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Star Wars: Dawn of Defiance ends with a bang
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<blockquote data-quote="MerricB" data-source="post: 5252953" data-attributes="member: 3586"><p>Apart from finishing my Serenity campaign last weekend, the weekend also saw the last session of our Dawn of Defiance/Star Wars Saga RPG campaign. After twenty levels (and a couple of years) of adventures, we finally finished the campaign and were hailed as heroes by the few surviving Rebels who knew who we were.</p><p></p><p>Some of us as dead heroes. My character finally died, heroically running away from an explosion he'd caused and he couldn't quite outrun. Greg's Cat Jedi, who was on the same ship, died as well.</p><p></p><p>January 25, 2008 - July 16, 2010. That's how long the campaign spanned. We played fortnightly, except for the sessions we missed, and the 6 month gap at the beginning of this year because our GM was dreadfully ill.</p><p></p><p>Looking back on the campaign, it was a good one to play, although at times it had dreadful structural problems. The final session was a good case in point: it was a number of starship battles for a campaign that has been dreadfully short on starship battles. It was good because Nathaniel got something he was good at to do (although, to be fair, he's a good sniper in any case), but it sucked for Greg, the definitely non-pilot Jedi.</p><p></p><p>It does display the problem with having a system which has two major areas which have little cross-over between them. In Shadowrun you have Hacking and Shooting. For Star Wars, they are Piloting and (Ground) Shooting. To my mind, it works best when you can have both actions going on at once. See the climax to Return of the Jedi: Luke fighting a lightsaber battle, Han & Leia in a fight against Stormtroopers, and Lando and Wedge in the big starship battle. It is possible to do that in a RPG, but it takes careful management.</p><p></p><p>In comparison, see the end of A New Hope. Yes, works well for a film. Mind you, if you were playing Leia, how boring would it be? (She's probably a NPC for that film, anyway).</p><p></p><p>Looking back at how the Saga system ran, it wasn't bad. It has got its good points, but looks just a little undeveloped. The chief problem it has is how some skill checks (Use the Force, I'm looking at how) target defenses, when both function on totally different scales. The other problem is a lack of the healing surge mechanic. Star Wars characters in the films are rarely injured, but that's not the case in the RPG... and healing takes way too long and is too difficult, especially in combat-heavy sessions like a lot of Dawn of Defiance. Surges would keep individual combats dangerous whilst allowing the session to continue after one!</p><p></p><p>The more we played 4E, the more we wanted healing surges in Saga. Oh well.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5252953, member: 3586"] Apart from finishing my Serenity campaign last weekend, the weekend also saw the last session of our Dawn of Defiance/Star Wars Saga RPG campaign. After twenty levels (and a couple of years) of adventures, we finally finished the campaign and were hailed as heroes by the few surviving Rebels who knew who we were. Some of us as dead heroes. My character finally died, heroically running away from an explosion he'd caused and he couldn't quite outrun. Greg's Cat Jedi, who was on the same ship, died as well. January 25, 2008 - July 16, 2010. That's how long the campaign spanned. We played fortnightly, except for the sessions we missed, and the 6 month gap at the beginning of this year because our GM was dreadfully ill. Looking back on the campaign, it was a good one to play, although at times it had dreadful structural problems. The final session was a good case in point: it was a number of starship battles for a campaign that has been dreadfully short on starship battles. It was good because Nathaniel got something he was good at to do (although, to be fair, he's a good sniper in any case), but it sucked for Greg, the definitely non-pilot Jedi. It does display the problem with having a system which has two major areas which have little cross-over between them. In Shadowrun you have Hacking and Shooting. For Star Wars, they are Piloting and (Ground) Shooting. To my mind, it works best when you can have both actions going on at once. See the climax to Return of the Jedi: Luke fighting a lightsaber battle, Han & Leia in a fight against Stormtroopers, and Lando and Wedge in the big starship battle. It is possible to do that in a RPG, but it takes careful management. In comparison, see the end of A New Hope. Yes, works well for a film. Mind you, if you were playing Leia, how boring would it be? (She's probably a NPC for that film, anyway). Looking back at how the Saga system ran, it wasn't bad. It has got its good points, but looks just a little undeveloped. The chief problem it has is how some skill checks (Use the Force, I'm looking at how) target defenses, when both function on totally different scales. The other problem is a lack of the healing surge mechanic. Star Wars characters in the films are rarely injured, but that's not the case in the RPG... and healing takes way too long and is too difficult, especially in combat-heavy sessions like a lot of Dawn of Defiance. Surges would keep individual combats dangerous whilst allowing the session to continue after one! The more we played 4E, the more we wanted healing surges in Saga. Oh well. Cheers! [/QUOTE]
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