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Help designing a Space Opera campaign via RPGs and Jungian Archetypes?
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<blockquote data-quote="fireinthedust" data-source="post: 6489497" data-attributes="member: 51930"><p>Jedi-centric vs. Cinematic: I don't understand how these are mutually exclusive. Wouldn't Jedi by default involve things like jumping from (space) trains, or (space) car chases, or (space) sword fights?</p><p></p><p>FFG: I'm super broke. Plus I've always wanted to use all my RPG books for a campaign. Or, well, the opposite of that, which would be something super simple.</p><p></p><p></p><p>Maybe this will help me with what I'm looking for:</p><p></p><p>I'm puzzling over Jungian archetypes tonight. Star Wars as a "monomyth", the journey of the hero (Luke), his mentor/wise-old-man (Obiwan), against the shadow/father (Darth Vader, with vader actually being the Dutch word for father): the young knight, the wizard, the dark knight; plus the pirate (Han), the princess (Leia), etc.</p><p></p><p>I don't know why, but creating my own version of Star Wars has always appealed to me, specifically taking elements (Jedi, Sith, Droids, etc.) and using them as I would elements of the D&D mythology: fighters, bards, elves, dwarves, orcs, all as standard setting elements, but shuffling them around and creating my own setting with them.</p><p></p><p>Oddly, gamers seem to reject this approach to Space Opera: any attempt to re-use the Jedi is passed over, in either fantasy or sci-fi; and running a Star Wars game that isn't cannon isn't considered Star Wars. In fact, people focus on two genres of SW: Jedi games or Serenity/Scum & Villainy. You're either a group of Jedi and their sidekicks, or you're a non-Jedi band of outlaws, probably space cowboys.</p><p></p><p>My issue with current RPGs is that Jedi are treated like the Batman class, when in the movies they're never, ever that powerful. Even in Clone Wars, with high Jedi numbers, we see character significantly challenges by droids, environmental concerns, and so on. The same sorts of issues RPG characters would face in a game of D&D. Yet in SWSE, the rules allow severe abuse by players on the basis that, technically, Yoda could do a thing, so everyone can do it. Move Object in SWSE, plus Skill Focus (use the force) allows low level characters to throw Imperial Walkers at foes fairly easily, as a one-round action. By comparison, Yoda had to focus most of his energy in Empire Strikes Back in order to slowly, slowly move Luke's X-Wing out of the swamp. By RAW, he's a 20th level character, but in the source material the effort exhausts him.</p><p></p><p>I'd like to make "a" Star Wars. I'm looking for suggestions, I guess, for things to Mash Up(?) from other RPGs.</p><p></p><p>Maybe there's a method for players to select archetypes to base their characters off of, like "Child", Crusader, Trickster, Wise Old Man, Anima/Maiden, etc. ?</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 6489497, member: 51930"] Jedi-centric vs. Cinematic: I don't understand how these are mutually exclusive. Wouldn't Jedi by default involve things like jumping from (space) trains, or (space) car chases, or (space) sword fights? FFG: I'm super broke. Plus I've always wanted to use all my RPG books for a campaign. Or, well, the opposite of that, which would be something super simple. Maybe this will help me with what I'm looking for: I'm puzzling over Jungian archetypes tonight. Star Wars as a "monomyth", the journey of the hero (Luke), his mentor/wise-old-man (Obiwan), against the shadow/father (Darth Vader, with vader actually being the Dutch word for father): the young knight, the wizard, the dark knight; plus the pirate (Han), the princess (Leia), etc. I don't know why, but creating my own version of Star Wars has always appealed to me, specifically taking elements (Jedi, Sith, Droids, etc.) and using them as I would elements of the D&D mythology: fighters, bards, elves, dwarves, orcs, all as standard setting elements, but shuffling them around and creating my own setting with them. Oddly, gamers seem to reject this approach to Space Opera: any attempt to re-use the Jedi is passed over, in either fantasy or sci-fi; and running a Star Wars game that isn't cannon isn't considered Star Wars. In fact, people focus on two genres of SW: Jedi games or Serenity/Scum & Villainy. You're either a group of Jedi and their sidekicks, or you're a non-Jedi band of outlaws, probably space cowboys. My issue with current RPGs is that Jedi are treated like the Batman class, when in the movies they're never, ever that powerful. Even in Clone Wars, with high Jedi numbers, we see character significantly challenges by droids, environmental concerns, and so on. The same sorts of issues RPG characters would face in a game of D&D. Yet in SWSE, the rules allow severe abuse by players on the basis that, technically, Yoda could do a thing, so everyone can do it. Move Object in SWSE, plus Skill Focus (use the force) allows low level characters to throw Imperial Walkers at foes fairly easily, as a one-round action. By comparison, Yoda had to focus most of his energy in Empire Strikes Back in order to slowly, slowly move Luke's X-Wing out of the swamp. By RAW, he's a 20th level character, but in the source material the effort exhausts him. I'd like to make "a" Star Wars. I'm looking for suggestions, I guess, for things to Mash Up(?) from other RPGs. Maybe there's a method for players to select archetypes to base their characters off of, like "Child", Crusader, Trickster, Wise Old Man, Anima/Maiden, etc. ? [/QUOTE]
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