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Post by Finarvyn on Aug 2, 2011 13:08:57 GMT -6
I'm in the process of cleaning my den and I realize that I have several Star Wars RPG games and hardly ever play any of them.
1. I have the WEG version (1E) along with a couple of sourcebooks. (Mostly the ones for the Zahn books, which I like, but also the one for the Han Solo books.) I kind of like it because it was my first SW game and there is some sentiment to it. I also like the way they deal with the Force. The downside is that it only covers the era for movies IV-VI.
2. I have the d20 version (both the core and "revised" core rulebooks) along with a couple of sourcebooks. I like this because it expands the setting to include characters from all six movies. The neat thing about the d20 version is that it would be somewhat compatible with the other d20 stuff on my shelf.
3. I have the Saga version, the odd-sized ones, that was kind of a late-3E or early 4E type product. GM screen and a couple of sourcebooks here as well. I guess it seems like a cleaned up version of the d20 game and part of me says "newer is better than older", but honestly I haven't played it and don't know how it stacks up as a game.
So I just can't see keeping all three of these, and I really don't know if I would be playing any of them. I just like Star Wars and like the concept of having a RPG of the setting.
What do you think?
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Post by makofan on Aug 2, 2011 15:04:16 GMT -6
I like the flavor of the WEG d6-version. I ran a few campaigns in it and it flowed well. I ran it in my own fantasy version of the Old Republic (sort of like the Han Solo books)
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Post by Falconer on Aug 2, 2011 15:42:56 GMT -6
Encounter Critical Tatooine would be my preference. I would give the d6 books a fair shot, though. I’m surprised (nay, shocked) that you consider it a “downside” that it doesn’t cover the Prequel Trilogy!
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Post by Finarvyn on Aug 2, 2011 16:36:19 GMT -6
I’m surprised (nay, shocked) that you consider it a “downside” that it doesn’t cover the Prequel Trilogy! Only a downside in that some of my son's favorite characters (okay, Darth Maul) is from the prequels. When I run a game it tends to be a blend of what I want to run and what my players want to play.... Actually, I think I have a magazine that has some stats for Darth Maul for WEG Star Wars. I'll look for it and maybe post it if anyone is interested.
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Post by DungeonDevil on Aug 2, 2011 18:52:05 GMT -6
If your WEG d6 book is the revised and expanded version and is in mint condition, you DEFINITELY do not want it. I would be delighted to relieve you of that most unfortunate encumbrance.
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Post by Finarvyn on Aug 3, 2011 6:03:41 GMT -6
If your WEG d6 book is the revised and expanded version and is in mint condition, you DEFINITELY do not want it. I would be delighted to relieve you of that most unfortunate encumbrance. It's in pretty close to mint condition, but it's not the revised and expanded edition. It's the first edition, which I bought almost the day it came out. Is the revised edition worth tracking down?
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Post by geoffrey on Aug 3, 2011 7:39:02 GMT -6
Good choice! ;D For myself, all the Star Wars I need is the original trilogy. As an added bonus, throw in my guiltiest of pleasures: Brian Daley's Han Solo trilogy. And if I wanted a RPG for Star Wars, I'd use the 1974 D&D rules. Toss out the demi-humans, spells, monsters, and magic items. Add aliens, the Force, and high-tech. I'd use Terminal Space as the foundation, and tweak it.
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Post by Finarvyn on Aug 3, 2011 11:01:25 GMT -6
And if I wanted a RPG for Star Wars, I'd use the 1974 D&D rules. Toss out the demi-humans, spells, monsters, and magic items. Add aliens, the Force, and high-tech. I'd use Terminal Space as the foundation, and tweak it. Honestly, that's the way I did it back in the 1970's. I wish I had all of my old notes.... I'll have to search for them. A lot of what I did was a direct knock-off of OD&D, taking OD&D spells and tweaking them to be the Force.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 3, 2011 11:52:26 GMT -6
We're a fairly creative group of gamers. Perhaps we should work up a set of rules right here on the forum?
The synergy of the minds gathered here would, IMO, be a wonderful thing to behold.
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Post by thorswulf on Aug 3, 2011 17:02:07 GMT -6
I played a lot of WEG's Star Wars rpg. The d20 WOTC stuff just left me cold, quite frankly.
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Post by coffee on Aug 3, 2011 23:44:11 GMT -6
I never played WEG's version, but the WOTC stuff still left me cold.
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Post by Finarvyn on Aug 4, 2011 5:53:02 GMT -6
I played a lot of WEG's Star Wars rpg. The d20 WOTC stuff just left me cold, quite frankly. Well, what I like about anything d20 is that it's easy to adapt to OD&D if I simply ignore 75% of what is there. ;D Hit dice, stats, AC, weapon damage, etc, can be used with little changes at all. Okay, so the power scale is a bit skewed but I can deal with that. We're a fairly creative group of gamers. Perhaps we should work up a set of rules right here on the forum? Great minds think alike. I had this same thought last night, and was going to post something suggesting it myself.
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Post by blackbarn on Aug 4, 2011 12:31:44 GMT -6
(Not sure what you mean by "West End Games d6-based from the 1970's" as that game did not come out till the late 80's. I'll assume you mean the WEG game played with the spirit of 70's Star Wars.)
Anyhow, that game would be my choice. It's not perfect, but it is the best SW game anyone's published officially yet. I've little use for any of the supplements or adventure modules though. I'm curious what Fantasy Flight will do with the SW license now, but expect lots of "contamination" from modern/current stuff in every single product. Maybe they will devise a good new system of rules though.
Those saying to use OD&D are on the right track as well, as there's nothing in Star Wars you can't handle perfectly well with any old school adventure game if you handle it right. Don't get too caught up in the technological trappings, or in the canon/existing gadgets and characters either. In my mind Star Wars is all about blazing new ground with each adventure, not falling back onto existing catalogues of things that already were shown in some form (movies, books, etc.) Once we see a "background" alien, ship, planet etc. it will be old hat and should not make an appearance again, in my opinion. The characters should always be doing new stuff and seeing new things.
Incidentally, that's one of the really cool things about those early Han Solo novels, they explored NEW ground that still felt like Star Wars. No Empire, no Jedi, but still fun.
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arcadayn
Level 5 Thaumaturgist
Posts: 236
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Post by arcadayn on Sept 5, 2011 6:06:58 GMT -6
I've run three short campaigns for Star Wars. The first two were WEG. The last and most successful campaign used Savage Worlds. I used WEG, D20, and Saga books for background material. There are also several good conversions on the Savage Heroes site that I plundered for stats. I used a few of the old WEG advenutres, and had to do some heavy editing. They are extremely railroady (new word).
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Post by Sean Michael Kelly on Sept 5, 2011 9:24:51 GMT -6
I've run three short campaigns for Star Wars. The first two were WEG. The last and most successful campaign used Savage Worlds. I used WEG, D20, and Saga books for background material. There are also several good conversions on the Savage Heroes site that I plundered for stats. I used a few of the old WEG advenutres, and had to do some heavy editing. They are extremely railroady (new word). Arcadayn, et. al. FWIW, my favorite contemporary RPG systems are SavageWorlds and d6. For my personal use, I've taken the Savage Words conversions for Star Wars freely available and "Lulu-tized" them in a 6x9 one volume. It's a direct-link only publication. So, if anyone's interested.... You certainly can't beat the price, and there's a shopping code this month (09/2011) for 20% off and regular discounts if you watch the Lulu home page. Savage Star Wars Conversion www.lulu.com/product/paperback/savage-worlds-star-wars/14937671Also I've compiled all the official OpenD6 material (all freely available and "open") into perfect bound paperback books. (I only use PDF's for reference, I prefer hard-copies for when the power goes out. ) These are all "multi-volume" compilations. See descriptions on site. OpenD6 Fantasy "Quartet" www.lulu.com/content/paperback-book/opend6-fantasy-quartet/10316907OpenD6 Sci-Fi "Trilogy" www.lulu.com/content/paperback-book/opend6-space-trilogy/10242421OpenD6 Adventure/Generic "Trilogy" www.lulu.com/content/paperback-book/opend6-adventure-trilogy/10242587Enjoy! SMK
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Post by barrataria on Sept 5, 2011 18:19:23 GMT -6
Nice of you to share. And for Fin, these docs and MiniSix are the reason to hang onto your SW d6 stuff. You can cobble together a huge variety of games with these things, and the SW stuff will be handy as a resource if you ever use them to do that.
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Alex
Level 3 Conjurer
Posts: 92
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Post by Alex on Sept 6, 2011 8:20:27 GMT -6
If you need an official publication then I'd go with the WEG (revised & expanded is my preference) version. The presentation is just incomparable! But I voted other because I think the BEST Star Wars game is Savage Worlds. Star Wars should be fast and exciting. Counting 56 pips on a pile of dice is neither fast nor exciting.
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Post by maxvale76 on Apr 3, 2012 2:59:36 GMT -6
I have yet to play Savage Worlds; though I have a few of the rulebooks and it seems like a good system (though miniature intestive; which annoys me....I guess I'm the only gamer out here who doesn't like to use miniatures with my RPGs! ) I personally LOVE WEG's first Edition Star Wars RPG. I play with a few minor 'House Rules'; but I just think it captures the feel of Star Wars better than anything else I've seen; and isn't weighed down with some of the more cumbersome 2nd Edition stuff (which really, isn't much different at all. I can't speak for the 'Revised and Expanded' edition; as I've never read it). The one major 'knock' on WEG's Star Wars (or any d6 game for that matter); is the 'counting' of dice rolls; particularly when you have 7+ dice to roll. However, from personal experience...once you get used to playing it...it doesn't really take much more time (or any more time) than other systems when your character is calculating various advantagous modifiers to increase chances to do something...(i.e. "I roll an 11.....plus a couple more for my Strength...and another one because I'm on higher ground...and oh yeah; The Bard is Inspiring us....AND I'm specialized.....so....I think it's a 16.....wait, let me check something real fast...") Anyway; the only house-rule off the top of my head that I would say DEFINITELY use is to make all Force Powers fall under 1 and only 1 of the Three Force Skills. Nothing worse than to see budding young Jedi Apprenctices (I refuse to say 'PADAWAN'....stupid Lucas word! ) make his Control roll; but not his Sense roll and his almost cool movie-like moment failed yet again because he has to make 2 or 3 rolls; vice just 1. Just throwing that out there!
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