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New to Star Wars RPGs...just bought D6
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<blockquote data-quote="Rod Staffwand" data-source="post: 6790338" data-attributes="member: 6776279"><p>I love this system and played the heck out of it back in the day. You can get a TON of great WEG D6 pdf resources online for free. D6 Space, D6 Space Ships, D6 Fantasy, etc. that are generic versions of the rules WEG put out after they lost the Star Wars license. There's also a free open source game called Mini D6 and another Mini D6 lite that are updated and streamlined versions of the rules. All of these might help you figure out how to simplify the rules for kids.</p><p></p><p>A couple of points on the rules themselves:</p><p>1. Dice pools can get out of hand if you don't keep a tight rein on advancement. Things get unwieldy at 8D+ and down right ridiculous at 10D or 12D in skills. The stats for the movie characters Luke, Han, Vader, etc. often have stats this high and throw off expectations. You can have really competent veteran PCs with much less in skill dice and have it all work out okay.</p><p>2. The versions listed above use a hit point system instead of resistance rolls and a wound track. I'd go with that for SW. Nothing breaks the SW feel more than shooting a stormtrooper and having him shrug it off. Optionally, you can just ditch resistance rolls for "common" troops to make combat run faster and better. If the PCs are having too easy of a time with it, you can always call in reinforcements.</p><p>3. They over-complicated the Force. I'm a Jedi traditionalist and like Jedi to pretty much have lightsaber combat, telekinesis, supernatural movement (leaping and running), and the ability to sense things. Some might have the Jedi mind trick and that's about it. That's a handful of powers which you can focus on (perhaps making each a distinct skill with one roll). Keep in mind that Jedi are not infallible and even though they are powerful they can't do EVERYTHING at once.</p><p>4. The wild die is great. Always throw in a complication when someone rolls a 1. ALWAYS. It's the Star Wars way for the situation to spiral out of control.</p><p>5. I found Star Wars D6 (and SW in general) works best if you play fast and loose with the rules. You don't always have to ask for a roll to resolve a situation, even attacks. Description, the Rule of Cool, and plain old fun are the order of the day. Keep things moving from one situation to another and you'll be doing great.</p><p>6. Put your own stamp on it. Create your own aliens, characters, planets, ships, etc. The SW galaxy is big and beautiful. Throw in anything you think will be fun.</p><p></p><p>That's about it. Happy gaming.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6790338, member: 6776279"] I love this system and played the heck out of it back in the day. You can get a TON of great WEG D6 pdf resources online for free. D6 Space, D6 Space Ships, D6 Fantasy, etc. that are generic versions of the rules WEG put out after they lost the Star Wars license. There's also a free open source game called Mini D6 and another Mini D6 lite that are updated and streamlined versions of the rules. All of these might help you figure out how to simplify the rules for kids. A couple of points on the rules themselves: 1. Dice pools can get out of hand if you don't keep a tight rein on advancement. Things get unwieldy at 8D+ and down right ridiculous at 10D or 12D in skills. The stats for the movie characters Luke, Han, Vader, etc. often have stats this high and throw off expectations. You can have really competent veteran PCs with much less in skill dice and have it all work out okay. 2. The versions listed above use a hit point system instead of resistance rolls and a wound track. I'd go with that for SW. Nothing breaks the SW feel more than shooting a stormtrooper and having him shrug it off. Optionally, you can just ditch resistance rolls for "common" troops to make combat run faster and better. If the PCs are having too easy of a time with it, you can always call in reinforcements. 3. They over-complicated the Force. I'm a Jedi traditionalist and like Jedi to pretty much have lightsaber combat, telekinesis, supernatural movement (leaping and running), and the ability to sense things. Some might have the Jedi mind trick and that's about it. That's a handful of powers which you can focus on (perhaps making each a distinct skill with one roll). Keep in mind that Jedi are not infallible and even though they are powerful they can't do EVERYTHING at once. 4. The wild die is great. Always throw in a complication when someone rolls a 1. ALWAYS. It's the Star Wars way for the situation to spiral out of control. 5. I found Star Wars D6 (and SW in general) works best if you play fast and loose with the rules. You don't always have to ask for a roll to resolve a situation, even attacks. Description, the Rule of Cool, and plain old fun are the order of the day. Keep things moving from one situation to another and you'll be doing great. 6. Put your own stamp on it. Create your own aliens, characters, planets, ships, etc. The SW galaxy is big and beautiful. Throw in anything you think will be fun. That's about it. Happy gaming. [/QUOTE]
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