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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6099214" data-attributes="member: 32740"><p>Dodge is just a mechanical thing - and yes, you should account for it in the game as well. SWd6 is all about cinematic gameplay - recreating at the table the kind of stuff you saw in the movies. In the movies when the heroes get shot at they get missed a lot, they duck this way and that, are behind cover or whatever. The game mechanic of dodging is just a way to give the attacker a higher difficulty number to have to meet in order to damage the defender, BUT the idea is supposed to be that you are continually describing in cinematic terms what's actually happening to fit the dice results.</p><p></p><p>Started taking notes last night on my "alternate history" campaign setting and started rewatching the movies starting with Episode I. I won't succumb to the temptation to start going over AGAIN all the awful plotting and story for the prequels but I think I have a good idea of where to start. It WILL start with general parallels to E1, but this being an RPG campaign it will start on a much smaller scale. The PC's won't start by fighting armies, they have to have stuff to lead up to that. They will begin at a point where a schism is growing within the Jedi between those who believe in midichlorians as the source of the Force and those who still believe the Force is a supernatural, ineffable thing. I'm actually considering the midichlorians as a tool the Stih are actually using to engineer the split - like an otherwise benign virus that they've slowly weaponized.</p><p></p><p>The Clone Wars will be simplified by a step. In E1 the piffle with the Trade Federation and invasion of Naboo is the pretext that Palpatine is using to eventually justify the employment of the secretly created clone army to assume control from within. Screw that. The clone army is the army that the Sith are intending to use to straight up invade and conquer the Republic. The Republic is like Rome - decadent, irresolute and spread too thin. The Sith only needed two things - to cloud the Jedi ability to forsee what's happening and a large enough military force to take on the thinned Republic standing defenses.</p><p></p><p>So who's the BBEG? The players will naturally suspect it's going to be someone in the senate. I'm going to use that against them and falsely reinforce that idea. However, the betrayal will not be a Sith mole but will come from within the Jedi - someone whose high midichlorian count leads himself and others to believe that he will bring balance to the Force. That will either lead to open conflict between Jedi factions (betrayal and murder) or at least just distract them long enough for the Sith to track them all down and... well, we'll see where the campaign goes from there.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6099214, member: 32740"] Dodge is just a mechanical thing - and yes, you should account for it in the game as well. SWd6 is all about cinematic gameplay - recreating at the table the kind of stuff you saw in the movies. In the movies when the heroes get shot at they get missed a lot, they duck this way and that, are behind cover or whatever. The game mechanic of dodging is just a way to give the attacker a higher difficulty number to have to meet in order to damage the defender, BUT the idea is supposed to be that you are continually describing in cinematic terms what's actually happening to fit the dice results. Started taking notes last night on my "alternate history" campaign setting and started rewatching the movies starting with Episode I. I won't succumb to the temptation to start going over AGAIN all the awful plotting and story for the prequels but I think I have a good idea of where to start. It WILL start with general parallels to E1, but this being an RPG campaign it will start on a much smaller scale. The PC's won't start by fighting armies, they have to have stuff to lead up to that. They will begin at a point where a schism is growing within the Jedi between those who believe in midichlorians as the source of the Force and those who still believe the Force is a supernatural, ineffable thing. I'm actually considering the midichlorians as a tool the Stih are actually using to engineer the split - like an otherwise benign virus that they've slowly weaponized. The Clone Wars will be simplified by a step. In E1 the piffle with the Trade Federation and invasion of Naboo is the pretext that Palpatine is using to eventually justify the employment of the secretly created clone army to assume control from within. Screw that. The clone army is the army that the Sith are intending to use to straight up invade and conquer the Republic. The Republic is like Rome - decadent, irresolute and spread too thin. The Sith only needed two things - to cloud the Jedi ability to forsee what's happening and a large enough military force to take on the thinned Republic standing defenses. So who's the BBEG? The players will naturally suspect it's going to be someone in the senate. I'm going to use that against them and falsely reinforce that idea. However, the betrayal will not be a Sith mole but will come from within the Jedi - someone whose high midichlorian count leads himself and others to believe that he will bring balance to the Force. That will either lead to open conflict between Jedi factions (betrayal and murder) or at least just distract them long enough for the Sith to track them all down and... well, we'll see where the campaign goes from there. [/QUOTE]
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