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D6 Star Wars, which is best?

Started by zarathustra, April 06, 2013, 01:11:52 AM

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Soylent Green

I think it is easy to over state the differences between the WEG Star Wars editions. Bear in mind the whole thrust of the D6 system is to about quick and easy play rather than detailed, realistic simulation. As such agonising over minor rules variations seems to miss the point.  

The most visible one is probably the Wild Die. Some people like it, some don't either way it's just as easy to import the Wild Die into the 1st edition Star Wars or ban it from 2nd edition games.

I personally prefer the 1st edition for the reasons other posters mention, it's simpler, packed with flavour and true classic. And while not relevant to this discussion, it also does a great job of easing a new GM into the hobby; it still works as the best beginner game out there.  

The 2nd edition revisited is arguably more complete and address a few of the bugs at the cost of a little more complexity, but it's pretty marginal. To be honest it is a great choice as well.
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Spinachcat

If your crew likes D20, the Saga Edition is quite good.

But the best Star Wars RPG is D6 1e. Pure awesome.

jeff37923

Star Wars, 2nd Edition and Star Wars, 2nd Edition Revised and Expanded can be used with Star Wars, 1st Edition with only minor adjustments. The rules are effectively the same, except when it deals with different scales.

However, since it is popular now to proclaim that everything older is better, of course the 1st edition is better than the 2nd edition revised and expanded.

There is less difference between these editions of the d6 Star Wars games then there are between the editions of the d20 Star Wars games.
"Meh."

crkrueger

Quote from: TristramEvans;6438461st edition all the way. Dripping with atmosphere and great presentation. It will make you forget the prequels ever happened.

What prequels?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

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TristramEvans

Quote from: CRKrueger;643933What prequels?

I dunno, some Ewok films on TV in the 80s I guess.

Piestrio

Quote from: jeff37923;643880However, since it is popular now to proclaim that everything older is better, of course the 1st edition is better than the 2nd edition revised and expanded.

Regardless of how much your wit burns I'm actually struggling to come up with an example of a game where I like the later versions more than the first. In much the same way that sequels rarely measure up to the original (there are of course exceptions)

I could probably wank on about the integrity of vision, the corrupting influence of costumers and the like but I don't have it in me today.
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Currently Playing: AD&D

Novastar

1e was a simpler system than either 2e or 2eR.
Whether that's a feature or a bug, matters on personal taste.

Personally, I prefer that's there's one "Starship Piloting" skill, rather than "Space Transports", "Starfighter Piloting", and "Archaic Starship Piloting".
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.

zarathustra

Quote from: Novastar;6439991e was a simpler system than either 2e or 2eR.
Whether that's a feature or a bug, matters on personal taste.

Personally, I prefer that's there's one "Starship Piloting" skill, rather than "Space Transports", "Starfighter Piloting", and "Archaic Starship Piloting".

That's the category I fall into as well. Looks like I'd prefer 1e Star Wars or D6Space then, I think.

James Gillen

Quote from: Spinachcat;643873If your crew likes D20, the Saga Edition is quite good.

But the best Star Wars RPG is D6 1e. Pure awesome.

I don't have 1st Edition D6.  My group uses the Revised version, with the character points and other "fiddly stuff."  It's still pretty nice, and I like the characters they put in the chapter headings to help explain stuff.  It reinforces that Star Wars "feel" that the Wizards stuff lacks.

As for Saga, my main impression after reading it was that I liked the previous D20 Star Wars a lot more than I thought I did.

JG
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jgants

Quote from: Novastar;6439991e was a simpler system than either 2e or 2eR.
Whether that's a feature or a bug, matters on personal taste.

Personally, I prefer that's there's one "Starship Piloting" skill, rather than "Space Transports", "Starfighter Piloting", and "Archaic Starship Piloting".

My feeling as well. But I think it is more than just the rules being cleaner - the presentation of 1e is different (and I would argue superior in some ways).

The first edition felt more like the basic D&D boxed sets to me: written with the assumption that someone picking it up may have had no previous RPG experience. They present it more as "here's how to use a game to recreate the feel of the movies".

2e feels like a RPG written for RPGers. The assumption shifted to "here's some rules for a Star Wars RPG; play it like Traveller". It felt less to me about running larger than life heroes in an exciting, fast-paced adventure than it was playing the typical zero to hero RPG style campaign. The skill breakout is just one way they changed the tone - there was also things like getting rid of the "script immunity" concept, focusing on the smuggler campaign, etc.

I remember the ace pilot originally started with an x-wing (or similar), which was removed by the time revised and expanded came out. To say I was annoyed when the GM (who wanted to use R&E rules) said my ace pilot would be stuck piloting the smuggler's freighter was an understatement.
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Novastar

Quote from: James Gillen;644022As for Saga, my main impression after reading it was that I liked the previous D20 Star Wars a lot more than I thought I did.
I like Saga for the character level stuff, but I have to admit, I liked RCR's space combat system a whole lot more.

I still like 1e WEG's d6 better than all of them (with my House Rules, of course).
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.

Benoist


daniel_ream

This doesn't help the OP, but I hacked WEG Star wars 2E R&E into D6Legend several years ago, and along with some house rules for Jedi powers it made the game system fly.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
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zarathustra

Quote from: daniel_ream;644182This doesn't help the OP, but I hacked WEG Star wars 2E R&E into D6Legend several years ago, and along with some house rules for Jedi powers it made the game system fly.

Can you give us a rundown of your Jedi powers hack?

daniel_ream

It's been a while and I don't have the files any more, so I'm working form memory here.

The major problems we wanted to solve were Jedi getting too powerful too quickly, Force Powers being too complicated and taking too long to resolve, and Force Powers being too wu xia instead of the relatively low-powered zen samurai/Bene Gesserit tricks they are in the original trilogy.

First off, I know we increased the cost of Force skills.  I think we costed them out as Attributes instead of skills, for both purchase and advancement.

Second, we kept the three Force skills (Sense, Control and Alter) and their definitions, but every Force Power uses one and only one Force skill roll to resolve - none of this rolling buckets of dice three times to resolve a simple Jedi mind trick.

Third, we threw out almost all of the Jedi powers in favour of the following system: Force skills add their dice to whatever skill you want to use the Force with.  Luke jumps out of the carbonite freezing pit?  Jumping + Control.  Bullseye womp rats in your T-42 skyhopper? Vehicle Blasters + Sense.  His friend doesn't like you, and he doesn't like you either?  Melee Combat + Control.  These aren't the droids they're looking for?  Con + Alter.

Force powers that aren't an obvious extension of an existing skill - such as finding someone's lack of faith disturbing - roll just the Force Skill dice.

Jedi that want to specialize in a particular Force Power can take it as a skill, like Lightsaber Combat or Force Lightning.  This should be reserved for those Force Powers that can't be mimicked with an existing skill, as there's no real reason to buy up Jedi Mind Trick instead of Con since they cost the same.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
~ Opaopajr