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[Star Wars D6] In praise of the Introductory Game boxed set

Started by Imperator, May 21, 2013, 02:35:13 AM

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Imperator

Last Sunday we started a Star Wars D6 campaign using the Introductory Adventure Game and the Revised and Expanded Edition that Jeff so kindly sent our way. And we had a blast :D

I have to say that this may be one of the best introductory products I've ever seen, along with the Red Box. The box contains a player's booklet, a GM's booklet (with a very short scenario, not even an adventure) and an adventure booklet with 6 short adventures that form a campaign.

Apart from the booklets, there are several maps for the adventures, and a big bunch of paper figurines to use on the game. And 5d6. :D

The adventures are excellent regarding their goal, which is to introduce players and GMs to the different systems of the game in a structured manner. In each adventure new situations are introduced, so the learning curve of the game is not steep. When the campaign is finished, the players will have experienced all the common situations that they can find in Star Wars.

The only part I didn't enjoy so much is the GMing advice, which is heavy in railroading and things like fudging dice for the story and things like that. Fortunately, as any GMing advice, is easy to ignore and the rules work great without it :D

We generated PCs (a Minor Jedi, a Bounty Hunter, a Brash Pilot, a Smuggler, a Pirate and a Kid) and played through the short scenario in the GMs booklet and the first adventure in the Adventure Booklet. My players fell in love almost instantly with the system (half of them are HUGE SW fans, and the others are familiar with the movies, no EU nerds). In the scenarios the PCs are in a Rebel base that is attacked and destroyed by the Empire. In the first part they had to escape from the attack (the Brash Pilot got 2 TIE fighters down before she was shot down), avoiding the Imperial net. In the second scenario (first in the Adventure booklet) the PCs are trying to reach one of the rendezvous points to try and escape the planet, which is now under Imperial occupation. They had a short encounter with local fauna, and captured and used some Imperial uniforms to take over a comm post and steal a speeder for themselves. After a thrilling chase with 2 scouts in speederbikes, the PCs managed to escape and arrive to a city.

To sum it up: a great session, and a great game. Though 2 of my players were familiar with the D20 version, they liked better the D6 edition almost instantly.The game makes a wonderful job of emulating SW while keeping everything fast and simple. It seems that we have a new campaign in the making :D Now they are plotting how to shot down that Imperial Destroyer in orbit that prevents them from leaving the planet :D

Jeff, your present has been put to good use. :hatsoff:
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).


Opaopajr

Star Wars WEG d6 is made of awesome and a half. After playing the new Edge of Empire by FF, I must say I longed for the former as if in a desert.

Sure it breaks down at some point, but all games do, cuz numbers work like that. Yet few games can say they touch that feel of "I start awesome! And now I'm in the movie, too!" Few games I've played started with as good or better first impression.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Soylent Green

Quote from: Imperator;656311The only part I didn't enjoy so much is the GMing advice, which is heavy in railroading and things like fudging dice for the story and things like that. Fortunately, as any GMing advice, is easy to ignore and the rules work great without it :D

I cut the Star Wars' GM advice a lot of slack because I am fond of the game.

More to the point the advice has to be taken its historical context. Star Wars wasn't the first game to embrace genre emulation, but it was among the first big champions of Hollywood blockbuster genre emulation much of which is at odds with the then prevailing old school, wargame-derived style of roleplaying.

The advice is there to try to bridge that gap. It may not always be good advice, but it was a start and I suspect for many it was an eye opener. Speaking as a roleplayer that prefers Hollywood cinematic style of play, it was an important step in the , subjectively, right direction.    

But mostly I cut the Star Wars' GM advice a lot of slack because I am fond of the game.
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Imperator

Quote from: Opaopajr;656313Star Wars WEG d6 is made of awesome and a half. After playing the new Edge of Empire by FF, I must say I longed for the former as if in a desert.

Sure it breaks down at some point, but all games do, cuz numbers work like that. Yet few games can say they touch that feel of "I start awesome! And now I'm in the movie, too!" Few games I've played started with as good or better first impression.
I agree. One of my players was enthusiastic about that: "We were mowing scouts left and right like in the movies!" (she hasn't met yet an Stormtrooper so she's used to guys soaking damage with 2D+2 :D).

Also, they liked that, for example, spending some dice in Con pays big. When they were disguised as Scouts the Pirate PC rolled like 5D vs the Imperial Officers' Perception 2D. It was glorious.

Also, they liked that combat is dangerous, despite that. In the first combat, against 4 Scouts, 2 PCs were wounded in the first round. They like that they feel heroic but also have to be careful. At least for now, they are already imagining what is to have 9D in Dodge :D

Quote from: Soylent Green;656319I cut the Star Wars' GM advice a lot of slack because I am fond of the game.
My feelings, exactly. It is a bit of a pity, because I feel that kind of advice makes the game a disservice. The system is so good it does not need ot be ignored because it interferes with the fun, it is a well designed system.

I don't know if it breaks. My previous experience with it was a veeeeery long campaign in the 90s, maybe 3-4 years long IRL, where the PCs got to very high skills with a very much optimized ship. They were almost Han Solo-like, and I didn't feel the game would break. Yeah, they were ridiculously skilled, but as they regularly did ridiculously difficult stuff it was challenging nonetheless.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

jeff37923

"Meh."

Imperator

Quote from: jeff37923;656328This made my night.

Glad to be of service. I'll keep you posted on how it ends! :hatsoff:
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

Novastar

Quote from: Opaopajr;656313After playing the new Edge of Empire by FF, I must say I longed for the former as if in a desert.
I was left wondering why we didn't play d6, and have the Wild Die be used for narrative Advantage/Disadvantage (1=Disadvantage, 6=Advantage, no exploding/reduction die mechanic).

I still maintain that d6 is the perfect system for a Firefly-type game, and with my tweak to Force Powers, my perfect Star Wars game.
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

The Butcher

I have tons of fond memories of this game.

Don't underestimate the value of mining EU material for your games.

Opaopajr

That's a far cleaner solution for adv/disadv. But y'know some people like collecting novelty dice.

Though few things piss me off more  than having to share propriety dice around a table because they never got around to selling extra dice outside the beta box in time...
/spit
I don't miss that system.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Novastar

Quote from: Opaopajr;656499But y'know some people like collecting novelty dice.
Hey man, I got a couple of d30 and d7's. I can dig it! ;)
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

jeff37923

Quote from: Opaopajr;656499That's a far cleaner solution for adv/disadv. But y'know some people like collecting novelty dice.

Though few things piss me off more  than having to share propriety dice around a table because they never got around to selling extra dice outside the beta box in time...
/spit
I don't miss that system.

WTF are you talking about?

The d6 Star Wars system only uses d6's, which are easily found.
"Meh."

The Butcher

Quote from: jeff37923;656575WTF are you talking about?

The d6 Star Wars system only uses d6's, which are easily found.

I think he's taking a shot at FFG's newfangled Star Wars RPG, which, like WFRP 3e (and Cubicle 7's TOR, too), comes complete with obligatory FFG funny dice. At least one of which is a wild-die-like thingie with a Rebel symbol for success and an Imperial sigil for failure.

jeff37923

Quote from: The Butcher;656580I think he's taking a shot at FFG's newfangled Star Wars RPG, which, like WFRP 3e (and Cubicle 7's TOR, too), comes complete with obligatory FFG funny dice. At least one of which is a wild-die-like thingie with a Rebel symbol for success and an Imperial sigil for failure.

Oh, OK. My apologies, I must be more tired than I thought tonight.
"Meh."

Imperator

Quote from: The Butcher;656580I think he's taking a shot at FFG's newfangled Star Wars RPG, which, like WFRP 3e (and Cubicle 7's TOR, too), comes complete with obligatory FFG funny dice. At least one of which is a wild-die-like thingie with a Rebel symbol for success and an Imperial sigil for failure.

Yep, that's it. I am not terribly interested on it.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).