What's Your Favorite System for Star Wars

JeffB

Legend
FFG-hands down

Also enjoy
WhiteStar
Star Worlds-Mos Eisley Playset (Dungeon World hack)
WEG 1st edition

I never allow Jedi as I'm one of those crotchety old bass-turds that would prefer to deny anything was filmed/ written post -OT (Return is under heavy scrutiny as well)

In fact my next run is to be a "what if?" the original movie tanked and there was nothing else ever made/written post the 77 release.
 

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Jacob Lewis

Ye Olde GM
Gosh, it feels like I just answered this question recently. Or maybe it's my normal response to a lot of similar questions. From the top, then. Shall we?

Star Wars RPG by Fantasy Flight Games is not only my game of choice for running (or playing) any Star Wars adventure, it is also my RPG of choice. Period. I am particularly fond of the Edge of the Empire theme, but I am already looking ahead at campaigns using Age of Rebellion, Force and Destiny, and perhaps a more classic campaign using all three. At this point, I am pretty much set with Star Wars games for the rest of my life!

The narrative dice system is pure genius. Elegant. Intuitive. Easy to learn, but requires practice and dedication to master. The good news is you learn by playing. But it's not just GMs who take advantage of the narrative creativity inspired by the innovative mechanics. Players are encouraged to collaborate and contribute into the narrative, making this a more cooperative storytelling experience than most other systems would allow. This is a critical feature of what makes the game unique, bringing the cinematic and storytelling aspects to the forefront of the game as opposed to a heavy stricture to rules, combat, and crunchy bits.

I have never cared for the idea of a Star Wars game using a system (d20) that focuses heavily on combat, powers, and leveling. It is an anathema to the core ideas of what Star Wars is about. Above all, it is about the Hope which drives ordinary people struggling against horrific odds, and how Fear hastens the rise of power towards its own inevitable downfall. It just never feels right to me.

If I ever decide to run other games, I know that I will take much of what I learned from this system with me. I now refer to running D&D games as "easy mode". Even as a player, combat has become a boring chore and the least interesting part of those games for me. Hit or miss? Next! Snore...

Last night, however, one of my players decided to GM for the first time. He ran a one-shot for the group who wanted to do an all-Mando game. He did well, and we had fun. He now wants to extend the one-shot further and pick it up again in a few months. Until then, we will resume our normal campaign as the group is ready to go Beyond the Rim in search of an old Separatist treasure ship with half the galaxy seemingly gunning for them. It's been an interesting ride so far. And more trouble lies ahead, as well as some interesting surprises in the future!
 
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GreyLord

Legend
WEG 1e is my favorite (yeah, I'm old school).

I really really really want to love FFG's system...but I don't. I love the ideas behind it, but the way you need special dice (FFG's money grab) and the way those dice are accounted for to be in your advancements almost necessitating a special type of character sheet if you want to advance...yeah...those among others are some big turnoffs...

I'd WANT FFG's system to be my second favorite...but then, on top of that above...you need THREE (yes, three) massive books JUST to get character classes and the force all together for one system (so a player needs 3 books, not just one PHB).

I really want to list FFG's SW system as my second favorite, but because of those and other things...I'm going to say...it's not...

And join the chorus praising SW Saga edition as it would thus by default be my second favorite system for SW (over WEG 2e even).
 

DND_Reborn

The High Aldwin
SWSE was my favorite, although I had a lot of fun with WEG 1e back in the day. SWSE is my favorite d20 system as well, and I wished they has used it for a base for later D&D. The Vitality/Wounds systems is great and I think the force powers system would be a good basis for the Psion in 5E D&D.
 


aramis erak

Legend
I've read but never played Fate core. It seems like it might do Star Wars.
Fate Accelerated seems a better fit. While I've got both, I don't even think about using them for non-bespoke mods.

I feel like Cortex+ should be able to, too, but the version I know is MHRP/Heroic and I'm not sure it's quite the right fit.
LEt's see...
  • MHRP:
    • roll: Affiliation + Power + Distinction + Skill* + Item* + OppComplication* + Opp Damage
    • Damage: 3 tracks
  • Firefly:
    • roll: Attribute + Skill* + Distinction + Item* + OppComplication*
    • Damage: kills unless plot point, whereupon it generates a new condition or steps an extant one
  • Leverage:
    • roll: Attribute + Role + Distinction + Asset* + Item* + OppComplication*
    • Damage: Complications only
  • Smallville:
    • Ability + Relationship + Distinction + Item* + OppComplication*
    • Damage: 5 stress tracks

Firefly has the right skillset... but the damage is on-hit-one-kill (Plot-point to convert to condition)
MHRP has the right damage mechanic, IMO.
 



Umbran

Mod Squad
Staff member
Supporter
As for Fate... I think, yeah, you could do Star Wars with it.

But, The Force is laid out for us in the canon as fairly... systematic. Lots of people able to do pretty much the same things. And that works well in the canon. But while Fate can do magic powers okay, it isn't really built to do magic systems.
 

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