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[Star Wars] Somebody bought the license
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<blockquote data-quote="Pbartender" data-source="post: 5403311" data-attributes="member: 7533"><p>I couldn't disagree with you more. Here's why...</p><p></p><p>This...</p><p></p><p></p><p></p><p>...and this, for example...</p><p></p><p></p><p></p><p>...speak to the big problem with SW RPGs in the past. They focused on too much crunch, too many rules, too many long lists of equipment and weapons and vehicles, too many fiddly esoteric details that only the most OCD fans care about.</p><p></p><p>This is a bit anecdotal, but bear with me... I like Star Wars, and I like it a lot. For the last 20 years I've been trying to get a Star Wars game going in every edition of every system it was published under. I'd end up with maybe one or two players who were big fans and knew all the trivia that the rule books referenced, and at best everyone else had seen the movies a few times and thought they were pretty good. Invariably, the latter were turned off as the overload of subtle details from the "Expanded Universe" passed them by, and they simply weren't interested enough in taking the time to learn it. They got bored, because the action in the game wasn't remotely like the action happening in the movies their characters couldn't do anything as cool as what the characters in the movies did, and the campaign would fall apart after only an adventure or two.</p><p></p><p>I firmly believe that for a Star Wars game to succeed, it needs to largely ignore everything other than the movies. Most people who are aware of Star Wars haven't seen any more of it than that and don't really care about any more of it than that. Adding in further details from the extended canon excludes these people and seems to actively turn them away from the game.</p><p></p><p>I think the game should focus the players on the high action-adventure scenes and plot and character development the original Saturday-afternoon-matinee-summer-blockbuster format of the movies engenders, rather than focusing them on the stats and numbers abilities of characters, equipment, weapons and vehicles. I think there's a lot of systems out there that could do that a LOT better than D20 ever did.</p><p></p><p>That not to say that D6 or Saga aren't good systems... I just don't think that the way they work (and especially with regards to how they were implemented with Star Wars) is the best fit for the style of Star Wars.</p><p></p><p>But hey... That's just me. Maybe I'm just pissing in the wind. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Pbartender, post: 5403311, member: 7533"] I couldn't disagree with you more. Here's why... This... ...and this, for example... ...speak to the big problem with SW RPGs in the past. They focused on too much crunch, too many rules, too many long lists of equipment and weapons and vehicles, too many fiddly esoteric details that only the most OCD fans care about. This is a bit anecdotal, but bear with me... I like Star Wars, and I like it a lot. For the last 20 years I've been trying to get a Star Wars game going in every edition of every system it was published under. I'd end up with maybe one or two players who were big fans and knew all the trivia that the rule books referenced, and at best everyone else had seen the movies a few times and thought they were pretty good. Invariably, the latter were turned off as the overload of subtle details from the "Expanded Universe" passed them by, and they simply weren't interested enough in taking the time to learn it. They got bored, because the action in the game wasn't remotely like the action happening in the movies their characters couldn't do anything as cool as what the characters in the movies did, and the campaign would fall apart after only an adventure or two. I firmly believe that for a Star Wars game to succeed, it needs to largely ignore everything other than the movies. Most people who are aware of Star Wars haven't seen any more of it than that and don't really care about any more of it than that. Adding in further details from the extended canon excludes these people and seems to actively turn them away from the game. I think the game should focus the players on the high action-adventure scenes and plot and character development the original Saturday-afternoon-matinee-summer-blockbuster format of the movies engenders, rather than focusing them on the stats and numbers abilities of characters, equipment, weapons and vehicles. I think there's a lot of systems out there that could do that a LOT better than D20 ever did. That not to say that D6 or Saga aren't good systems... I just don't think that the way they work (and especially with regards to how they were implemented with Star Wars) is the best fit for the style of Star Wars. But hey... That's just me. Maybe I'm just pissing in the wind. :p [/QUOTE]
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