Who Should Make The Next Star Wars TTRPG, And What Should It Look Like?


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WEG went bankrupt due to other licenses: Indiana Jones, Tank Girl, Ghostbusters, MIB, Hercules & Xena, Batman d6, Necroscope... Star Wars was paying the bills nicely until they got too many licenses with limited appeal (TG, MIB, H&X, Necroscope) and the consulted with Asimov on Shatterzone.
TORG also ran out of steam about the same time...

That was actually the lesser reason WEG (the first) went bankrupt. The bigger factor in WEG's (the first) demise was then owner Scott Palter pilfering the WEG coffers to keep his other business (shoe importer Bucci Retail Group) afloat. In the end, both businesses collapsed due to his mismanagement.
 

I'm still a fan of WEG D6, although it has been many years since I've actually played it. Let's see how it holds up!
It was years ago now but I ran some SW games for my group under the d6 system after we bounced off another SW game. And it held up quite well! There are some aspects that I think still clashed with SW-style action, and I'd re-arrange the attributes/skills a bit, but as a foundation d6 is a very solid system.

(I think we used REUP; I am curious now to go back and compare it to 1e to see what was altered and if paring back might've aided things.)

((And my own system I noted above that we're using for our current SW games fully acknowledges d6 as one of its prime influences, so solid of a system it was. :))
 

I'm planning to run a session or two of Star Wars D6 for my regular group of players, as a change of pace from our Shadowdark game. Actually thinking of just using the 1st edition book, ...

I'm still a fan of WEG D6, although it has been many years since I've actually played it. Let's see how it holds up!

...

(I think we used REUP; I am curious now to go back and compare it to 1e to see what was altered and if paring back might've aided things.)

...

I think Re-Up is a streamlined approach to WEG d6. It seems less fiddly to me. It's nice to have so much info at your fingertips. D6 just needs a little tweaking to make it more "pulp adventure." I have found that lowering the target numbers to intervals of 3 (3, 6, 9, 12 (sweet spot), 15...) helps tune down the whiff factor. Personally, I find the TN ranges confusing.

Despite all the modifiers offered in the original books, Star Wars is ripe for eyeballing...

"Due to the darkside stain in this abandoned star destroyer, the listing nature of the craft, and the darkness of the sporadic emergency lighting, everyone is at a -3 to all actions." Take a page out of GURPS Action using BAD (basic action difficulty).
:)

(Edit: If I type Also one more time, I'm going on a time-out. For a year.)

P.S. Just use static target numbers for Defense. It's faster. Apply a bonus to TN for "full defense."
 


On topic, I think Jerry D. Grayson would be a great choice to publish a new d6 Star Wars RPG. He's done great work keeping the D6 System alive for the last decade or so, carefully revising it and adding some quality of life improvements (his Mythic D6: Revised and Expanded is probably the best iteration of the D6 System out there today).
 


I think Darrington has enough on their plate, but I do wonder if Daggerheart's core mechanics could work for a Star Wars system. Instead of rolling with Hope or Fear, it could be rolling with "Light Side" or "Dark Side". Domains can work for capturing Force powers and also other abilities.
The core of DH could certainly make for a great Star Wars game, although i would try and open it up from its sort of rigid class based design (by letting people choose any 2 domains, for a start).
 

Here are the key features I want in a Star Wars game:
  • Ability for Jedi to adventure with non-Jedi, with neither nerfed Jedi nor overshadowed non-Jedi.
  • A Light/Dark attribute on a spectrum (e.g., like a Ph value) such that any position on that spectrum is a trade-off between benefits and penalties.
  • No hit points. Getting hit by energy weapons should absolutely suck.
  • Interstellar travel that involves trade-offs and decision-making, not just mindless dice rolling.
  • Action-oriented, traditional RPG (e.g. not just a RP story-generating engine)
 


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