Homebrew campaigns are a great way in Dungeons & Dragons for Dungeon Masters to flex their creative muscles, even when borrowing from sources like Star Wars: Knights of the Old Republic. Usually, homebrew campaigns are typically though of as completely original worlds, which is a massive undertaking for even the most seasoned DM. Creating an entirely original setting isn't easy, and a great many DMs base their homebrew settings on existing media. For those wanting a mixture of science fiction and fantasy in their homebrew setting, a perfect place to start is Star Wars and specifically KOTOR. Star Wars is a setting that lends itself wonderfully to DnD with magic in the form of the Force, heroic archetypes for players to draw on, and an entire galaxy already established for adventures to take place.

So far, there have been three Star Wars tabletop RPG releases, each having its own strengths and weaknesses. BioWare actually based KOTOR on the systems used in the Star Wars Roleplaying Game, published by Wizards of the Coast in 2002. However, each of these Star Wars tabletop games was set in and around the Galactic Empire of the main saga. Set almost 4,000 years before the Skywalker Saga, the Old Republic is a great place for players and DMs to sink their teeth into without fear of being confined by canon events, and using KOTOR as a touchstone makes a lot of sense.

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Settings And Mechanics For A KOTOR D&D Campaign

Revan and Malak from Star Wars: Knights of the Old Republic, standing side-by-side holding their red lightsabers.

BioWare specifically chose to set KOTOR so far removed from the original trilogy to give itself the most amount of creative freedom, which makes perfect sense. Without the need to adhere to set events in the Star Wars canon timeline, it allowed a new story to be told and new characters to flourish. This same separation is what makes a KOTOR-based homebrew campaign great for those who want a different Star Wars RPG experience.

The first decision for a homebrew KOTOR campaign is when to set the story, and that comes down to how closely the DM and players want to link to the events in KOTOR or KOTOR 2. It basically boils down to three choices: before, during, or after. Each of these has its own merits and will create campaigns unique from each other.

Another factor to consider is what DnD game mechanics to use for homebrew, and when it comes to what game system to use, there are several options available for DMs and players to choose from. As mentioned previously, there are three Star Wars tabletop systems to choose from, with Star Wars Saga Edition, published by WotC in 2007, usually being preferred by those more familiar with DnD due to its similarity with 3rd Edition. However, for those more comfortable with 5th Edition DnD, a fan-made project simply named Star Wars 5e has adapted tons of mechanics into a Star Wars context.

It is well worth sitting down as a group and talking about what everyone is comfortable with. Different systems are tailored towards different game styles, but some are easier to learn than others. Every DnD edition has been different, as has every version of Star Wars TTRPGs, so the choice of mechanics is a personal preference.

Setting The D&D Campaign Before KOTOR

Star Wars: Knights of the Old Republic comic cover.

Setting a homebrew campaign before the events of KOTOR would allow DMs and players to use the setting of the Old Republic free from any influence of Revan or the Exile. Depending on how far before KOTOR the campaign is set, players could experience the Mandalorian Wars or the Jedi Civil Wars. DMs could draw influences from the Star Wars: Knights of the Old Republic comic series published by Dark Horse Comics as well, which managed to tell its own story relatively free from Revan's involvement.

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Stories could have elements drawn from Zayne Carrick’s adventures or use characters from the comic series as NPCs. Players could find themselves drawn into or trying to escape from the Mandalorian Wars. Another fun idea could be to introduce the players to Darth Revan by having a story set during the height of his attempts to build his own Sith Empire. Deviating from established events in KOTOR could be a great twist to surprise players with, especially those familiar with the video games.

Following The Events Of KOTOR With A D&D Campaign

Characters from Knights of the Old Republic stand together in classic Star Wars-style key art.

Setting a campaign during the events of KOTOR or KOTOR 2 would be tons of fun, as players could follow along with the adventures of Revan or the Exile. Having a campaign run alongside the events of the games would allow DMs to easily keep track of what was happening in the larger galaxy. Visiting planets before the main characters of KOTOR could establish the world and create more emotional impacts based on game events, especially in the case of Taris, which remains KOTOR's cruelest trick.

Using the same time period as KOTOR or KOTOR 2 would also mean many of the companions from the games would be readily available as NPCs. If DMs were to change the canon established by the games, then the party could work with Revan in place of the game's companions. Or if DMs still wanted to distance themselves from the plot of KOTOR, then perhaps only mentions of what is happening could filter through to the party.

Setting A Homebrew D&D Campaign After KOTOR

Revan looms large in art for the Star Wars The Old Republic expansion Shadow of Revan.

Having a campaign set after the events of KOTOR or KOTOR 2 could let the DM and players adventure in a galaxy where Revan is missing, giving them the opportunity to become the next big heroes. This would be the best place for a first-time, KOTOR-inspired, unique homebrew DnD campaign, as this setting allows for the most freedom for DMs. As the events of the games have passed, and with the Skywalker Saga is still thousands of years away, DMs can really stretch their legs when it comes to plotting out their story.

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Choosing to set a campaign after KOTOR 2 opens up the Star Wars galaxy to new stories and new characters. Inspiration could even be taken from the MMO Star Wars: The Old Republic, which is set roughly 300 years after the events of KOTOR. Here DMs and players could get embroiled in the cold war between the Republic and the Empire or play out events from before the MMO, such as the Sacking of Coruscant.

Taking inspiration from a piece of media such as a movie or book series for a homebrew DnD campaign can save DMs a lot of trouble when it comes to world-building. In the case of KOTOR, it all depends on how closely DMs and the players want to stick to the plot of the games, or if they simply want to use the setting to tell entirely new stories. Using Knights of the Old Republic as an inspiration for a Dungeons & Dragons homebrew campaign encourages DMs and players to put their stamp on a familiar universe allowing their adventures to become legends in a galaxy far, far away.

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Source: Star Wars 5e