Galaxy at War

Blackrat

He Who Lurks Beyond The Veil
I was surpriced to notice there is not any discussion on this yet. As it is, I am not able to get the book until some time next week at the earliest and I was hoping to see what people have to say about it.

So how about it. Anyone willing to give voice their opinions? And I'd like to hear especially about the new races in the book.

Also, the WotC page for the book lists "All-new adventure content". I am curious as to what this means. Similar miniadventures/encourtes that were in Scum & Villainy?
 
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I haven't bought it yet, but I'm hoping to real soon. Reading the preview thread on the Wizards boards, it seems to have some very useful stuff for me.

Including Barabels. This one likez Barabels.
 



My thoughts:

1. The races are a mixed bag, but strictly for aesthetic reasons; some I would consider classic, and am happy to have new stats for them, but others are less interesting to me.

2. I'm not sure about the new talents, but I'll have a better idea once the last Dawn of Defiance adventure is released. At that point I'll let my players peruse the new books and choose the talents and feats that they like, so hopefully I'll have a chance to see some of them in play. The team feats are intriguing.

3. The new equipment, creatures and starships look solid, definitely adding some new options for a military-style campaign. I think of a D6 SpecForce campaign I played in college, and much of this material would fit nicely into that.

4. I haven't had a chance to see the Organization rules in play, but I like the theory of providing benefits for characters who are willing to commit to a group's hierarchy and ideals (and thus to more easily incorporated adventure hooks). In the aforementioned SpecForce campaign, it was always fun to see characters become decorated and advance in rank, and this provides good information for adding this to the Saga Edition.

5. The Military Campaigns chapter (3) provides more good information for a GM running a game as mentioned previously.

6. The Military Units chapter (4) is also quite solid, providing good details about a variety of organizations from different eras. This is the kind of information that can make a book timeless; I still pull my old D6 books off the shelf because of just this kind of thing.

7. I like the different maps in the chapter on Battlestations (5) because it seems like it would be useful for planning adventures. While I would have liked to see maps of complete installations, these at least give me some building blocks with which to work.

8. Chapter 6 provides seven military-style encounters, ones that look like they'd work well for a quick skirmish or that could be adapted into longer adventures with a little work.

9. As promised, the last part of the book is a twenty-five-page adventure for third-level characters; it's nice to have ones like this and the one in Scum & Villainy for quick play, or as the introduction to a campaign. I don't know how many times I ran the old "Rebel Breakout" adventure in the D6 Star Wars RPG, but it's nice to have something ready-made when introducing a new group of players.

All in all I'm quite satisfied with this addition to the collection. I'm particularly intrigued by the Dark Times era, and would like to see heroes developed in Dawn of Defiance and similar campaigns become the grizzled veterans who help to build the fledgling resistance to the New Order. This material definitely seems like it would help to build the kind of campaign in which the heroes are just beginning to strike out against the Empire, or in other military-style adventures.

-Nate
 
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Team feats are ones that provide bonuses to skill checks, for which the bonus increases based on the number of allies nearby who also possess that feat. For example, one might give a +3 bonus to Stealth checks, with an additional +1 bonus for allies with the feat within ten meters or so.

-Nate
 

I'm very pleased with this book. I bought it for the Gear Requisitioning and Rank & Privilege rules, which reminded me of similar systems for gearing up and favour checks in Spycraft. I've had in mind for awhile that a series of linked, covert-ops style missions in the style of Living Spycraft would actually work well in the Star Wars setting, and these rule systems make such a campaign that much easier to implement.

The rest of the book doesn't disappoint, either. The Hardware chapter is solid, with a few gems like Ascension Guns, Smoke Grenades and Mortars; the chapters on military organisation and military units are excellent for shaping campaigns; and the Battlestations chapter is great, with lots of detail on individual systems, all scaled in accordance with a facility's intended Challenge Level - and not just numerically, but with sensible gradations in how systems work and respond.

I haven't looked at the encounters or adventure in detail yet, but in general they look useful.
 

If folks would like a nice overview of Galaxy at War, as well as get a few questions answered about some of the stuff in the book, I humbly suggest checking out Episode 82 of the (ENnie Award-Winning) Order 66 Podcast, which can be found off the d20radio.com homepage (click Podcasts and follow the link to the O66 feedburner page).

Chris and Rodney talk quite abit about G@W, with some third bozo butting in to offer his two coppers' worth every now and again ;)
 


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