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Input for starting a Star Wars Saga Edition game?
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5958872" data-attributes="member: 6677983"><p>I'm a long time Saga player and GM, and I've had a blast with it. Over the years, I've made a good chunk of house rules and on-the-fly decisions, and I think Saga is pretty forgiving for these types of things.</p><p></p><p>I would get as many of the books as possible if only for the available Talents, Feats, and other class features available to the players. I would definitely get the Jedi Training Academy book if there are going to be force players (Jedi or not) in your campaign, as it really fleshes out force powers and various force training techniques. </p><p></p><p>As far as the rules go, yes I would combine those more granular skills into Athletics, also I give everyone the ability to add their Armor bonus to Reflex or their level. This allows people to still wear the armor they want to look cool and have some other tangential bonuses (such as being able to survive in a vacuum) and not hampered because they're level 7. My good friend gives everyone the soldier talent for free at first level that lets you add half your level AND your armor bonus, but he runs really meat-grinder intense war scenarios that I tend to shy away from.</p><p></p><p>Some general advice: pick a time period that your players are less familiar with but would still enjoy. Most of my games have been in a timeline I've crafted with my friends that we call "Destinies" which is about 150 years after the "Legacy" era, which in turn is about 100-150 years after the movies.</p><p></p><p>The KOTOR period is also arguably the most "exciting" as sith and jedi are just running around willy nilly, and most of the major powers are still out and swinging (Hutts, Trade Federation, Republic, Rakata, Sith etc).</p><p></p><p>As far as resources, the starwarsrpgindex.com site is extremely valuable to find some quick rule things, such as certain weapons/talents/feats. They have a list of everything's location in which book and what page. Also on the site is a pretty comprehensive list of all of the classes and their benefits. </p><p></p><p>As far as gameplay goes, Star Wars is one of the few systems that I strongly encourage leveling rather quickly at the onset rather than slowing it down quite a bit. In D&D I like to keep things more gritty and low power, but Star Wars is pretty high up on the list for super-heroics, so I tend to level my players once every session or two up to about level 7 or 8, at which point I slow it down quite a lot (maybe level every 3-5 sessions). </p><p></p><p>Another tip/piece of advice: beware of money. Money in SW, like most high tech universes, is king. I've had players buy entire fleets of ships, man them with piloting droids, and use those ships to fly at hyperspeed and crash land into enemy fortifications, space stations, and even planets. </p><p></p><p>I've had people hack the commerce guild (spending destiny points to do so) so that they could have a billions of credits put into their account, only to plan galactic domination. </p><p></p><p>This can be very fun and really broaden the scope of play for the players, but it can quickly become a mind-boggling game of SW Mogul instead of SW adventuring. </p><p></p><p>If you do have players who wield the force, I also encourage a lot of flexibility with powers. One of my favorite characters that I've ever played as was a pacifist Kaminoan (the long - neck guys from Ep II) jedi who was very adept at Force Grip and Move Object. He would break the power supply in an enemy's weapon with a Force Grip or lift a giant piece of durasteel and use it as a shield for the party. </p><p></p><p>That being said, don't let the force users steal all of the spotlight. There should be plenty of times that a jedi or force user is either incapable of helping or they are neutralized by some other means (other force users such as sith, jedi-hunting droids, waves and waves of small enemies, or space ship/vehicle combat). </p><p></p><p>One way to help deter the super powerful jedi character is to either remove or nerf the "Skill Focus Use the Force" feat. RAW it adds +5 to UTF, and can be taken at first level. This means that a character who has an 18 Cha (from species or rolling or whatever) could have +14 - +16 bonus at level 1. When the highest DC for Move Object is 30, which moves a COLOSSAL OBJECT (think capital ship) that first level Jedi becomes a force god. </p><p></p><p>My solution is that it adds +1 per level from the level taken to a max of +5. So if they take it at level 1, it is just +1, at 2 +2 etc. Or, you can do as my other GM/friend does and just remove it entirely from the rules. </p><p></p><p>I also tend to up the DCs for UTF and Use Computer. It is quite easy for someone to hack the Death Star at even level 2 or 3, and trust me, they will be more creative than trying to stop garbage compactors. </p><p></p><p>As far as space ship combat goes, I use a modified version of my own OMEN system, which unfortunately I can't really talk about. But, to put it simply, I use just a theater of the mind with slight mini placement on a freeform table/grid just to get relative placing figured out. Three dimensionality is measuerd by placing the minis on cups or other objects to lift them up. Generally though, theater of the mind works just fine for most people I've encountered. </p><p></p><p>Sorry for the ramble, but if you have any other Saga questions, feel free to PM me. Other than just regular ol' D&D it is my most familiar system. </p><p></p><p>Have fun and just try to keep it fresh and exciting.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5958872, member: 6677983"] I'm a long time Saga player and GM, and I've had a blast with it. Over the years, I've made a good chunk of house rules and on-the-fly decisions, and I think Saga is pretty forgiving for these types of things. I would get as many of the books as possible if only for the available Talents, Feats, and other class features available to the players. I would definitely get the Jedi Training Academy book if there are going to be force players (Jedi or not) in your campaign, as it really fleshes out force powers and various force training techniques. As far as the rules go, yes I would combine those more granular skills into Athletics, also I give everyone the ability to add their Armor bonus to Reflex or their level. This allows people to still wear the armor they want to look cool and have some other tangential bonuses (such as being able to survive in a vacuum) and not hampered because they're level 7. My good friend gives everyone the soldier talent for free at first level that lets you add half your level AND your armor bonus, but he runs really meat-grinder intense war scenarios that I tend to shy away from. Some general advice: pick a time period that your players are less familiar with but would still enjoy. Most of my games have been in a timeline I've crafted with my friends that we call "Destinies" which is about 150 years after the "Legacy" era, which in turn is about 100-150 years after the movies. The KOTOR period is also arguably the most "exciting" as sith and jedi are just running around willy nilly, and most of the major powers are still out and swinging (Hutts, Trade Federation, Republic, Rakata, Sith etc). As far as resources, the starwarsrpgindex.com site is extremely valuable to find some quick rule things, such as certain weapons/talents/feats. They have a list of everything's location in which book and what page. Also on the site is a pretty comprehensive list of all of the classes and their benefits. As far as gameplay goes, Star Wars is one of the few systems that I strongly encourage leveling rather quickly at the onset rather than slowing it down quite a bit. In D&D I like to keep things more gritty and low power, but Star Wars is pretty high up on the list for super-heroics, so I tend to level my players once every session or two up to about level 7 or 8, at which point I slow it down quite a lot (maybe level every 3-5 sessions). Another tip/piece of advice: beware of money. Money in SW, like most high tech universes, is king. I've had players buy entire fleets of ships, man them with piloting droids, and use those ships to fly at hyperspeed and crash land into enemy fortifications, space stations, and even planets. I've had people hack the commerce guild (spending destiny points to do so) so that they could have a billions of credits put into their account, only to plan galactic domination. This can be very fun and really broaden the scope of play for the players, but it can quickly become a mind-boggling game of SW Mogul instead of SW adventuring. If you do have players who wield the force, I also encourage a lot of flexibility with powers. One of my favorite characters that I've ever played as was a pacifist Kaminoan (the long - neck guys from Ep II) jedi who was very adept at Force Grip and Move Object. He would break the power supply in an enemy's weapon with a Force Grip or lift a giant piece of durasteel and use it as a shield for the party. That being said, don't let the force users steal all of the spotlight. There should be plenty of times that a jedi or force user is either incapable of helping or they are neutralized by some other means (other force users such as sith, jedi-hunting droids, waves and waves of small enemies, or space ship/vehicle combat). One way to help deter the super powerful jedi character is to either remove or nerf the "Skill Focus Use the Force" feat. RAW it adds +5 to UTF, and can be taken at first level. This means that a character who has an 18 Cha (from species or rolling or whatever) could have +14 - +16 bonus at level 1. When the highest DC for Move Object is 30, which moves a COLOSSAL OBJECT (think capital ship) that first level Jedi becomes a force god. My solution is that it adds +1 per level from the level taken to a max of +5. So if they take it at level 1, it is just +1, at 2 +2 etc. Or, you can do as my other GM/friend does and just remove it entirely from the rules. I also tend to up the DCs for UTF and Use Computer. It is quite easy for someone to hack the Death Star at even level 2 or 3, and trust me, they will be more creative than trying to stop garbage compactors. As far as space ship combat goes, I use a modified version of my own OMEN system, which unfortunately I can't really talk about. But, to put it simply, I use just a theater of the mind with slight mini placement on a freeform table/grid just to get relative placing figured out. Three dimensionality is measuerd by placing the minis on cups or other objects to lift them up. Generally though, theater of the mind works just fine for most people I've encountered. Sorry for the ramble, but if you have any other Saga questions, feel free to PM me. Other than just regular ol' D&D it is my most familiar system. Have fun and just try to keep it fresh and exciting. [/QUOTE]
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