wingsandsword
Legend
Most of the available systems have different merits and cater to different styles of play and gamers.
Which is good, Star Wars is a setting and not a single game (or union of setting and system), and depicting the setting is best, not dogmatic adherence to one system. Given the variety of flavors of adventures within the Star Wars canon (from the fantastic whimsy of The Ewok Adventure or the *shudder* Star Wars Holiday Special, to the grim darkness of Revenge of the Sith, to the serial adventures of the old Marvel Comics and The Clone Wars TV Series, to the epic adventures like A New Hope, to down & dirty smuggling like the old Han Solo novels, and outright exploration of the fantastic like Outbound Flight or some of the Lando Calrissian novels, Star Wars has a lot of room for different styles of play and different campaigns.
The d6 version (2nd Edition Revised & Expanded is by far the best) is a good fairly rules-light system. It was the first game I ever GM'ed, and is quick to learn and characters are very customizable. The only problems I would give it are that due to the test of time and the prequels and expanded universe products there is little support for eras other than the Rebellion and early New Republic Eras (2 BBY to 11 ABY). There was one book, the Tales of the Jedi Companion, based on the original comics which established the ~4000 BBY era, made far more famous by the KOTOR games set in that time period which came out a few years later, and some of the stats for Movie Characters are obviously not reflecting what they did in the prequels (The official stats for Palpatine don't even give him the Lightsaber skill, or Obi-Wan any skill with flying a starfighter). Also, fairly advanced characters can seem nigh-godlike to mooks. A veteran group of PC's (not even as powerful as the movie characters) can plow through Stormtroopers and the like with such ease that it can be hard to challenge them unless you're a very skilled GM. Yes, it had a decent
The d20 versions have their pros and cons. The original version from 2000 was a good start, but doesn't have much to recommend it over the Revised Core Rules and Saga. The original d20 SW rules had a downright lousy space combat system, to be honest.
The Revised Core Rules from 2002 is very crunch-heavy. If you want a game with lots of customization and "Fiddly bits" for making a character and running combat. It was the crunch-heaviness of D&D 3.5 translated to Star Wars. If that's the kind of game you like, it will be well represented there.
Star Wars Saga Edition was, in my opinion, a compromise between the Revised Core Rules and some parts of d6. Not mechanically like d6 at all, but in the ideas from d6 of PC's being well rounded yet highly customizable.
If I run SW, It would either be Saga Edition, or maybe d6. I really like Saga Edition, but the old d6 is a very good game too (but you might need to homebrew stats for characters/races/vehicles for other eras).
Which is good, Star Wars is a setting and not a single game (or union of setting and system), and depicting the setting is best, not dogmatic adherence to one system. Given the variety of flavors of adventures within the Star Wars canon (from the fantastic whimsy of The Ewok Adventure or the *shudder* Star Wars Holiday Special, to the grim darkness of Revenge of the Sith, to the serial adventures of the old Marvel Comics and The Clone Wars TV Series, to the epic adventures like A New Hope, to down & dirty smuggling like the old Han Solo novels, and outright exploration of the fantastic like Outbound Flight or some of the Lando Calrissian novels, Star Wars has a lot of room for different styles of play and different campaigns.
The d6 version (2nd Edition Revised & Expanded is by far the best) is a good fairly rules-light system. It was the first game I ever GM'ed, and is quick to learn and characters are very customizable. The only problems I would give it are that due to the test of time and the prequels and expanded universe products there is little support for eras other than the Rebellion and early New Republic Eras (2 BBY to 11 ABY). There was one book, the Tales of the Jedi Companion, based on the original comics which established the ~4000 BBY era, made far more famous by the KOTOR games set in that time period which came out a few years later, and some of the stats for Movie Characters are obviously not reflecting what they did in the prequels (The official stats for Palpatine don't even give him the Lightsaber skill, or Obi-Wan any skill with flying a starfighter). Also, fairly advanced characters can seem nigh-godlike to mooks. A veteran group of PC's (not even as powerful as the movie characters) can plow through Stormtroopers and the like with such ease that it can be hard to challenge them unless you're a very skilled GM. Yes, it had a decent
The d20 versions have their pros and cons. The original version from 2000 was a good start, but doesn't have much to recommend it over the Revised Core Rules and Saga. The original d20 SW rules had a downright lousy space combat system, to be honest.
The Revised Core Rules from 2002 is very crunch-heavy. If you want a game with lots of customization and "Fiddly bits" for making a character and running combat. It was the crunch-heaviness of D&D 3.5 translated to Star Wars. If that's the kind of game you like, it will be well represented there.
Star Wars Saga Edition was, in my opinion, a compromise between the Revised Core Rules and some parts of d6. Not mechanically like d6 at all, but in the ideas from d6 of PC's being well rounded yet highly customizable.
If I run SW, It would either be Saga Edition, or maybe d6. I really like Saga Edition, but the old d6 is a very good game too (but you might need to homebrew stats for characters/races/vehicles for other eras).