Insight
Adventurer
direcow said:Insight, I'm curious how you managed your Rebellion era game. I'm also just about to run a Star Wars Rebelion era game that takes place right after the Hoth evacuation. I was going to use the standard Star Wars d20 rules (no jedi classes alowed though). However, I would much rather use the M&M rules. How did your players create characters? Did they just use powers as devices and weapons (i.e. a blaster rifle would just be the engery blast power with the device limitation). Did you treat the classes in the d20 book as templates and allow characters to choose one as a sort of archetype. Just curious.
Actually, I really didn't point the players to the SWD20 book at all, save for source material. They went in without having played SWD20 at all, so there were really no preconceived notions about what roleplaying in Star Wars was like. The classless system worked perfectly for my players, who were able to use the M&M system to make the characters they wanted.
I gave them some guidelines on building certain species (certain ability score ranges and suggested feats, etc). Devices were easy. I didn't worry about wealth or anything (since when do the characters in Star Wars worry about how much money they have?) - they paid points for things that were essentially permanent parts of their characters. For example, if their character pretty much always had a blaster pistol, they paid pp for it. Most items did not cost points, either because the item in question didn't have an associated power, or I didn't feel the utility of the item warranted spending points.
The greatest feeling for me as the GM was that the freedom afforded by a points system as opposed to a class system really made a difference in how the players got involved in the game. The players thought of themselves as their characters, not a class. I find this to be the case in non class systems anyway. But in this case, I believe it led to a better Star Wars experience more true to the genre.