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


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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.

That's kinda how the Fantasy Flight Games/Asmodee version works.

You roll a force die (which is a d12 showing white and black dots to represent the force). To activate a power, you need to roll enough force dots. You may choose to count the black dots as successes, but doing so means that you tapped into the dark side and you slide toward being corrupted.
 
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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)
like ...to the letter of the word :) ....
I feel like I got this = Star Wars rpg (link)

Whoever publishes the next SW ttrpg should, IMHPO, make it the most user-friendly game ever devised. It's SW - keep it simple, fun, and easily digestible.
I feel like I got this = Star Wars rpg (link)


So question is, since this works...and its been used a lot, I am curious what more / other people want from it?

Who has played it a few times already?
 

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