Choosing a Star Wars game


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Stormonu

Legend
Don't be dogging on my man Artoo.

Really, if it hadn't been for R2 - the real hero of Star Wars - there would have been no movie.

1. Without artoo, princess Amadalia would have been caught escaping Naboo; trade federation would have won right there.

2. Artoo notices the message from Geonosis. Without him, Kenobi would have perished and the droid army's factory would have gone undetected.

3. Artoo fends off a buzz droid attack (Kenobi's droid failed miserably), allowing Anakin to get both his and Kenobi's ships onto the Invisible Hand.

4. Artoo not only had the death star plans, he kept Luke and the others getting mashed in the garbage disposal. He also keeps Luke's X-wing stable enough so he doesn't crash like Porkins and takes a shot that probably would have otherwise hit the cockpit (and gets dissed/ignored by Luke upon return to Yavin IV)

5. Artoo fixes the Falcon's hyperdrive in under five seconds (whereas Han, Chewie AND Threepio couldn't fix it with days of work), allowing the heroes to escape Bespin

6. Artoo infiltrates Jabbas palace and provides Luke with his lightsaber at a critical point. Also, he and Threepio create a diversion allowing the ewoks to ambush the imperials on Endor and once again! saves Han and the others from execution (I can almost hear him yelling "Go Wolverines!" in binary).
 
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amerigoV

Guest
Don't be dogging on my man Artoo.

Really, if it hadn't been for R2 - the real hero of Star Wars - there would have been no movie.

1. Without artoo, princess would have been caught escaping Naboo; trade federation would have won right there.

But the Trade Federation blockade was rigged by the Sith. R2 was supposed to get her out of there so Palpatine could make his move in the Senate. You noticed that after the shield generator was fixed no one shot at them anymore -- R2 was just making it look convincing.

2. Artoo notices the message from Geonosis. Without him, Kenobi would have perished and the droid army's factory would have gone undetected.

This was also important to the Sith plans - all part of getting the Clone Wars running. Plus it got Anakin in more trouble with the Jedi Counsel (not staying on Naboo to keep the Amadalia safe from harm).

3. Artoo fends off a buzz droid attack (Kenobi's droid failed miserably), allowing Anakin to get both his and Kenobi's ships onto the Invisible Hand.

Using Dark Side Lightning, mind you. He had to make sure Anakin made it to the Hand to further him falling to the Dark Side.


4. Artoo not only had the death star plans, he kept Luke and the others getting mashed in the garbage disposal. He also keeps Luke's X-wing stable enough so he doesn't crash like Porkins and takes a shot that probably would have otherwise hit the cockpit (and gets dissed/ignored by Luke upon return to Yavin IV)

/
R2 had to keep Luke alive in order to tempt him to the Dark Side. The others were expendable.

5. Artoo fixes the Falcon's hyperdrive in under five seconds (whereas Han, Chewie AND Threepio couldn't fix it with days of work), allowing the heroes to escape Bespin

Yep - see my comment above about hyperdrives. Sort of convienent that they could suddenly now get away, eh?

6. Artoo infiltrates Jabbas palace and provides Luke with his lightsaber at a critical point. Also, he and Threepio create a diversion allowing the ewoks to ambush the imperials on Endor and once again! saves Han and the others from execution (I can almost hear him yelling "Go Wolverines!" in binary).

Watch the start of this:
http://www.bing.com/videos/search?q...20DB81C610437C85375E20&view=detail&FORM=VIRE2

Who came up with this elaborate plan? Basically R2 wanted to push Luke to use the edgier side of the Force to help with the turn (mind tricks, infiltration).



R2 is behind all of this. Its clear as day if you open your eyes ;)

(FYI - I only post this cuz R2 is my fav character)
 

Stormonu

Legend
(FYI - I only post this cuz R2 is my fav character)

Heh, I know, he's my fav too. It is kinda bizarre how important Artoo actually is in the films. Heck, he shows up before Anikin does in the movie and one of two characters who shows up in all six movies (not counting Anikin/Vader and [ghost] Ben).
 

Obryn

Hero
Here's a question specific question about Savage Worlds:

How well could it handle lightsaber duels? I'm not looking to have 20 round duels, but they should also be dramatic and last longer than 2 rounds.
Good question!

Against Stormtroopers, battle droids, and other mooks, combat is really quick. Against wild cards, it can take a while - especially if the GM digs deep into his pool of bennies. Super-short fights are possible, but unlikely. Super-long fights are likewise unlikely.

Why am I thinking a bizarro adaptation of the Chase rules would be a cool way to handle lightsaber duels? Hmmm... It's an idea, but not at all formed. I think it could work pretty darn well, though, representing the turn and tide of an extended battle.

-O
 

Agamon

Adventurer
Another vote for d6. I loves me some Savage Worlds, but if I was to play Star Wars, it would be WEG's game. I couldn't get into SAGA, as I personally find that SW and levels don't mix.
 

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amerigoV

Guest
Good question!



Why am I thinking a bizarro adaptation of the Chase rules would be a cool way to handle lightsaber duels? Hmmm... It's an idea, but not at all formed. I think it could work pretty darn well, though, representing the turn and tide of an extended battle.

-O

I like that idea - the new Chase Rules in the Savage Worlds Deluxe would work very well here -- presuming you are trying to replaciate the "wide ranging" light saber duels and not the toe to toe Vader/Obi Wan fight in Eps IV (which had other stuff going on anyway). Just allow melee attacks at any range -- the penalty just represents poor attack positioning.

The cool thing is the GM can insert different parts of the scene with the Obstacles (or insert some random Force pulling things off the wall and throwing them without having to do it as an action).

Lots of good options there.
 

TyrantLobe

First Post
I've wondered a few times how the Chase rules would work with a lightsaber battle. The Darth Maul vs. Obi-Wan/Qui-Gon fight seems like it would fit perfectly.
 

Randomthoughts

Adventurer
I've listed some observations (and concerns) about the systems I've looked at. I'd be greatful for any well conceived and supported opinions anyone may have.

...

D6 Star Wars
This is the system I know the least about. I remember reading through it back in the 90's and thinking it sounded fun. I know that many people still profess love for it, but I' like to know what the pros and cons are.
My vote is for the d6 WEG game. Fun game. I GM'd it for a couple of years for a mix of Jedi and non-Jedi PCs.


Pros:
  • Fast, flexible system that resolves combat quickly. The lethality was just right. PCs dodge pretty often (so they can last quite a while), but they can still be overwhelmed esp by large numbers (they do that by splitting dice pools IIRC). If they get hit, things can go downhill pretty quickly.
  • Skills and attributes seemed just right for SW (like Mechanical and Perception attributes IIRC). Character creation was quick (only a matter of allocating dice to the appropriate skills/attributes).
  • Jedi powers and skills were pretty cool too. Fit the setting (but more below).
  • I don't recall the starship combat off hand but I recall they were pretty cool. One PC was a pilot so used them often.
  • The dice pools allowed for some pretty heroic/cinematic actions esp for PCs who invest enough dice in a skill/attribute.
Cons
  • TBH, not many at least not IME.
  • Folks mentioned Jedi vs non-Jedi. Yeah, that is a concern to manage. There aren't any mechanical limitations to Jedi power (except if you consider Dark Side points). So, I used story-based limitations to keep things fairly even. My campaign was in the Rebellion era. So, I really played up the aspect of the Empire;s suppression of the Jedi, so Jedi had to be wary of using their Force powers with impunity. It seemed to do the trick but certainly it was something you would have to continuously monitor.
  • There are a few Jedi powers to look out for and might be simplier just to prohibit them. (don't recall the names, but there were some that essentially allowed you to boost your physical attributes, allowing for example a Jedi to upstage even the highly trained, soldier/bounty hunter/sniper specialist). I also kept a strict reign on the types of Jedi powers available; it was limited to only those that they could learn from a fellow Jedi (and there weren't many left....).
I also played (but not ran) a Jedi character in SWSE. It's a pretty good rule set. I like 4e so I liked the mechanics right away (it's obvious that 4e evolved from SWSE). The characters tended to be "balanced", but I put that in quotes b/c classes were not balanced say for combat. My Jedi was pretty darn powerful in combat, say compared to the Scoundrel. But they pretty much sucked in skills and non-combat areas (but this is highly dependent on how much leeway the GM gives you in using your Jedi powers outside of combat). Still, it was a good game, and I wouldn't hesitate playing it again.

If I was GMing it, I'd be wary about what books you allow. I was only allowed the core book, but there are plenty out there (incl. for Jedi).
 


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