Personal Initiatives to judges (usually determined by the player or basis for the Personal Initiative). No more than 4 scheduled Personal Initiatives can be assigned to any one judge for an Interactive. The Head Judge does get a Personal Initiative of their own, but it is not run during the Interactive time. It must be run before the next scheduled Special Event (Seminar, Mission, Shore Leave, and Interactive) or prior to the current event if there will be additional participants as outlined in Head Judge PI rules (see #9f). The Head Judge PI also gets additional time as outlined in Head Judge PI rules (see #9f). If it is not completed for any reason (judge availability, timing, convention attendance, etc.), then it will be lost.
- f. The Head Judge can customize the Interactive as they need to, but there are several things that should be included and are suggested for Interactives:
- i. Sign In Sheet – to assist with bounty listings, etc.
- ii. Personal Initiative Sign Up Sheet – to help schedule the PIs and needed judges.
- iii. Bounty Encounter Rolls – the two players with the highest bounties will need to roll on the Bounty Encounter chart.
- iv. Cargo Runs – list some basic cargos for those in the market.
- v. Bounty Runs – set up some wanted listings for players to track down.
- vi. Shopping – guidelines or system for buying equipment.
5.) Mission Requirements and Options: Sparks Missions are one or two time run plot events similar to Modules, but with fewer guidelines and to provide a singular canon result for the campaign. Sparks Missions are not to be run as just off the cuff modules, because people are around. Sparks Missions are not numbered events, because they are single, double, or triple (different geographic region or overlapping convention dates) run events. Missions are to be scheduled for the convention or gaming event with at least 1-week advanced notice to allow players to make the event. A Mission requires council majority approval to run prior to the event. Currently there should be no more than 12 Missions run per year. Missions may not be run at a convention where there is an Interactive, Seminar, or Shore Leave already being run. Missions can be requested for Online events and must follow all Online gaming rules and still requires approval by the Council before scheduling. Within 2 weeks of the event, send the Spark Force 7 Council Jedi Historian a quick synopsis to be added to the Special Event Summary – include Head Judge name, Assistant Judge(s) names, and a brief description of the mission table(s) or special campaign changes.
Below are some guidelines for what a Mission has to include:
- a. Space or Ground Encounter: At least one space or ground encounter. This can result in, but is not required to be, a combat encounter.
- b. Tiering: To ensure that experienced characters are challenged and that new characters are not overwhelmed the gamemaster has several options for tiering their Missions. One method is individually customized stats and skills for each encounter for different experience levels of the characters. Another method could be to designate the Mission for advanced character play only and then the stats and skills are set accordingly. The Head Judge can also use the generic tiering system, or the individual tiering system as outlined for Modules.
Below are some guidelines for what a Mission could include:
- a. Sparks Missions provide the opportunity for players to experience or gain something unique that should not be replicated in a module due to Campaign or Storyline balance (for example a unique item that more than one in the campaign could be unbalancing).
- b. Script: Like in modules a script is a great way to get players right into the thick of the mission without having to waste a lot of time explaining what they are doing. This is recommended but not required for Missions.
- c. Cutaway: The cutaway allows the author to give the Mission the feel as if they are watching a movie. It conveys information that the players’ characters are not aware of but can sometimes put a situation in perspective for them. It is also a useful tool to motivate or speed up slower portions of the module. This is recommended but not required for Missions.
- d. Purchasing Equipment & Learning Skills: Allowing characters to go shopping or learn a skill (potentially half of an advanced skill) during the Mission is up to the Mission’s author pending time and availability in the Mission.
6.) Compensation Guidelines: Now for the good stuff. At the end of every Module, Mission, Seminar, Shore Leave, or Interactive the characters get certain compensation, which often depends on how well they performed. This compensation comes in many forms: character points, force points, credits, rank points, toys, contacts, and even favors.
- a. Character Points: Every Module, Mission, Seminar, Shore Leave or Interactive should have a character point award. The character point awards for modules should reflect how well they accomplished the Module objectives. Whereas Missions, Seminars, and Shore Leaves since they are one or two time run events, have a set character point award. Interactives have set character point awards for the different areas being run. A standard one round Module (or multiple round Module run without advancement) should have a maximum overall character point award of 7 points. For multiple round Modules when run as advancement only (round #1, 2, 3 instead of A, B, or C) the first round should have a maximum character point award of 8 points. The second round a maximum of 9 points. And the third round a maximum of 10 points. These bonus round advancement character points and using the voting for advancement to later rounds only applies to modules utilizing this system prior to Sparks #282. After Sparks #282 with the new voting, this system is not used. The maximum award should be given if the characters interacted and role-played well and completed all of the mission goals. Some bonus points can be awarded for special circumstances. The Module editor should concur with the author whether this is warranted. Also, in addition to the maximum character point award there is player voting to determine bonus placement awards. Prior to Sparks #282 modules have player voting to determine bonuses for first, second, and third place: +3 for first place, +2 for second place and +1 for third place. The players conduct the voting for placement only and in the case of a tie both players are awarded the bonus. Starting with Sparks #282 (not retroactive) player character point voting bonus awards will change from the 3cp/2cp/1cp for 1st/2nd/3rd place to a roleplay theme voting system where players ‘announce’ (let the table know) their roleplay theme during the character introduction portion and then have a quick recap prior to voting as to how they performed during the event. All players and the gamemaster will then anonymously vote Yes or No as to whether the player did try to deliver on their role-play theme during the event. As stated, this vote is anonymous, and they are still not voting for themselves. The gamemaster then reviews these votes and presents the corresponding bonus character points.
- All votes Yes (each player and the judge) = 2 character points awarded to player
- Some votes Yes (not unanimous) = 1 character point awarded to player
- No votes Yes = 0 character points awarded to player
- Voting bonuses provide rewards and compliments the earnest role-players. The modified voting award starting with Sparks #282 removes potential player bias, gives the gamemaster a say in the rewards, and can allow all players to benefit from good role-play.There is no voting at Missions, Seminars, or Interactives. A standard Interactive has a base of 8 character points with a maximum overall character point award of 10 points (points divided up per area or portion of the Interactive). A standard Seminar should have a maximum overall character point award of 3 points. A standard Mission should have a maximum overall character point award of 4 points. A Shore Leave should have a maximum overall character point award of 2 points. These events have lower awards based on overall writing time invested with limited plot outlines and concepts, portions of the event could be Personal Initiative time requiring less overall writing, and due to the fact that they are only run one or two times. Special Events (Seminars, Missions, Shore Leaves, and Interactives) can be run twice as the same event for update purposes at two conventions with Spark Force 7 Council approval and an understanding that these two conventions should be geographically separate. The event would be unique, so they do not get 2 updates. If you were to judge and/or play (attend) both, you gain the greater of the two options for character point awards (i.e. play and or judged in one, and then was the Head Judge for the second – the update would be for the Head Judge character points as that is 1 character point greater), but it is listed as the same event (instead of being named as the single convention event it would be listed as the event for both conventions in the title – ‘con 1/con 2 event’). You would still gain 1 character point for either or both events as part of the Judge Incentive program for the individual conventions. You cannot ever get two Personal Initiatives from the same event update.
- Single Round Module – base of 7cp plus voting award
- First Round of Multi-round Module (pre #282) – base of 8cp plus voting award
- Second Round of Multi-round Module (pre #282) – base of 9cp plus voting award
- Third Round of Multi-round Module (pre #282) – base of 10cp plus voting award
- First, Second, and Third Rounds of Multi-round Module (starting at #282) – base of 7cp plus voting award
- Mission – set 4cp
- Seminar – set 3cp
- Shore Leave – set 2cp
- Interactive – base of 4cp for each half (max of 5cp for each half)
- b. Force Points: See Section II #3 for guidelines on awarding Force Points.
- c. Credits: The Rebel Alliance pays 100 credits to freelance operatives for any Module, Mission, Seminar or Interactive. The Rebel Alliance pays more to any operatives that officially join the cause. This pay increases as the operative advances in rank. There is no Rebel Alliance base or rank pay for Shore Leave events as these are considered vacation times. If the characters do an outstanding job or turn vital goods over to the Rebel cause, then the Rebel Alliance can give them a bonus to their initial pay. Try to keep this reasonable. Remember originally Lans Garner was personally funding this war, and now the Rebel Alliance has adopted this responsibility. They are funding a huge war with a substantial number of people, and it adds up. Now if the characters take means to procure other funds there is a limit to how much they can make in an individual module. It is important to realize that this credit cap is the maximum deviation of money that can be gained from any NPCs during the event. This means that if you pay out to an NPC 60,000 credits you can gain 75,000 credits. So, the end final “bottom line” is +15,000 to the character AFTER all involved exchanges are taken into account. One limitation to this is that the character must have the money available up front for any purchases prior to any new income arranged in the event. There is no credit cap for money changing hands between PCs.
- Single Round Module – 15,000 credits/PC
- First Round of Multi-round Module – 15,000 credits/PC
- Second Round of Multi-round Module – 25,000 credits/PC
- Third Round of Multi-round Module – 35,000 credits/PC
- Mission – 15,000 credits/PC
- Seminar – 25,000 credits/PC
- Shore Leave – 35,000 credits/PC
- Interactive – 50,000 credits/PC
- Judging Update – 30,000 credits
- These credit limits are to be used as a guideline. The Gamemaster should utilize these limits proactively. This means that the Gamemaster should through the adventure not allow the players to exceed this cap instead of taking away credits earned because the cap was exceeded. In effect the players should never realize that the cap was induced if the Gamemaster is successfully controlling the module. If an author wishes to expand the reward usually due to higher risk, they must get the approval of the SF7 council. This ensures that modules will not be abused and keep a check on the funds coming into the campaign. This does not limit items or equipment gained. There is no deferment of these credits, so excess credits unaccounted for at the end of a module are lost. Creative players can attempt to spread monetary gains over a couple of modules with some form of payment or installment plan. Any payment plan must be set up in roleplay encounters during the event (not acceptable at the end of a module during accounting – “Oh I wanted to do…”) and are subject to Gamemaster approval as part of that roleplay encounter.
- Note: In the case of Personal Initiatives (PI’s), events may be chained together to accomplish a larger goal. The number of events that will be chained together must be declared at the start of the chain of PI’s. Then the credit cap may be added together for all of the included events to be totaled at the end of the PI chain. If more PI’s were declared than it actually takes, any excess PI’s may NOT be totaled for the credit cap. If more time is required to complete the goal, more PI’s may be taken, but the credit cap still will only consider the planned number of events. Each event update that is part of the chain should be notated that it is PI# of TotalPIs (PI 1 of 4, etc). An Ongoing Personal Initiative Tracking Sheet will be utilized to note the number of PI’s to be included in the series, and the approved judge(s) that must be the same throughout the PI series.
- Example: CheezyRebel plans to go after a wanted criminal worth a 100k credit bounty on their own. This is a big job and will require a lot of work and preparation to capture the bounty by themselves. They declare they are going to take 3 PI’s to go after this bounty. During the first 2 PI’s they spend 25k credits while they are tracking down and preparing to confront the bounty. Then on the 3rd PI they capture the bounty. Assuming all 3 events were at Seminar’s (cap of 25k ea) they can turn in the bounty and potentally receive the full 100k since they spent 25k earlier in the PI chain. If they run into issues and it ends up taking 4 PI’s to capture the bounty, then they still would be limited to a credit cap of 75k (since they declared only 3 PI’s). However, if they somehow manage to capture the bounty in only 2 PI’s, the judge would have to reduce the credit cap to 50k.
- d. Rank Points: With the addition of the Rebel Special Forces character there are now characters with a military rank. To show appreciation for a job well done or the completion of an overly heroic mission goal, bonus rank points can be awarded. All characters with a rank automatically gain 1 rank point per character point gained, but this would be a bonus. The more heroic or epic the deed, the more points to award. The award should be kept between 0 – 10 points for a Mission, first round or single round Module, or Seminar, 0 –15 for a second round of a Module, and up to 0 – 20 for a third round of a Module or Interactive. The upper end should be utilized only for very epic events such as destroying the Death Star or a Super Star Destroyer, saving an entire planet or a relevant (somebody needed for the movies) hero.
- e. Toys, Favors and Contacts: This covers any gadgets that the players may pick up in a module. Also, any people that may provide future help or information to the players. This is a useful tool for help at a later date.
- f. Medals: Often exceptional deeds or acts are rewarded with the presentation of medals or service awards. Award ceremonies can be held at Mission, Seminar, or Interactive events.
- g. Asset Acquisition Cap: This Asset Cap is to aid judges and Player Characters in game balance for the acquisition (theft, barter, etc.) of assets during Personal Initiatives (modules and other events are written to be balanced and/or prevent “over acquisition” – the typical “Rebellion needs that”, etc.) with the amount being acquired limited to a certain value based on (or requiring) multiple personal initiatives.
- 1st Unscheduled PI credit cap x1 per PC
- 1st Scheduled PI credit cap x2 per PC
- 2nd PI credit cap x5 per PC
- 3rd and additional PIs credit cap x10 per PC
- This is also with the understanding that the Asset cap can build across multiple PIs (so with the first you cover a small portion, then more with the second, and then add all of that up with the third to cover the asset), so smaller assets with big groups can be acquired easily while individuals have to put in more effort (more PIs) to get the item.
7.) Judges Incentive Plan: This is a benefit given to Authors, Editors, and Judges due to the fact that they cannot play in the modules they direct. The main compensation is character points awarded according to their effort.
| Event Type | Character Point Awards |
| Authoring a Module* | Maximum Base + 3 (usually 10) |
| Editing a Module* | Maximum Base + 2 (usually 9) |
| Exclusive Judging of a Module | Maximum Base + 1 (usually 8) |
| Seminar Author/Head Judge | 4 character points |
| Mission Author/Head Judge | 4 character points |
| Shore Leave Author/Head Judge | 3 character points |
| Interactive Author/Head Judge for entire (8 hours) | 12 character points base |
| Interactive Asst. Author/Judge for entire (8 hours | 11 character points base |
| Interactive Asst. Judge (8 hours) | 10 character points base |
| Interactive Asst. Judge (4 hours) | 4 character points per half base |
| Head Judge bonus cp assignment to Interactive Assistants | Optional 1-5 character points (to be approved by Council) |
| Play/Asst. Judge Special Event then Head Judge double/triple repeat | +1 character point |
- Authors and Editors do not get corresponding Author/Editor character points until such time as their event has been digitally submitted to the council library along with available judge list and replay determination. Now of course authors can tinker, and post edit updates at any time, but at least some copy must be on file to receive character points. Authors could even submit their events before their premiere to be sure they can take character point credit in the next slot they play after the premiere.
In addition to this to encourage Judges to attend more conventions and to be willing to judge more than the minimum requirement for a convention, we have instituted another character point for Sparks and experience point for Force incentive. For each module judged at a convention (including SF7 HQ) the player will receive either 1 character point that can be assigned to their Sparks character or 50 experience points that can be assigned to their Force character (their choice). These points are awarded at the conclusion of the convention. For the Living On The Edge campaign it utilizes its own judge incentive system and will not interact or overlap with any Sparks, Force, or other campaign incentive system.
Judge Award System – As an alternative to gaining character points, judges can now opt for gaining other benefits. When a judge hits 10 events judged, they need to fill out an update sheet, for which they gain 10 character points. Any events over 10 will roll to the next judge update once another 10 events are judged. They can then have the following choices to apply to that update sheet (note that these options are only available on a judge update and only 1 of them can be chosen once per judge update {i.e. cannot use extra character points to buy more than one}:
- i. Keep the 10 character points as outlined above.
- ii. Use the 10 character points to claim 30,000 credits immediately as one lump sum on that update sheet.
- iii. Use the 10 character points to count the Judging Update as 1 event when called to give up an event for learning/creating something (ex. Teras Kasi, Lightsaber Construction, etc.)
- iv. Choose to not claim the 10 character points, with no alternative reward. In this case record the update, but it will not factor into total updates for sheet number calculation. Note that this option is still decided upon when you have completed judging 10 events. You cannot retroactively go back and change to another option or choose to not fill out an update until some later date for whatever reason (wanting to apply to a later character after retirement, etc.).
- v. Use the 10 character points to gain a Certificate to reroll one Wild Die – 4 uses
- Most significantly this would be when you get a ‘1’ on the wild die. Some added limitations to this certificate are that this type of certificate has 4 uses but can only be used once on any particular roll. Also using this certificate would prevent the use of any other reroll or modification certificate for that roll. Ultimately you are stuck with the reroll result even if it is another ‘1’.
- vi. Use the 10 character points to gain a Certificate to reroll any single roll (all dice involved) – 2 uses
- This could be due to a ‘1’ on the Wild Die, below average roll, or to change a decision for using a Force Point and/or Calling on the Dark Side for a Force Point (because that has to be decided prior to the roll of the dice). All decisions prior to the roll can be changed if desired. This also includes choosing to pull dice from a roll, because perhaps you rolled so many dice that you triggered a Force Encounter. Note that you can also use your certificate to allow another player to reroll any single roll (give it to them to change their decision or roll total). Some added limitations to this certificate are that this type of certificate has 2 uses but can only be used once on any particular roll. Also using this certificate would prevent the use of any other reroll or modification certificate for that roll. Ultimately you are stuck with the reroll result even if it is worse than the original.
- vii. Use the 10 character points to gain a Certificate to force Judge to reroll any single roll (all dice involved) – 2 uses
- This forces the Judge to reroll all the dice used in a test. The second result stands even if it is a worse result. The certificate is useable twice but only once per event, even if the player has multiple certificates. When used the player must hand the certificate to the judge who will hold on to it for the duration of the event. If used in a situation where the Judge must fudge the rolls the Judge will continue to fudge them then hand the certificate back, unused, after the event.
- viii. Use the 10 character points to gain a Certificate for extra Personal Initiative – 1 use
The Personal Initiative has the following restrictions:- i. Character Points: 0
- ii. Maximum Credits: 5,000
- iii. Maximum Credit Value Unpaid for Gear: 10,000
- iv. Maximum Length of Personal Initiative: 20 minutes
- v. Scheduled: Some time prearranged by the judge of the Personal Initiative and the Player who earned the reward at any time they wish (no specific expiration time limit for use of certificate once obtained)
- vi. Note that this is a Quick or Small Personal Initiative for 1 participant (the certificate holder)
- vii. This counts as a standard Personal Initiative for all other considerations
- Clarification that a Gamemaster Incentive certificate for extra PI time can be used for an Engineering check, but only if the player did not already do an Engineering check during the previous Special Event as the extra PI time is considered an additional PI during that event and is added onto that event’s update time.
- ix. New options to be added pending SF7 Council of Elders approval.
Since Authoring and Editing is voluntary, it is difficult to discuss penalties for not fulfilling some or all of the listed commitments, but unfortunately it is necessary. Failure to fulfill an Authoring/Editing commitment (as deemed by the Council – Council may request a module to be pulled if deemed inadequate for premiere) means that the Author/Editor will not be able to play in ANY Interactive (Mission, Seminar, or Interactive) events until the commitment is met. Editors can request to be removed from an assignment if they feel the Author is no longer accepting their input or is not making appropriate progress. The Council can assign a new Editor, but the Author must show significant progress or effort, or the Editor will not be subject to the penalty. If the Author feels the Editor is the problem, they can request a new Editor. In either case the Editor cannot play in the event if they were privy to more than a general description of the event (outline, etc.). This penalty is subject to Council review of the specific circumstances to determine if the commitment was missed due to ‘acceptable’ problems or not. The Council can suspend the penalty if due to ‘acceptable’ understanding.
8.) Guidelines for Convention or Gameday Coordinating and Scheduling: It is important to note that Sparks Force 7 only has two types of events at which they run events, Conventions and Gamedays. Essentially any event that is not a convention is considered a Gameday event even if it is running only a single event. Any Sparks Force 7 member can volunteer to coordinate a convention or gameday event by notifying the SF7 Council. Typically, Council members are selected to act as the coordinator for conventions that SF7 has supported in the past if another SF7 member does not volunteer to coordinate the event. Convention and gameday event coordinators are subject to approval by the SF7 Council. For GenCon a common practice is to have one lead convention coordinator and one assistant convention coordinator appointed due to the convention size with several events and judges to manage. Typically, the assistant convention coordinator will be appointed as the lead convention coordinator the following year to utilize their experience.
The convention or gameday coordinator is then responsible for setting and submitting the schedule of events and requesting/selecting gamemasters for the events. The event schedule needs to be submitted no later than one week prior to the event. For some of the larger conventions (Origins, GenCon, etc.) there may be an earlier deadline for submitting the event schedule. The coordinator is responsible for knowing if there are any existing deadlines and submitting the required information directly to the event personnel or to the assigned Game Base 7 event coordinator in a timely fashion prior to any deadlines. The convention or gameday coordinator is also responsible for submitting the gamemaster listing for the scheduled events early enough (as deemed by the event) to insure proper judge compensation (badge, rooms, etc.). The convention or gameday schedule also needs to be submitted to the SF7 membership at least one week prior to the event. Usually this is accomplished over the Sparks Force 7 io group site (oi.spuorg|7ecrofkrapS#oi.spuorg|7ecrofkrapS). The coordinator can arrange for someone else to post the information, if they are having any computer problems or issues. Each event may have special requirements for the format that the information needs to be in for submission. For the io group SF7 membership posting the schedule needs to include the following for each event: date, time, module title (this can be listed as Sparks or Force Open to allow for attending members to select a module at the run time), and gamemaster (if known). If the event has a Mission or Seminar scheduled, it must also be listed with the date and time (Missions and Seminars cannot be listed as Open or tentative events).
The convention or gameday coordinator is also responsible for the onsite management of the schedule. This includes making sure gamemasters know where they need to be to run an event. This also includes making sure events start and end on time (or are allowed to run over in approved instances).
Upon completion of the convention or gameday, the coordinator must submit an 'After Action Report' noting at a minimum, events run, table attendance, and cancelled events within 21 days of the end of the event. This is in order to determine fill rates and data for the SF7 Council to review future attendance and aid in planning other events.
The Council, by majority vote, can approve exceptions to the basic time and notification requirements as needed for emergencies, last minute changes, judge qualifications, etc.
Since the Convention Coordinator position is voluntary, it is difficult to discuss penalties for not fulfilling some or all of the listed commitments, but unfortunately it is necessary. Failure to fulfill a Convention Coordinator commitment (assumes that convention is not cancelled, convention is willing to support SF7 schedule, there is acceptable membership feedback warranting the event, etc.) means that the coordinator will not be able to play in the next Interactive (Mission, Seminar, or Interactive) event at the next established convention with an Interactive event. This penalty is subject to Council review of the specific circumstances to determine if the commitment was missed due to ‘acceptable’ problems or not. The Council can suspend the penalty if due to ‘acceptable’ understanding.
9.) Personal Initiatives: At a Seminar or Interactive a player can accomplish Personal Initiatives such as shopping, visiting contacts, trading/smuggling, or other personal objectives. These Personal Initiatives generally fall into one of 4 categories. Each category of Personal Initiative has different requirements and rules that apply to it. When a PI is being requested of a Seminar or Interactive Head Judge, the type of PI must be specified in order to properly schedule the judges for PI’s and get a judge properly prepared to handle the request. PI Categories:
- a. Group PI
- i. Has 4 to 8 PCs involved in the PI, and the Seminar Head Judge may opt to have this type of PI used as one of the Seminar Mission tables.
- ii. By advance request only (must be requested at least 1 week prior to the convention, 2 weeks prior to be considered for use as one of the Seminar Mission Tables.)
- iii. If used as a Seminar Mission table, then will be as long as the mission portion of the Seminar. Otherwise get 1 hr for 4 players + 10 min per player up to the total of 8 players, Maximum of 1 hr 40 min. During an Interactive or Shore Leave, there will be a bonus +5 minutes per active registered SF7 member involved in the PI, but only increasing the Maximum to 2 hours.
- iv. Limited by number of Judges available (involvement) and Scheduling.
- v. A PC can only be involved in 1 of this type of PI per Seminar or Interactive unless 1 of them is one of the Seminar Mission tables.
- b. RP Only PI
- i. Any number of PCs involved in the PI.
- ii. Nothing requiring die rolls.
- iii. Only PC to PC money or equipment transfer.
- iv. No Judge required.
- v. Can be RP’d outside of Seminar or Interactive slot, but transfers happen during Seminar or Interactive or next module both PC’s involved in transfer play together.
- c. Small PI
- i. Has 1 to 4 PCs involved in the PI.
- ii. If scheduled in advance (must be requested at least 1 week prior to the convention) maximum available time allotted. If not scheduled in advance, reduce available time allotted.
- iii. Has some RP involved plus issues that may require die rolls.
- iv. Has a Judge assigned.
- v. With advance notice 20 min + 10 min per additional PC beyond the 1st. Without advance notice 10 min + 5 min per additional PC beyond the 1st. In both cases during an Interactive or Shore Leave, there will be a bonus +5 minutes per active registered SF7 member involved in each of the PI’s.
- d. Quick PI
- i. Has only 1 or 2 PCs involved in the PI.
- ii. Can be requested at the start of the Seminar or Interactive (sign-up sheet).
- iii. Gets a few Judges assigned to only run these types of PIs for the PI portion of the Seminar.
- iv. 5 min per PC involved.
- v. PI is pretty much mechanical – minimal RP if any – you want to do one thing that requires a series of die rolls, so you take the time with the judge required to specify what you are doing and make the die rolls.
- vi. Each separate task (which may involve multiple rolls) would be a separate PI. I.E. building a droid is 1 PI. Installing skillware in droids is 1 PI. Ship modifications would be 1 PI. Buying things from 1 merchant is 1 PI. Seeing multiple merchants would be multiple PIs.
- vii. Each PC who signs up gets 1 of these PIs till everyone signed up gets their first one, then the Judges will go back through the list again for second PIs and so on till all are done or time is out. Any PC who goes on a Group or Short PI will be skipped on the 1st time through the list and will be picked up on the 2nd time and further through the list as time allows.
- e. Special PI
- i. Must request and receive Council approval prior to being run.
- ii. This includes any type of PI Request that is not covered in one of the other categories.
- f. Head Judge PI:
- i. Bonus Time: As an additional incentive to encourage people to volunteer as the Head Judge for Seminars, Shore Leaves, and Interactives the Head Judge PI, which is a singular PI during off time, gains an additional 10 minutes.
- ii. Additional Participants: If the Head Judge wants his/her PI to include other players - they may do so with the following stipulations:
- 1. All participants must, of course, be in agreement.
- 2. Time is increased by 5 minutes per additional player.
- 3. The Head Judge PI must occur before the Special Event.
- 4. The add-on players give up their 1st PI at the Special Event; they may, however, still sign up for second+ PI's as normal.
- 5. Bounty encounters will occur as usual - in other words if a player participates in a Head Judge PI then they MUST be present for the bounty determination and/or encounter (unless using an exemption cert that would be signed off at the Head Judge PI).
- 6. Limited to Small Personal Initiative.
- 7. These participants are encouraged to assist with running first PI’s during the event.
10.) Shore Leave Requirements and Options: Sparks Shore Leaves are provided to give characters an opportunity to accomplish personal goals outside of a Module or Mission. Shore Leaves are also a great place to learn skills, and Force powers from set NPCs. Sparks Shore Leaves are not to be run as just off the cuff modules, because people are around. Sparks Shore Leaves are not numbered events, because they are single, double, or triple (different geographic region or overlapping convention dates) run events. Shore Leaves are to be scheduled for the convention or gaming event with at least 1-week advanced notice to allow players to make the event. A Shore Leave requires Council majority approval to run prior to the event. Shore Leaves can be requested for Online events and must follow all Online gaming rules and still requires approval by the Council before scheduling. There is a limit of one Shore Leave per convention. Shore Leaves may not be run at a convention where there is an Interactive, Seminar, or Mission already being run. Within 2 weeks of the event, send the Spark Force 7 Council Jedi Historian a quick synopsis to be added to the Special Event Summary – include Head Judge name, Assistant Judge(s) names, and a brief description of the mission table(s) or special campaign changes. There is a limit to what can be accomplished at one Shore Leaves.
- a. At a Shore Leave a player can learn one standard skill, one Force power, half of an Advanced skill (from NPCs only), special skill that cannot be taught by other players (Special Forces Martial Arts Attack and Parry, etc.), half of a Force skill (Control, Sense, or Alter), or become Force-Sensitive. The NPC, which is doing the training or teaching can and often does charge for their services (not necessarily money). A good guideline is 100 credits for each die required by the teacher as outlined in learning skills or powers. If you are learning an advanced skill such as Medicine or an Engineering skill, multiply the credit cost by 10. If you are learning anything but Advanced skills from Rebel Alliance NPCs, the credit cost is usually waived (up to the event Head Judge on the Shore Leave layout). {Jax’s Perception is 3D and wants to learn Con. The teacher would have to have a 5D Con to teach Jax and this would cost 500 credits. If Jax had a 5D in First Aid and wanted to learn Medicine, the cost would be 7000 credits (the teacher must have 7D to overcome the base skill requirement; so, 7 x 100 = 700; and 700 x 10 = 7000 for an advanced skill.}
- b. At a Shore Leave a player can accomplish Personal Initiatives such as shopping, visiting contacts, trading/smuggling, or other personal objectives. There are several different types of Personal Initiatives, see 9.) Personal Initiatives for details of rules for various categories of Personal Initiatives. Members of SF7/GB7 are eligible for the same bonus 5 minutes of time for Group and Small PI’s in the Shore Leave as they would be for the Interactive. If a Personal Initiative (other than an RP Only PI) is not completed during the Shore Leave, it will be lost and will need to be rescheduled for the next opportunity for Personal Initiatives.
- c. The Head Judge is responsible for the Shore Leave event timing as well as the Personal Initiative timing. The Head Judge can select Assistant Judges to help and can ask any campaign judge to assist with unscheduled Personal Initiatives. The Head Judge also assigns scheduled Personal Initiatives to judges (usually determined by the player or basis for the Personal Initiative). The Head Judge does get a Personal Initiative of their own, but it is not run during the Shore Leave time. It must be run before the next scheduled Special Event (Seminar, Mission, Shore Leave, and Interactive) or prior to the current event if there will be additional participants as outlined in Head Judge PI rules (see #9f). The Head Judge PI also gets additional time as outlined in Head Judge PI rules (see #9f). If it is not completed for any reason (judge availability, timing, convention attendance, etc.), then it will be lost.
- d. As Shore Leave is a leave of absence from the Rebel Alliance, there is no standard pay for this event. However, the credit cap for Shore Leave is 35k credits.
- e. The Head Judge can customize the Shore Leave as they need to, but there are several things that should be included and are suggested for Shore Leaves:
- 1. Sign In Sheet – to assist with bounty listings, etc.
- 2. Personal Initiative Sign Up Sheet – to help schedule the PIs and needed judges.
- 3. Bounty Encounter Rolls – the three players with the highest bounties will need to roll on the Bounty Encounter chart.
- 4. Shopping – guidelines or system for buying equipment.
- 5. Job Board – this is a posting of various things for those who do not have personal initiative ideas themselves. The Head Judge should have available at least 3, if not more, jobs posted on this board that there will be a judge available to run. Things to have on it:
- Cargo Runs – list some basic cargos for those in the market.
- Bounty Runs – set up some wanted listings for players to track down.
- NPC Postings of Jobs they are hiring people to do.
- PC’s may also post jobs to the Job Board with listings of jobs they are looking for people to either assist with or to pay people to do for them.
11.) Module Replay System: This system was created to allow Sparks modules to be played more than once. The individual addendums below outline the requirements and limitations to which modules are allowed for replay and specific considerations that may apply. The system will begin utilization at Vernecon 2012 as player, judge, and modules allow. The system will be under review by judges and players throughout a test period through the end of Gencon 2013. An automatic review of this system will be added to the annual meeting agenda for discussion and comments on the Wednesday night of Gencon 2013. An earlier review may be warranted if problems are identified. To assist with this review period a simple form will be developed and available for comments and suggestions along with basic ranking of how the system was utilized and functioned.
- a. Prior to any module being approved for replay under any developed system the author of the module must approve the module for replay. If at any time the replay system is modified, new author approval for replay must be obtained. Authors can choose to approve some modules for replay while disallowing others as they feel warranted.
- b. Players may replay a module with the understanding that any individual character may play a module once.
- For example, George has two characters, Luke and Han. George has played Luke in Sparks 100 through 150. George started Han and has played him in Sparks 35, 48, 69, 76, and 94. George sits down to play Sparks 105 again. George has to play Han because he has already played the module with Luke. If George wants to play 105 again, he must create a new character.
- c. Experience is the same.
- d. Players will announce that they are replaying the module.
- e. Revise Death and Retirement rules to add clarification that any character starting under the Death and Retirement rules is NOT considered a secondary character allowed to replay the modules that the original character already played. They can still create a new character from scratch that is capable of replaying modules as dictated by the final system.
- f. Authors can never play in their own modules with any character.
- g. Modification to Priority Seating Order for Sparks Events:
- 1. Anyone with registered event tickets or on convention sign-up sheet if provided regardless of replay or judge status.
- 2. Judges [on first time play] for SF7 events with generic tickets in decreasing order based on the number of slots being judged at that convention.
- 3. Judges [on first time play] for GB7 events with generic tickets in decreasing order based on the number of slots being judged at that convention.
- 4. Anyone with a generic ticket that are playing the module for the first time in the order of arrival at the event.
- 5. Re-players with generic tickets who are judging SF7 events in decreasing order based on the number of slots being judged at that convention.
- 6. Re-players with generic tickets who are judging GB7 events in decreasing order based on the number of slots being judged at that convention.
- 7. Re-players with generic tickets in order of arrival at the event.
- Note: If there are no tickets or sign-up sheets presented for the convention, start priority seating with #2.
- h. Replay only available to Spark Force 7 members.
- i. Editors can never play in the modules they have edited with any character. This is an extension of the authors being unable to play in modules they have written due to the authors and editors’ familiarity with the module.
- j. If a module is approved for replay under the Replay System, the author and editor get full credit (character points, pay, update, etc.) on their secondary (replay) characters as well for modules written and edited once the specific module is actually replayed for the first time.
12.) Guidelines for Coordinating and Scheduling of Regional ‘Far Far Away’ Conventions: This system is designed to aid convention coordinators and judges to run events and conventions in regions distant from standard convention locations frequented by Sparks campaigns (i.e. Australia).
- a. Any events that are to be run by people who are not well known to the council must provide proof that the events are real. Links to convention websites, PDFs of fliers or other similar proof will suffice as evidence so long as the evidence is not suspicious. These events will be known as “Far Far Away” events.
- We also don’t want lots of unskilled judges running events who haven’t been vetted at GenCon or other events with high councilor turnout thus we need to limit it to judge(s) who step up and offer up their credentials and desire to do it the SF7 way
- b. Unfamiliar judges or pools of judges need to offer up a true desire to run events in line with Sparks Standards. This can be done by a series of e-mails or phone calls explaining their history with the West End Games d6 system, judging at conventions in general and overall experience with running RPGs. A judge must have played at least one GB7 game in the campaign they wish to run. These judges, as they are running the events “Cold” will be referred to as “Cold Judges.”
- c. Now we need to get down what they can run. Some will want to run the old stuff first while others may want to run the few events they have played. For whatever they request some ground rules will be needed. As these are new judges, they are not on anyone’s allowed judges list unless that is an open list.
- d. “Far Far Away” campaigns are limited to no more than 4 unrun events from the library until those events have been run.
- Eventually as these events are run cold by our “Far Far Away” judge(s) they are going to want those who have played them to take up the mantel and run more tables.
- e. Players in “Far Far Away” events who have run under a “Cold Judge” can run events per normal campaign rules at the discretion of the “Cold Judge” with the understanding that SF7 holds judges to high standards and if the judges are lacking to cease their judging of future SF7 events.
- f. They must submit 'After Action Reports' upon completion of the event noting table attendance to determine Fill Rate and review of the event.
- g. Judges in “Far Far Away” campaigns are limited to judging events with no judge restrictions (anyone can judge) or exclusive lists (anyone except xxx can judge). Authors will be polled for feedback on the use of their module(s) being run by “Far Far Away” judges. Authors can approve their restricted modules for use if they wish. In the absence of author response, the Sparks Force 7 Council will determine judge qualification and approval of unrestricted modules.
There are over 100 events that fit these parameters and they could run Sparks for years before running out of events. By that time, it is possible some of the players will have interacted with the campaign at GenCon, Origins, etc. to help gain the further trust of the council. At the same time, I don’t want to overwhelm them. Also, we want to make sure they don’t end up on the internet or other perceived abuses.
13.) Guidelines for Online Gaming System Rules: This system lays out guidelines, requirements, and details for running Sparks (and Living On The Edge) events online. Online playtest and premiere of modules as well as Special Event (Seminar, Mission, and Shore Leave; excluding Interactives) have been authorized for scheduling with advanced Spark Force 7 Council approval.
Online Gaming System Rules
- Events will be prescheduled. No open events, and no walk ups. If you have not registered by the registration deadline, games are closed.
- Tables will aim for 5 attendees, max of 6. No more than 6 players under any circumstances for online play.
- Gamemasters will be required to use Roll20 and Discord for chat with Sparks gaming. Living on the Edge (LOTE) will require dice.skyjedi.com in addition for dice rolling.
- GMs should schedule a time to go over how-to GM using Roll20 and Discord. Experience with Roll20 GMing also works.
- Gamemasters and Players will be required to have a stable internet connection (no voice cut outs), and equipment that will prevent things like echo, feedback, or other issues such as a headset or a podcasting/recording microphone, and not just a built-in laptop mic or a phone for chat on Discord.
- The sharing of chat equipment is discouraged, however as a sole exception as long as it does not create any technical issues or create an unenjoyable environment for players or judge, sharing equipment can be allowed for your first 7 trial modules only with Judge and Convention Coordinator approval 24 hours prior to the start of the Online Event. Anyone sharing chat equipment in this manner is strongly encouraged to use live video chat in order to help differentiate between speakers.
- Players must be setup with Roll20 and Discord and be prepared at the start of the game session.
- Guideline: It is recommended that Players who have not played an online game should arrive for their game 15 minutes prior to have a quick tool training session.
- The Gamemaster will be provided with player emails, as they will need to email setup information and later advancement sheets.
- All Rolling will be handled on Roll20 (for Sparks) and dice.skyjedi.com (for Living on the Edge (LOTE)) by everyone except the Gamemaster. The Gamemaster can handle their rolls however they wish.
- There will be a form fillable advancement sheet provided. It will need to be emailed to the Gamemaster immediately after the event but can happen after the slot ends.
- GMs will not be signing them until later, just emailing them is enough to provide the GM with a snapshot.
- The Con Coordinator will email GMs after 1 week if they have not received notification from the GMs that players have submitted their update sheets. Any judge not responding to the Con Coordinator or player not submitting to GM update sheets will not be eligible to play in online events until they do. The Con Coordinator will maintain a shared spreadsheet of ineligible players. The shared spreadsheet will be passed from Con Coordinator to the next event Con Coordinator. The new Con Coordinator will block an ineligible player from submitting play lists for the new event. Players can submit their update sheet to the GM and name of Con Coordinator blocking their eligibility to play. The GM will notify the old Con Coordinator and new Con Coordinator of submissions that are made. The new Con Coordinator removes the player ineligibility block.
- There is NOT going to be a group marshaling area, so pay attention to your emails!
- Online Sparks Force 7 games are only allowed under explicit permission by the SF7 Council of Elders, much like any other Gameday event. Follow all Sparks Judges Handbook Gameday event rules.
- Gamemasters have full authority to remove anyone from the event if they violate any rules or impact game play or player experience for any reason. The Council of Elders stands behind this ruling for the event. Any players can request a review by the Council of Elders as per standard policy after the event. Repeated offenders can be banned from online play which will require Council of Elders review.
- If anyone is found using hacks, cheats, cracks, sabotage, or similar methods or interference to manipulate or disrupt their own or other’s interactions with the online environment, then they will be banned from Sparks Force 7.
14.) Ongoing Story Arcs in Sparks: These are story arcs being directed by a Head Judge that authors and judges need to be aware of for writing or developing stories. Some of them are open allowing other authors or judges to freely use the material in their own events while others require the Head Judge input or can only be run by approved authors and judges. If you are interested in getting involved with one of these story arcs, contact the Head Judge for further information or direction.
- a. Expurgium –
- Head Judge: Stephen Tucker
- Status: Active and ongoing
- PI Status (open, closed, or with head author input): Input
- Update: A newly raised Senior Speaker was struck down by lightsaber wielder on Farrfin (Farghul homeworld).
- b. The War on Entropy –
- Head Judge: Craig Strasen
- Status: Active and ongoing
- PI Status (open, closed, or with head author input): main series complete. authors may use devourers with input
- Update: Craig Strasen finalizing write-up post Sparks #283B
- c. Overmind –
- Head Judge: Luke Siddall
- Status: Active and ongoing
- PI Status (open, closed, or with head author input): Open; Input; story bible, enemy portfolio, and PI process available upon request.
- Update: The need to uncover and decode fragments dubbed "Overmind sparks" of an Ancient Programming Language which has currently been dubbed "Computronium SC". The fleet is currently at Fluency Level 0. 3 sparks recovered so far by Player Characters.
- d. Warp Hunters/Datamites –
- Head Judge: Brian Jackman
- Status: Active and in wrap up
- PI Status (open, closed, or with head author input): Input
- Update: Being concluded at GenCon 2024 Interactive.
- e. Untitled Imperial Propaganda Officer –
- Head Judge: Tim Bruns
- Status: Pending
- PI Status (open, closed, or with head author input): Closed
- f. The Coven –
- Head Judge: Jim Medley
- Status: On indefinite hold
- PI Status (open, closed, or with head author input): Closed





