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Jedi v. Smuggler - Here we go again!

Started by crkrueger, August 17, 2012, 05:43:47 PM

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Ghost Whistler

Quote from: CRKrueger;572677Ok, a new Star Wars RPG is upon us, this one by FFG.



So we have the 40k formula all over again, multiple games, same system, different focus.

Certainly 40k could have been done better, it does happen to work there.

Here, nope. Doesn't work at all.

Both previous SW games worked from a single core book just fine.Even if the d6 version only started with a couple of specific jedi options as opposed to a full on jedi. (It was released before even Ep 1 was made - a more civilised era before the dark times).

But it's not the 40k system. It uses the same system as WFRP, iirc. Only without the boardgame bollocks.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Ghost Whistler

Quote from: CRKrueger;572687The thing I'm wondering about is if they planned this from the beginning if the X-Wing game (for ship to ship combat) or the Cardgame (for large-scale assaults) are meant to be usable by the RPG.

It's possible, I suppose. After all the cardgame is cooperative in the vein of their LotR game. BUt I wouldn't have thought so. It would focus on the canon characters, rather than PC's created in the rpg.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Benoist

Quote from: Novastar;572926In Saga, Jedi start off very powerful (especially if they take "Skill Focus: Use the Force", which is the roll that triggers all Force Powers), but as the game progresses, Force powers become less and less impressive, due to increasing Defenses. WEG's d6 had Jedi start off as chumps, but become unto Gods themselves at high level play.
That's true IME as well.

Quote from: Novastar;572926I like Saga better in that regard, because it explains why all these high-level Jedi/Sith typically engage in swordfights, rather than spell battles.
Meh. I have the opposite reaction. I prefer d6 Force because you actually have several skills that represent different aspects of mastery of the Force (Control, Alter, Sense), instead of that one-skill-to-rule-them-all, "Use the Force", which is open to optimization. Plus, in terms of emulation it resonates much better to me.

I'll agree that the approach is different, between an emulation of the original trilogy which models dabblers in the Force like Luke and reaches in extreme power to the level of people like Darth Vader and Obi Wan, whereas Saga is more geared towards the Wuxia feel of the Prequels where Jedi Knights do all sorts of "cool shit" - and does it rather badly IMO, since I hate the idea that force effects are like separate "powers" or "feats" or even "spells" as units independent from each other, which isn't the case in d6, where the powers you can attempt are directly the function of the Force skills you have and how you combine them.

jeff37923

Quote from: CRKrueger;572680So for people who have run any of the SW games, West End, WotC, or your own crazy mashup, how did you deal with Jedi in the group?

Quote from: CerilianSeeming;572693WEG had a decent system that made it take so long to really advance as a Force User that it usually wouldn't effect the campaign too much (but if it did, oh WOW did it).  But with Lightsaber combat, Force, Alter, and Sense ratings all being seperate -- and starting at only 1D once purchased -- it really took a long time.  Sure, you might be able to deflect blaster bolts, but by then my piloting skill was approaching 12D and I've upgraded my Y-Wing so much that we can survive a direct run at a capital ship.  Now, inside the ship you're the important person and I've had my fun, so now it's your show.  And when it's time to leave again?  It's mine.

So the spotlight was good so long as there was decent opportunity for everyone.  Now, I can imagine there were some wholly ground-based character combos where even that was too much, though.

The above covers the advantages of d6 Star Wars, which is my preferred version. The WotC versions had Force-Users be similar to wizards/sorcerers in D&D 3.x in that if you had the correct Force Powers/Spells, then you had the advantage for that particular instance.

I usually set my Star Wars games during the Rise of the Empire Era or the Rebellion Era or the New Republic Era because The Empire was still a power and Jedi were hunted, which caused the Force-using Players to be more circumspect in their Force actions.

During the Old Republic Era, if they were not members of the Jedi Order, then Force users were hunted by the Jedi Order because they needed to be brought into the Order for the common good, or destroyed for the same common good. The Jedi Order itself during the Old Republic was an effective way to curtail their own Jedi should they go rogue.
"Meh."

Tommy Brownell

Quote from: Novastar;572926In Saga, you in effect have Encounter powers, that you fire off, and then you're spent till you've had time to rest (or with one Talent, get a nat 20).


I'd actually strongly disagree with that.
In Saga, Jedi start off very powerful (especially if they take "Skill Focus: Use the Force", which is the roll that triggers all Force Powers), but as the game progresses, Force powers become less and less impressive, due to increasing Defenses. WEG's d6 had Jedi start off as chumps, but become unto Gods themselves at high level play.

I like Saga better in that regard, because it explains why all these high-level Jedi/Sith typically engage in swordfights, rather than spell battles.

Fair enough. We've never gotten past low-level with it. I do know that Saga has worked really well for us, thus far.
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GameDaddy

Quote from: Bradford C. Walker;572918Epic Fail on FFG's part.  Bullshit gimmick dice.  Bullshit gimmick product lines.  Bullshit assumptions behind those bullshit gimmicks.  Utter failure to adhere to the KISS principle.

I thought they did an awesome job with the ship minis.
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flyingcircus

Quote from: CerilianSeeming;572693WEG had a decent system that made it take so long to really advance as a Force User that it usually wouldn't effect the campaign too much (but if it did, oh WOW did it).  But with Lightsaber combat, Force, Alter, and Sense ratings all being seperate -- and starting at only 1D once purchased -- it really took a long time.  Sure, you might be able to deflect blaster bolts, but by then my piloting skill was approaching 12D and I've upgraded my Y-Wing so much that we can survive a direct run at a capital ship.  Now, inside the ship you're the important person and I've had my fun, so now it's your show.  And when it's time to leave again?  It's mine.

So the spotlight was good so long as there was decent opportunity for everyone.  Now, I can imagine there were some wholly ground-based character combos where even that was too much, though.

Then you were not using the scaling rules?
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flyingcircus

Personally I don't like the breaking up of the books into different parts, it just doesn't work for me and forces me to wait for what I want to use, instead of letting me game what I wanna game in.

Current Games I Am GMing:  HarnMaster (HarnWorld)
Games I am Playing In None.

RPGNet the place Fascists hangout and live.
"The multitude of books is making us ignorant" - Voltaire.
"Love truth, pardon error" - Voltaire.
"It is dangerous to be right when the government is wrong" - Voltaire.

Spike

For some reason all this talk makes me sad. I got, dunno... six? Seven... rule sets on the shelf right now that would let me run a good star wars game (often without the wild unbalance that, apparently, is unavoidable in an actual SW game!)

I weep for my hobby...


Well, I'm off to cut myself and dye my fur black...
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Peregrin

Hate to say it, but my most enjoyable times with Star Wars (which weren't many) were without jedi.  Shadows of the Empire is still (IMO) probably the single greatest thing to come out of the franchise.  So I probably wouldn't mind a smuggler/rogue-only campaign.

But I'm not a huge Star Wars nut, so what do I know.
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