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Help designing a Space Opera campaign via RPGs and Jungian Archetypes?
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<blockquote data-quote="innerdude" data-source="post: 6489249" data-attributes="member: 85870"><p>First, have you looked at the actual in-print Star Wars games by Fantasy Flight? There are a lot of proponents of the system (and some detractors, admittedly), but it's well-supported and has a very active community. </p><p></p><p>As far as Fate or Savage Worlds go---- I'm a huge fan of Savage Worlds, and there are several excellent Star Wars fan mods out there for it. If you're wanting your Star Wars to focus primarily on the action side of it---fighting hordes of stormtroopers, swashbuckling hijinks, smooth-talking smugglers---it would be a great choice. If you're wanting to do a Jedi-centric campaign, it COULD work, but would require some very detailed development of the "Force User" arcane background and its associated "powers." And even then, you'd probably have to give the Jedi characters extra advances (what you might call "level ups" in D&D) just to get the feel and power level right.....and the non-Jedi players might have a problem with it. </p><p></p><p>Fate, I think, would be the exact opposite----fantastic for running a Jedi-centric campaign, less so for a high-action campaign. Force use and powers can easily be modeled as aspects or stunts, and the whole "Jedi Creed" lends itself to Fate-style character choices.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6489249, member: 85870"] First, have you looked at the actual in-print Star Wars games by Fantasy Flight? There are a lot of proponents of the system (and some detractors, admittedly), but it's well-supported and has a very active community. As far as Fate or Savage Worlds go---- I'm a huge fan of Savage Worlds, and there are several excellent Star Wars fan mods out there for it. If you're wanting your Star Wars to focus primarily on the action side of it---fighting hordes of stormtroopers, swashbuckling hijinks, smooth-talking smugglers---it would be a great choice. If you're wanting to do a Jedi-centric campaign, it COULD work, but would require some very detailed development of the "Force User" arcane background and its associated "powers." And even then, you'd probably have to give the Jedi characters extra advances (what you might call "level ups" in D&D) just to get the feel and power level right.....and the non-Jedi players might have a problem with it. Fate, I think, would be the exact opposite----fantastic for running a Jedi-centric campaign, less so for a high-action campaign. Force use and powers can easily be modeled as aspects or stunts, and the whole "Jedi Creed" lends itself to Fate-style character choices. [/QUOTE]
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