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How About That Nutty Star Wars Bar?
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<blockquote data-quote="Lord_Blacksteel" data-source="post: 7752111" data-attributes="member: 53082"><p><span style="color: #3E3E3E"><em>One of the things that was interesting to me about this original edition is that, like so many games that came out over the course of the first ten or fifteen years of game design is that the setting comes secondary to the rule. </em></span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Wow, this is the first time I've ever heard this particular criticism for this set of rules. Weirdly, pretty much every comment I've heard is how much the rules reflect the Star Wars setting. To the point that 30 years later it's still the preferred system for many for running Star Wars games even for players who came to it later! </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">I mean this isn't the usual offender for this complaint: a house system adapted to a universe it really does not fit. A version of this system was used for the Ghostbusters RPG a year earlier but there were quite a few changes between it and the version you see in these books. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">I just don't think I've ever seen a comment that the rules override the setting in this game.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E"><em>Yes, this is the </em></span><em>Star Wars role-playing game, but despite a number of photos from the original trilogy, write ups of X-Wing and TIE fighters and the Millennium Falcon, not to mention an obvious section on The Force, there really isn't an overwhelming Star Warsness to the rule book.</em></p><p><em></em></p><p><em></em>I can tell you in 1987 it was the Star-Warsiest RPG book in existence. I think this is a symptom of being exposed to later versions of the game because it was pretty overwhelming at the time. The Sourcebook sent it over the top with "here's everything you saw in the movies statted up in game form" but the rulebook itself was a really strong start. The cover, the interior images, the names, the examples, yes a section on The Force(!), the GM sections "Running Adventures" and "Designing Adventures", the 24 templates for player characters, and the starting adventure are all very much Star Wars. </p><p><em></em></p><p><em>I'm sure that some will disagree with me on this, but I don't think that this edition of Star Wars is all that Star Wars. That isn't a negative.</em></p><p><em></em></p><p> <em></em>Again in contrast some people think it's <u>more</u> Star Wars than the later editions. I've run a fair amount of Star Wars in every official version from this to FFG and some non-official versions and if you want the lightest version of the d6 Star Wars rules, this is where you will find it. </p><p></p><p>The "Rules Upgrade" document does have some nice clarifications. </p><p></p><p>Also note that this version does not have the Wild Die mechanic that was built in to the second edition and beyond. It's worth checking out.</p></blockquote><p></p>
[QUOTE="Lord_Blacksteel, post: 7752111, member: 53082"] [COLOR=#3E3E3E][I]One of the things that was interesting to me about this original edition is that, like so many games that came out over the course of the first ten or fifteen years of game design is that the setting comes secondary to the rule. [/I] Wow, this is the first time I've ever heard this particular criticism for this set of rules. Weirdly, pretty much every comment I've heard is how much the rules reflect the Star Wars setting. To the point that 30 years later it's still the preferred system for many for running Star Wars games even for players who came to it later! I mean this isn't the usual offender for this complaint: a house system adapted to a universe it really does not fit. A version of this system was used for the Ghostbusters RPG a year earlier but there were quite a few changes between it and the version you see in these books. I just don't think I've ever seen a comment that the rules override the setting in this game. [I]Yes, this is the [/I][/COLOR][I]Star Wars role-playing game, but despite a number of photos from the original trilogy, write ups of X-Wing and TIE fighters and the Millennium Falcon, not to mention an obvious section on The Force, there really isn't an overwhelming Star Warsness to the rule book. [/I]I can tell you in 1987 it was the Star-Warsiest RPG book in existence. I think this is a symptom of being exposed to later versions of the game because it was pretty overwhelming at the time. The Sourcebook sent it over the top with "here's everything you saw in the movies statted up in game form" but the rulebook itself was a really strong start. The cover, the interior images, the names, the examples, yes a section on The Force(!), the GM sections "Running Adventures" and "Designing Adventures", the 24 templates for player characters, and the starting adventure are all very much Star Wars. [I] I'm sure that some will disagree with me on this, but I don't think that this edition of Star Wars is all that Star Wars. That isn't a negative. [/I]Again in contrast some people think it's [U]more[/U] Star Wars than the later editions. I've run a fair amount of Star Wars in every official version from this to FFG and some non-official versions and if you want the lightest version of the d6 Star Wars rules, this is where you will find it. The "Rules Upgrade" document does have some nice clarifications. Also note that this version does not have the Wild Die mechanic that was built in to the second edition and beyond. It's worth checking out. [/QUOTE]
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