Laurefindel
Legend
[UPDATE 2024-09-02]
Here's my master document I'm using for our games. This one is (almost) without images so it looks a bit dry, but my own version is fully illustrated (with a bunch of images I do not own, taken over Pinterest and whatnot).
If you're reading this thread for the first time, here's the elevator pitch:
Here's my master document I'm using for our games. This one is (almost) without images so it looks a bit dry, but my own version is fully illustrated (with a bunch of images I do not own, taken over Pinterest and whatnot).
If you're reading this thread for the first time, here's the elevator pitch:
- It's a Star Wars RPG using the core mechanics of The One Ring RPG (mostly 2e, with a few leaked elements of the first edition here and there).
- The game uses a regular d12 instead of TOR' special feat die.
- There are six class archetypes: Commander, Drifter, Heavy, Technician, Scoundrel, and Force User. These replace TOR's heroic cultures. As in TOR, each offer 6 archetype-specific virtues.
- Species are mostly cosmetic, giving a choice of a favoured skill, a trait, and a starting standard virtue. Species replace TOR's callings.
- Serenity and Passion replace TOR's Hope and Shadow but essentially work the same.
- The Force mostly relies on TOR's concept of magical successes, and Force User's archetype virtues.
- Equipment is generic on purpose. Special equipment and specific weapons work similarly to rewards and magical weapons/items in TOR.
- Combat is shifted from melee-focused in TOR to something more ranged-combat oriented. Forward/Open/Defensive stances are engaged combat stances, allowing attacks at range and in melee. The Rearward stance is a disengaged stance, allowing for interaction with environment in combat (like using a medkit to stabilise a dying ally).
- The game is meant to be played more like a "mini-series" than a "movie", with frequent "offscreen" phases between "aired" episodes. Rest, healing, acquisition of new equipment and abilities etc. mostly happens offscreen.
- Space combat is still in the making and not included here.
So I've started to make a Star Wars RPG using the The One Ring's game system. Why? Mostly because I felt like it...
I like Star Wars. I don't like funky dice and narrative dice resolution mechanics. I don't feel like d20/5e. I want something slightly crunchier than d6. I like The One Ring. The transition was a natural one.
I'll be using this thread to share my thought process and run a few ideas by ENworlders and take suggestions. The only suggestion I'm not gonna take is to use another (more appropriate) system. This one is a TOR hack; it's not going to be anything else
I have the chance of running this game with an actual group; I'll be posting my observations based on play. We've played twice so far, or three times if we count the (rather chaotic) session zero.
I like Star Wars. I don't like funky dice and narrative dice resolution mechanics. I don't feel like d20/5e. I want something slightly crunchier than d6. I like The One Ring. The transition was a natural one.
I'll be using this thread to share my thought process and run a few ideas by ENworlders and take suggestions. The only suggestion I'm not gonna take is to use another (more appropriate) system. This one is a TOR hack; it's not going to be anything else

I have the chance of running this game with an actual group; I'll be posting my observations based on play. We've played twice so far, or three times if we count the (rather chaotic) session zero.
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