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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6097773" data-attributes="member: 92305"><p>I like them. I think they do a great job of bringing The Force into the game mechanically. A player can do something superhuman, one time, or he can use those same points to improve his character just a little bit.</p><p></p><p>I made the mistake of awarding CPs after every game session in my 7-year campaign back in the 90's (used R&E rules), and I remember my players using them all the time in the game--usually to save their butts, but sometimes to do some heroric, amazing stuff. Rarely did they improve their characters with them.</p><p></p><p>First Edition Star Wars does not use Character Points, btw. That's a Second Edition mechanic. And, PCs only start out with 1 Force Point. So, in first edition, there's a lot less use of The Force than you might have experience playing second edition.</p><p></p><p></p><p></p><p>In first edition, there is "Skill Points", which work just like CPs except that you can't use them "in game". They're strictly used to improve the character, somehow. They're mainly meant to improve the character's stats and skills, but also, they can be used to improve equipment.</p><p></p><p>I don't know how I feel about that last bit--using Skill Points in order to add more damage to a blaster, get a bonus on the attack throw, have it hold more ammo, have longer range--or whatever.</p><p></p><p></p><p></p><p></p><p>The neat thing about the D6 system is that it's easy to modify. It even says, on page 28 of first edition, where advice is given to the gamemaster: <span style="color: #00ff00">Remember, the purpose of the game is to have fun. If our suggestions (meaning the rules) get in the way--toss 'em out. Having a good time is more important than attention to picayune details.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span><span style="color: #ffffff">So, if you don't like the uses of CPs, then don't use 'em. Revert to first edition Skill Points. Or, have both: Skill Points and Character Points, using skill points for character improvement and character points for representation of the effect of The Force in the game (along with Force Points).</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">As for Dark Side Points, I found them very useful in the mega-campaign I ran. My players, all roleplayers, did not want their characters going over to the Dark Side. Most of them were not Force Sensitive, anyway.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">We did have a character go over to the Dark Side at the climax of our game: he became Vader's apprentice, known as Darth Raige. The player playing him did not want to go that route, and it was a bit of a tragedy. But, he was truly seduced during the game by the Dark Side. I kept giving him hard choices to make, not unlike Luke leaving Degobah to rescue Han and Leia when Yoda and Kenobi's spirit protested. Like Luke, the character followed his honor, but unlike Luke, he was unable to withstand the pull of the Dark Side.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">We never did get around to it, but I always meant to run a follow-up campaign where this character, as Darth Raige, was the primary bad guy. I thought it would have been neat to see if the PCs could redeem him.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">But, to answer your question, the Dark Side points were instrumental in this long process of having this character turn to the Dark Side when the player was unwilling to go that route.</span></p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff">Man, that was a fantastic campaign. We all loved it.</span></p></blockquote><p></p>
[QUOTE="Water Bob, post: 6097773, member: 92305"] I like them. I think they do a great job of bringing The Force into the game mechanically. A player can do something superhuman, one time, or he can use those same points to improve his character just a little bit. I made the mistake of awarding CPs after every game session in my 7-year campaign back in the 90's (used R&E rules), and I remember my players using them all the time in the game--usually to save their butts, but sometimes to do some heroric, amazing stuff. Rarely did they improve their characters with them. First Edition Star Wars does not use Character Points, btw. That's a Second Edition mechanic. And, PCs only start out with 1 Force Point. So, in first edition, there's a lot less use of The Force than you might have experience playing second edition. In first edition, there is "Skill Points", which work just like CPs except that you can't use them "in game". They're strictly used to improve the character, somehow. They're mainly meant to improve the character's stats and skills, but also, they can be used to improve equipment. I don't know how I feel about that last bit--using Skill Points in order to add more damage to a blaster, get a bonus on the attack throw, have it hold more ammo, have longer range--or whatever. The neat thing about the D6 system is that it's easy to modify. It even says, on page 28 of first edition, where advice is given to the gamemaster: [COLOR=#00ff00]Remember, the purpose of the game is to have fun. If our suggestions (meaning the rules) get in the way--toss 'em out. Having a good time is more important than attention to picayune details. [/COLOR][COLOR=#ffffff]So, if you don't like the uses of CPs, then don't use 'em. Revert to first edition Skill Points. Or, have both: Skill Points and Character Points, using skill points for character improvement and character points for representation of the effect of The Force in the game (along with Force Points). As for Dark Side Points, I found them very useful in the mega-campaign I ran. My players, all roleplayers, did not want their characters going over to the Dark Side. Most of them were not Force Sensitive, anyway. We did have a character go over to the Dark Side at the climax of our game: he became Vader's apprentice, known as Darth Raige. The player playing him did not want to go that route, and it was a bit of a tragedy. But, he was truly seduced during the game by the Dark Side. I kept giving him hard choices to make, not unlike Luke leaving Degobah to rescue Han and Leia when Yoda and Kenobi's spirit protested. Like Luke, the character followed his honor, but unlike Luke, he was unable to withstand the pull of the Dark Side. We never did get around to it, but I always meant to run a follow-up campaign where this character, as Darth Raige, was the primary bad guy. I thought it would have been neat to see if the PCs could redeem him. But, to answer your question, the Dark Side points were instrumental in this long process of having this character turn to the Dark Side when the player was unwilling to go that route. Man, that was a fantastic campaign. We all loved it.[/COLOR] [/QUOTE]
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