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Star Wars First Edition WEG - A Love Story
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<blockquote data-quote="Water Bob" data-source="post: 6886221" data-attributes="member: 92305"><p>The bottom line--what I love about this game, especially the First Edition--is that it's a low maintenance rule system. It's roll-n-go. It's easy to teach. It's concepts are intuitive. And, the system is bare-bones super fast to play. But! The system can be as crunchy as you want it to be by adding on other rule concepts from other editions. You can run quite a heroic game, but if your tastes run to the more gritty and more realistic, then the game system can accommodate that flavor of play as well.</p><p></p><p>First Edition is more about roleplaying and less about rolling dice. </p><p></p><p>Game sessions are easy-flow, swashbuckling action fun.</p><p></p><p>Combat rounds (with First Edition) are more stream of consciousness story-telling than they are structured rules segments and phases.</p><p></p><p>The game says to make the rules serve the plot, maintain a lively pace, and don't get bogged down in detail. Boom and Boom-Boom. Run & Gun. Fly and Bye. Roll and go.</p><p></p><p></p><p></p><p></p><p></p><p>If you asked me to pick one aspect of First Edition that I makes me like the game so much, it would be how combat rounds play out. No initiative roll followed by, "It's your turn....now, it's your turn....now, it's your turn" business. </p><p></p><p>No, running a First Edition Star Wars combat session well is more akin to telling a shared story between the GM and Players. The GM describes what the characters can immediately see, and the players react to it (this is their Declaration). The GM then simply directs the focus of the action like editing cuts of an action movie.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>What I just described is how a First Edition game should play. It doesn't look like a standard RPG, does it. There's no structured initiative system and turns. (Well, there is, but the GM hides it with his description.) It feels like free-flow storytelling, with a few dice rolls here and there.</p><p></p><p>It's exciting, and it's fun. And, most of all, it captures the atmosphere of a Star Wars movie.</p><p></p><p></p><p></p><p></p><p></p><p>In game terms, what I just described is just a couple of combat game rounds. The Sneak roll happens during roleplaying (these are called "scenes" in the game). We transition to combat rounds when the PC peeks around the column to see the trooper approaching him. </p><p></p><p><strong>Round 1</strong> - The player's declaration is two shots of his blaster. The trooper Dodges, taking only one action.</p><p></p><p><strong>Round 2</strong> - The player declares that he will run for the canal bridge. The trooper declares one action--a shot at the running Rebel. The player uses a reaction skill (Dodge) to raise the target number the trooper needs to hit.</p><p></p><p><strong>Round 3</strong> - The player declares the use of a Force Point and indicates that he will attempt to jump the canal. The GM informed him, without telling him the exact target number, that the jump would be extremely difficult. Thus, the use of the Force Point. The trooper declares two shots at the jumping Rebel, and as I explained above, I bent the rules just a tad to make them conform to the situation. This type of thing is discussed in the game rules. <strong>There's an excellent section providing guidelines on how to GameMaster a Star Wars game properly.</strong></p><p></p><p>And, that's it. Once the Rebel makes the jump, we're out of combat and back into roleplaying--back into what the game calls "scenes".</p><p></p><p>This was a typical combat scenario, but chases and starship combats play the same way. The dice rolls are just a bit different.</p><p></p><p>This is a long winded response, but what I am describing is why I think the First Edition ruleset is one of the best rule sets ever made for an RPG. It's certainly perfect for a Star Wars game.</p><p></p><p>May The Force Be With You.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6886221, member: 92305"] The bottom line--what I love about this game, especially the First Edition--is that it's a low maintenance rule system. It's roll-n-go. It's easy to teach. It's concepts are intuitive. And, the system is bare-bones super fast to play. But! The system can be as crunchy as you want it to be by adding on other rule concepts from other editions. You can run quite a heroic game, but if your tastes run to the more gritty and more realistic, then the game system can accommodate that flavor of play as well. First Edition is more about roleplaying and less about rolling dice. Game sessions are easy-flow, swashbuckling action fun. Combat rounds (with First Edition) are more stream of consciousness story-telling than they are structured rules segments and phases. The game says to make the rules serve the plot, maintain a lively pace, and don't get bogged down in detail. Boom and Boom-Boom. Run & Gun. Fly and Bye. Roll and go. If you asked me to pick one aspect of First Edition that I makes me like the game so much, it would be how combat rounds play out. No initiative roll followed by, "It's your turn....now, it's your turn....now, it's your turn" business. No, running a First Edition Star Wars combat session well is more akin to telling a shared story between the GM and Players. The GM describes what the characters can immediately see, and the players react to it (this is their Declaration). The GM then simply directs the focus of the action like editing cuts of an action movie. What I just described is how a First Edition game should play. It doesn't look like a standard RPG, does it. There's no structured initiative system and turns. (Well, there is, but the GM hides it with his description.) It feels like free-flow storytelling, with a few dice rolls here and there. It's exciting, and it's fun. And, most of all, it captures the atmosphere of a Star Wars movie. In game terms, what I just described is just a couple of combat game rounds. The Sneak roll happens during roleplaying (these are called "scenes" in the game). We transition to combat rounds when the PC peeks around the column to see the trooper approaching him. [b]Round 1[/b] - The player's declaration is two shots of his blaster. The trooper Dodges, taking only one action. [b]Round 2[/b] - The player declares that he will run for the canal bridge. The trooper declares one action--a shot at the running Rebel. The player uses a reaction skill (Dodge) to raise the target number the trooper needs to hit. [b]Round 3[/b] - The player declares the use of a Force Point and indicates that he will attempt to jump the canal. The GM informed him, without telling him the exact target number, that the jump would be extremely difficult. Thus, the use of the Force Point. The trooper declares two shots at the jumping Rebel, and as I explained above, I bent the rules just a tad to make them conform to the situation. This type of thing is discussed in the game rules. [b]There's an excellent section providing guidelines on how to GameMaster a Star Wars game properly.[/b] And, that's it. Once the Rebel makes the jump, we're out of combat and back into roleplaying--back into what the game calls "scenes". This was a typical combat scenario, but chases and starship combats play the same way. The dice rolls are just a bit different. This is a long winded response, but what I am describing is why I think the First Edition ruleset is one of the best rule sets ever made for an RPG. It's certainly perfect for a Star Wars game. May The Force Be With You. [/QUOTE]
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