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<blockquote data-quote="Umbran" data-source="post: 6822266" data-attributes="member: 177"><p>I don't think I agree. Note how WEG d6 Stars Wars didn't have "forms" in the core game? Was it pedantic for them to disregard them? No, because the concept didn't exist! In addition, WEG Star Wars is a bit more cinematic than it is tactical.</p><p></p><p>As you say, the canon does not mention "forms". There's just "stuff Jedi do". In four of the movies, the swordsmanship is so basic that it doesn't really speak to there being diverse formalized form being taught at all. This makes all kinds of sense, as there's no *community* of Jedi in these movies, the only difference in styles is personal to the few practitioners we see. In four out of seven movies, by the canon, it doesn't make sense to have "forms". That's not pedantic, that's the most basic of genre emulation.</p><p></p><p>But even in the prequel movies, is there really any sign of organized "forms"? There's just "stuff Jedi do", sure. But what we see may be as much or more about the Jedi's individual personal preference, proclivity, and strengths than it is about the Jedi martial arts classifications.</p><p></p><p>Now, if you are playing a game whose design is built for those who like to have a significant number of small tactical choices (like, say, something in the 3.x d20 branch, like d20 SWSE), then it is okay to have a bunch of feats, talents (or the system's equivalent) for things we see Jedi do. But you'd also want a bunch of tactical choices for what bounty hunters do, and what roguish pilots do. In a more narrative design, it doesn't make much sense to have these. Which means this less about canon, and more about game design and desired tactical depth.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6822266, member: 177"] I don't think I agree. Note how WEG d6 Stars Wars didn't have "forms" in the core game? Was it pedantic for them to disregard them? No, because the concept didn't exist! In addition, WEG Star Wars is a bit more cinematic than it is tactical. As you say, the canon does not mention "forms". There's just "stuff Jedi do". In four of the movies, the swordsmanship is so basic that it doesn't really speak to there being diverse formalized form being taught at all. This makes all kinds of sense, as there's no *community* of Jedi in these movies, the only difference in styles is personal to the few practitioners we see. In four out of seven movies, by the canon, it doesn't make sense to have "forms". That's not pedantic, that's the most basic of genre emulation. But even in the prequel movies, is there really any sign of organized "forms"? There's just "stuff Jedi do", sure. But what we see may be as much or more about the Jedi's individual personal preference, proclivity, and strengths than it is about the Jedi martial arts classifications. Now, if you are playing a game whose design is built for those who like to have a significant number of small tactical choices (like, say, something in the 3.x d20 branch, like d20 SWSE), then it is okay to have a bunch of feats, talents (or the system's equivalent) for things we see Jedi do. But you'd also want a bunch of tactical choices for what bounty hunters do, and what roguish pilots do. In a more narrative design, it doesn't make much sense to have these. Which means this less about canon, and more about game design and desired tactical depth. [/QUOTE]
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