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Star Wars First Edition WEG - A Love Story
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<blockquote data-quote="Water Bob" data-source="post: 6885764" data-attributes="member: 92305"><p>This brings us to...the Force!</p><p></p><p>The thing to remember is: This game is designed to capture the feel of the original trilogy, where the Jedi have been hunted to extinction. I think it works fine, but some say it doesn't play as well in the prequel (Episode I-III) era. Again, I disagree. There is a sourcebook called Tales of the Jedi Companion that not only ties in with the Old Republic and the Tales comics but also shows the game in an era when Jedi were a-plenty. Again, I think the game works well within an era of Jedi, but I've seen some argue that the d20 version of the game is a better rule system for prequel era play.</p><p></p><p>But, because WEG's D6 Star Wars game was written for the original trilogy setting and during the New Republic (now deemed the Legends setting, for the time just after Episode VI), <strong>the game is now very relevant again due to the new movies.</strong> Again, Jedi are all but extinct, and many think them mythological.</p><p></p><p></p><p></p><p></p><p></p><p>The game has three Force skills, and these are not like ordinary skills. They are a mixture of attribute and skill. Notice any of the character templates in the book that feature characters with Force skills. If a character has a Force skill, then one of his attributes is lowered.</p><p></p><p>For example, all non-Force using character templates have 18D total in attributes, with no attribute lower than 1D or higher than 4D (except the Wookiee template where STR is 5D but total attributes are still 18D).</p><p></p><p>Characers that have Force skills on their template have 1D in each Force skill, but in each case, the character's attributes are dropped by a like amount. </p><p></p><p style="text-align: center"><strong><u>The Alien Student of the Force Template</u></strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>DEXTERITY 2D+1</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>KNOWLEDGE 3D+1</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>MECHANICAL 2D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>PERCEPTION 2D+1</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>STRENGTH 3D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>TECHNICAL 2D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>CONTROL 1D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>SENSE 1D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>ALTER 1D</strong></p><p></p><p></p><p></p><p>Add all that up and you get 18D. Add up just the attributes, and you get 15D. The three Force skills are, obviously, called Control, Sense, and Alter.</p><p></p><p>Here's another one...</p><p></p><p></p><p></p><p style="text-align: center"><strong><u>The Quixotic Jedi Template</u></strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>DEXTERITY 3D+2</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>KNOWLEDGE 2D+1</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>MECHANICAL 2D+2</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>PERCEPTION 3D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>STRENGTH 3D</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>TECHNICAL 2D+1</strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong>SENSE 1D</strong></p><p></p><p></p><p></p><p>This template only has one Force skill. Thus there are 17D in attributes and 1D for the Force skill.</p><p></p><p><strong>Special Note & Trivia:</strong> WEG's line of Star Wars RPG products considered closely other Star Wars materials at the time: the original Marvel comics from the 70's and 80's, the Dark Horse comics from the 90's, and the series of novels that began to hit the shelves at bookstores, starting with <strong>Timothy Zahn's <em>Heir to the Empire</em></strong>. The game line featured supplemental works like the Dark Empire Sourcebook (tied to the Dark Horse comic) and the <strong>Truce at Bakura Sourcebook</strong> (tied to the novel by Kathy Tyers). Zahn, when writing that first trilogy of Extended Universe novels, used WEG's sourcebook as research material for his story. You will see vehicle designs, like the Interdictor Crusier, that first showed up in WEG's game, used in his novels (and has now become a Star Wars staple vehicle). For years, the WEG game books were used by authors and computer game designers as part of the Star Wars Universe Bible--something they read to familiarize themselves with details of the Star Wars Universe (since all there was to go on was what we see in the original trilogy of movies).</p><p></p><p>Typically, licensed universes have a big influence on rpgs, but in WEG's case, the opposite was also true. WEG's game books have had a wide and deep influence on many things created for Star Wars even long after WEG closed its doors.</p><p></p><p>Some of the more curious templates provided in the First Edition game book are taken from characters that appeared in the early Marvel Star Wars comics. If you read those stories (<a href="http://smile.amazon.com/Star-Wars-Omnibus-Long-Time/dp/1595824863/ref=tmm_pap_swatch_0?_encoding=UTF8&qid=1461907438&sr=8-5" target="_blank">Clicky.</a> <a href="http://smile.amazon.com/Star-Wars-Original-Marvel-Omnibus/dp/0785191062/ref=sr_1_1?ie=UTF8&qid=1461907438&sr=8-1&keywords=star+wars+omnibus" target="_blank">And, Clicky.</a>) you will see...a story featuring a quixotic Jedi...a kid...an Ewok...and some other characters familiar as templates.</p><p></p><p>You'll slap your head and say, "Oh! THAT'S where they got the idea for the Quixotic Jedi...."</p><p></p><p></p><p></p><p></p><p></p><p>I said above that the three Force skills are part attribute and part skill. They're part attribute in that you initially get them like you do an attribute, as I've illustrated above. They're part skill in that you can use Skill Bonus dice to increase your Force skills (these creation dice cannot be used to increase normal attributes). The catch is that Force skills cost double to improve. The Force is a strong ally for a character who is trained in its use. But that expertise comes at a price--a price in lower attributes (that effect all skills governed by the attribute) and less points for general skill improvement.</p><p></p><p>During the game, Force skills can be improved with Skill Points, just like other skills. But, Force Skills cannot be improved automatically, like regular skills. A teacher must be found (usually another Force user, but maybe something like a holocron or other Jedi learning device). And, in a universe where the Jedi are near extinct, finding training in most GM's Star Wars universes is a very hard--usually story related--job to accomplish. </p><p></p><p>Even with a master to teach a pupil, the master is limited to what he knows. He cannot teach a Force skill that he does not know, and he can teach Force Powers (different uses of the skill) only to the level that he knows. And, this all costs Skill Points. Lots and lots of skill points that, if spent in this manner, reduces advancement of the character in other areas (i.e. his Blaster skill will not improve as fast as his non-Force using cohorts).</p><p></p><p>It's a beautiful system. Very balanced.</p><p></p><p></p><p></p><p></p><p></p><p>The Dark Side, of course, plays a part in the game. Whenever a character, especially a Force user, acts in a manner attractive to the Dark Side (this is at the GM's discretion--guidelines are provided in the rulebook), the character gets a Dark Side Point. This indicates that the character has taken a step or two down the road to the Dark Side. Once a character gets two Dark Side Points, the GM rolls 1D. If the result is less than the number of Dark Side Points (rolls a 1 on 1D6 if the character has 2 Dark Side Points, rolls 1 or 2 if 3 Dark Side Points, and so on), the character completes the transition and turns to the Dark Side.</p><p></p><p>A Dark Side character is normally taken away from the player at this point, becoming an NPC for the GM to use as an enemy against the other players. Losing the character is big penalty to players who think it is fun to dabble with the Dark Side. I think this is a brilliant way to encourage players to play "in character" and want to be on the side of the Light Side. But, a creative GM and player could make for an interesting game allowing a player to secretly fall to the Dark Side without the knowledge of the other players.</p><p></p><p>The longest D6 Star Wars game I ran lasted seven real years. It took place over 3 game years, following some Rebels who joined the Alliance just after the destruction of the Death Star, ending just before the events shown in The Empire Strikes Back. <strong>There was a character in that group of PCs targeted by the Dark Side, and the player and I had so much fun with this.</strong> The player didn't want to fall to the Dark Side, but I would entangle him in moral situations where there is no Light Side answer. For example, the player would find himself in a situation where he had a choice to murder his Light Side master to keep the NPC from being tortured into telling the location of the Rebel Base. If he kills his master, the character stops the Imperials from overrunning the base, buying the Rebels time to escape. But, the character also gains a Dark Side point for the act of murdering his master in cold blood. Or, the character lets his master live and doesn't gain a Dark Side point, but the entire adventure fails because the player allows the Imperials to wipe out the Rebels.</p><p></p><p>I would describe dreams the character would have--the Dark Side calling to him. Torturing him with this Dark Side stuff was delightful. The player ate it up. He loved the moral dilemmas that would come his way (maneuvered, of course, by the Dark Side, in the game).</p><p></p><p>In the prequels, Anakin gains a Dark Side point when he wipes out the village of Sandpeople who took his mother on Tatooine in Episode II. The one Dark Side point is not enough to turn him, but it sure sets him down that path. And, he is haunted with dreams--premonitions of Padme's death--the Dark Side pulling at him. And that was years--hell, decades--after I had tortured my player using the same techniques in that long running Star Wars game.</p><p></p><p>In my game, the character that was being taunted by the Dark Side is noticed by none other than Darth Vader himself. Vader senses him through the Force and eventually seeks him out with an eye towards making the character his apprentice. Again, this is us gaming decades before Episode I came out. The character eventually succumbs to the Dark Side. This is about two-thirds through our seven year campaign. And, for the last couple of years, I used the character as Darth Vader's new apprentice and the main villain facing the PCs. The game turned out to be damn cool because the villain that the players were playing against turned out to be one of their own--a character that they had adventured with for four or five real years!</p><p></p><p>Man, that was a good game. Lots of good memories. When I see those players, we still talk about some of the events that took place during that campaign, even now, all these years later.</p><p></p><p></p><p></p><p></p><p></p><p>The three Force skills are used just like normal skills. You roll the die code for the Force skill to see if an effect happens.</p><p></p><p>Force skills have powers. You can think of a power as you would a normal skill as each power is tied to one or more Force skills in the same way a normal skill is tied to an attribute as a governor. The difference is two-fold: More than one Force skill can govern a power, and powers don't have die codes like normal skills. When a power is used, the die code for the Force skill is used.</p><p></p><p>For example, the Quixotic Jedi (above) has 1D in the Sense Force. Life Sense is a power governed by Sense. Vader used it in A New Hope on the Death Star. Remember this scene?</p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>The base difficulty for this power 5+, but the throw is also modified by proximity to the target and relationship to the target (a table of modifiers is provided in the game). The character must know the power to use it. He must have learned it from a master or some other method. Think of powers like spells in D&D, and think of Force Skills like Schools of Magic in D&D. In order to use the power, the character must know the power and roll the required number using the die code of the Force skill. In this case, the character must roll 1D, looking for a result of 5+, with the roll modified by proximity and relationship.</p><p></p><p>Some powers use more than one Force skill as a governor. Look at the Alien Student of the Force template above. That character has 1D in all three Force skills: Control, Alter, and Sense.</p><p></p><p>Remember the scene in The Empire Strikes Back when Luke is training with Yoda but has a vision that Han, Chewbacca, and Leia are in trouble on Bespin? </p><p></p><p></p><p></p><p> </p><p></p><p></p><p></p><p>This use of the Force is a power called Farseeing, and it is a power of two Force Skills, Control and Sense. To use the power (if the character knows it), the character rolls both a Control task and a Sense task, both with modifiers for differing circumstances.</p><p></p><p>Note that if a player wants to use a Force power that he doesn't have, then the character must learn it. But, the GM, for story purposes, can invoke the will of the Force and grant one-time uses of a power (but the character must still make the required throws). This is what happened to Luke on Degobah. Yoda didn't teach him the Farseeing power. In fact, Yoda might have prevented it in order to keep Luke focused on his training. But, the Force stepped in anyway, giving Luke a vision, allowing him to use the Farseeing power. Luke was puzzled after its use and asked Yoda questions about what he had seen. Yoda, I'm sure, recognized that Luke had just used the Farseeing power without knowing what he had done.</p><p></p><p>The Force will work in mysterious ways.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6885764, member: 92305"] This brings us to...the Force! The thing to remember is: This game is designed to capture the feel of the original trilogy, where the Jedi have been hunted to extinction. I think it works fine, but some say it doesn't play as well in the prequel (Episode I-III) era. Again, I disagree. There is a sourcebook called Tales of the Jedi Companion that not only ties in with the Old Republic and the Tales comics but also shows the game in an era when Jedi were a-plenty. Again, I think the game works well within an era of Jedi, but I've seen some argue that the d20 version of the game is a better rule system for prequel era play. But, because WEG's D6 Star Wars game was written for the original trilogy setting and during the New Republic (now deemed the Legends setting, for the time just after Episode VI), [B]the game is now very relevant again due to the new movies.[/B] Again, Jedi are all but extinct, and many think them mythological. The game has three Force skills, and these are not like ordinary skills. They are a mixture of attribute and skill. Notice any of the character templates in the book that feature characters with Force skills. If a character has a Force skill, then one of his attributes is lowered. For example, all non-Force using character templates have 18D total in attributes, with no attribute lower than 1D or higher than 4D (except the Wookiee template where STR is 5D but total attributes are still 18D). Characers that have Force skills on their template have 1D in each Force skill, but in each case, the character's attributes are dropped by a like amount. [CENTER][B][U]The Alien Student of the Force Template[/U] DEXTERITY 2D+1 KNOWLEDGE 3D+1 MECHANICAL 2D PERCEPTION 2D+1 STRENGTH 3D TECHNICAL 2D CONTROL 1D SENSE 1D ALTER 1D[/B][/CENTER] Add all that up and you get 18D. Add up just the attributes, and you get 15D. The three Force skills are, obviously, called Control, Sense, and Alter. Here's another one... [CENTER][B][U]The Quixotic Jedi Template[/U] DEXTERITY 3D+2 KNOWLEDGE 2D+1 MECHANICAL 2D+2 PERCEPTION 3D STRENGTH 3D TECHNICAL 2D+1 SENSE 1D[/B][/CENTER] This template only has one Force skill. Thus there are 17D in attributes and 1D for the Force skill. [B]Special Note & Trivia:[/B] WEG's line of Star Wars RPG products considered closely other Star Wars materials at the time: the original Marvel comics from the 70's and 80's, the Dark Horse comics from the 90's, and the series of novels that began to hit the shelves at bookstores, starting with [B]Timothy Zahn's [I]Heir to the Empire[/I][/B]. The game line featured supplemental works like the Dark Empire Sourcebook (tied to the Dark Horse comic) and the [B]Truce at Bakura Sourcebook[/B] (tied to the novel by Kathy Tyers). Zahn, when writing that first trilogy of Extended Universe novels, used WEG's sourcebook as research material for his story. You will see vehicle designs, like the Interdictor Crusier, that first showed up in WEG's game, used in his novels (and has now become a Star Wars staple vehicle). For years, the WEG game books were used by authors and computer game designers as part of the Star Wars Universe Bible--something they read to familiarize themselves with details of the Star Wars Universe (since all there was to go on was what we see in the original trilogy of movies). Typically, licensed universes have a big influence on rpgs, but in WEG's case, the opposite was also true. WEG's game books have had a wide and deep influence on many things created for Star Wars even long after WEG closed its doors. Some of the more curious templates provided in the First Edition game book are taken from characters that appeared in the early Marvel Star Wars comics. If you read those stories ([URL="http://smile.amazon.com/Star-Wars-Omnibus-Long-Time/dp/1595824863/ref=tmm_pap_swatch_0?_encoding=UTF8&qid=1461907438&sr=8-5"]Clicky.[/URL] [URL="http://smile.amazon.com/Star-Wars-Original-Marvel-Omnibus/dp/0785191062/ref=sr_1_1?ie=UTF8&qid=1461907438&sr=8-1&keywords=star+wars+omnibus"]And, Clicky.[/URL]) you will see...a story featuring a quixotic Jedi...a kid...an Ewok...and some other characters familiar as templates. You'll slap your head and say, "Oh! THAT'S where they got the idea for the Quixotic Jedi...." I said above that the three Force skills are part attribute and part skill. They're part attribute in that you initially get them like you do an attribute, as I've illustrated above. They're part skill in that you can use Skill Bonus dice to increase your Force skills (these creation dice cannot be used to increase normal attributes). The catch is that Force skills cost double to improve. The Force is a strong ally for a character who is trained in its use. But that expertise comes at a price--a price in lower attributes (that effect all skills governed by the attribute) and less points for general skill improvement. During the game, Force skills can be improved with Skill Points, just like other skills. But, Force Skills cannot be improved automatically, like regular skills. A teacher must be found (usually another Force user, but maybe something like a holocron or other Jedi learning device). And, in a universe where the Jedi are near extinct, finding training in most GM's Star Wars universes is a very hard--usually story related--job to accomplish. Even with a master to teach a pupil, the master is limited to what he knows. He cannot teach a Force skill that he does not know, and he can teach Force Powers (different uses of the skill) only to the level that he knows. And, this all costs Skill Points. Lots and lots of skill points that, if spent in this manner, reduces advancement of the character in other areas (i.e. his Blaster skill will not improve as fast as his non-Force using cohorts). It's a beautiful system. Very balanced. The Dark Side, of course, plays a part in the game. Whenever a character, especially a Force user, acts in a manner attractive to the Dark Side (this is at the GM's discretion--guidelines are provided in the rulebook), the character gets a Dark Side Point. This indicates that the character has taken a step or two down the road to the Dark Side. Once a character gets two Dark Side Points, the GM rolls 1D. If the result is less than the number of Dark Side Points (rolls a 1 on 1D6 if the character has 2 Dark Side Points, rolls 1 or 2 if 3 Dark Side Points, and so on), the character completes the transition and turns to the Dark Side. A Dark Side character is normally taken away from the player at this point, becoming an NPC for the GM to use as an enemy against the other players. Losing the character is big penalty to players who think it is fun to dabble with the Dark Side. I think this is a brilliant way to encourage players to play "in character" and want to be on the side of the Light Side. But, a creative GM and player could make for an interesting game allowing a player to secretly fall to the Dark Side without the knowledge of the other players. The longest D6 Star Wars game I ran lasted seven real years. It took place over 3 game years, following some Rebels who joined the Alliance just after the destruction of the Death Star, ending just before the events shown in The Empire Strikes Back. [B]There was a character in that group of PCs targeted by the Dark Side, and the player and I had so much fun with this.[/B] The player didn't want to fall to the Dark Side, but I would entangle him in moral situations where there is no Light Side answer. For example, the player would find himself in a situation where he had a choice to murder his Light Side master to keep the NPC from being tortured into telling the location of the Rebel Base. If he kills his master, the character stops the Imperials from overrunning the base, buying the Rebels time to escape. But, the character also gains a Dark Side point for the act of murdering his master in cold blood. Or, the character lets his master live and doesn't gain a Dark Side point, but the entire adventure fails because the player allows the Imperials to wipe out the Rebels. I would describe dreams the character would have--the Dark Side calling to him. Torturing him with this Dark Side stuff was delightful. The player ate it up. He loved the moral dilemmas that would come his way (maneuvered, of course, by the Dark Side, in the game). In the prequels, Anakin gains a Dark Side point when he wipes out the village of Sandpeople who took his mother on Tatooine in Episode II. The one Dark Side point is not enough to turn him, but it sure sets him down that path. And, he is haunted with dreams--premonitions of Padme's death--the Dark Side pulling at him. And that was years--hell, decades--after I had tortured my player using the same techniques in that long running Star Wars game. In my game, the character that was being taunted by the Dark Side is noticed by none other than Darth Vader himself. Vader senses him through the Force and eventually seeks him out with an eye towards making the character his apprentice. Again, this is us gaming decades before Episode I came out. The character eventually succumbs to the Dark Side. This is about two-thirds through our seven year campaign. And, for the last couple of years, I used the character as Darth Vader's new apprentice and the main villain facing the PCs. The game turned out to be damn cool because the villain that the players were playing against turned out to be one of their own--a character that they had adventured with for four or five real years! Man, that was a good game. Lots of good memories. When I see those players, we still talk about some of the events that took place during that campaign, even now, all these years later. The three Force skills are used just like normal skills. You roll the die code for the Force skill to see if an effect happens. Force skills have powers. You can think of a power as you would a normal skill as each power is tied to one or more Force skills in the same way a normal skill is tied to an attribute as a governor. The difference is two-fold: More than one Force skill can govern a power, and powers don't have die codes like normal skills. When a power is used, the die code for the Force skill is used. For example, the Quixotic Jedi (above) has 1D in the Sense Force. Life Sense is a power governed by Sense. Vader used it in A New Hope on the Death Star. Remember this scene? The base difficulty for this power 5+, but the throw is also modified by proximity to the target and relationship to the target (a table of modifiers is provided in the game). The character must know the power to use it. He must have learned it from a master or some other method. Think of powers like spells in D&D, and think of Force Skills like Schools of Magic in D&D. In order to use the power, the character must know the power and roll the required number using the die code of the Force skill. In this case, the character must roll 1D, looking for a result of 5+, with the roll modified by proximity and relationship. Some powers use more than one Force skill as a governor. Look at the Alien Student of the Force template above. That character has 1D in all three Force skills: Control, Alter, and Sense. Remember the scene in The Empire Strikes Back when Luke is training with Yoda but has a vision that Han, Chewbacca, and Leia are in trouble on Bespin? This use of the Force is a power called Farseeing, and it is a power of two Force Skills, Control and Sense. To use the power (if the character knows it), the character rolls both a Control task and a Sense task, both with modifiers for differing circumstances. Note that if a player wants to use a Force power that he doesn't have, then the character must learn it. But, the GM, for story purposes, can invoke the will of the Force and grant one-time uses of a power (but the character must still make the required throws). This is what happened to Luke on Degobah. Yoda didn't teach him the Farseeing power. In fact, Yoda might have prevented it in order to keep Luke focused on his training. But, the Force stepped in anyway, giving Luke a vision, allowing him to use the Farseeing power. Luke was puzzled after its use and asked Yoda questions about what he had seen. Yoda, I'm sure, recognized that Luke had just used the Farseeing power without knowing what he had done. The Force will work in mysterious ways. [/QUOTE]
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