Morality of mind control…

Or, alternately, Lucas is -- by his own admission -- not a deep thinker about scripts and such, and tossed in a bunch of stuff that ends up having a bunch of problematic implications if one thinks about it for longer, which every Star Wars fan but him does.

But "hey, let's talk about issues with Star Wars" is the subject of an already ongoing thread.
It's the two step that bothers me. (1) This text presents things simply but there are nuanced ideas in it followed by (2) there is a problem with the text's simplistic understanding.

But the text doesn't just have a simplistic understanding, as stated in (1). Rather than making that assumption and concluding the text is wrong, why not make assumptions that fit the text?
 

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What worldbuilding in D&D are you talking about, and in comparison to what? There are a lot of worlds...
Heh, true

I was thinking of the info provided in PHB, but most D&D settings have more depth than Star Wars, though Star Wars has more breath than many RPG settings.

To be fair however, for a franchise primarily made for movies, the Star Wars universe is among the broadest, and still deeper than many.
 

Heh, true

I was thinking of the info provided in PHB, but most D&D settings have more depth than Star Wars, though Star Wars has more breath than many RPG settings.

To be fair however, for a franchise primarily made for movies, the Star Wars universe is among the broadest, and still deeper than many.
I often find the Star Wars offering outside the feature films to be more interesting from a setting perspective. Less emphasis on spectacle.
 

Mind Control is not inherently evil and can be shaped to suit the campaign and the kinds of stories the DM want's to tell. The easiest being letting the players know up front you have final say on what happens despite what the dice might say.

Just about anything can be misused in an immoral manner. The real issue here is to not play with creeps.
 

I'm happier personally with the parts that have deeper worldbuilding and more flexible morality (for stuff outside the Force, which I'm fine with being more built-in). You really need that IMO to have a decent RPG setting, and gamifying fiction is one of my absolute very favorite things in the universe.
No deeper worldbuilding in Star Wars is from Lucas or even Disney. Most of it comes from WEG because when you sell books full of prose you have to have something to say. And I don't think Star Wars has particularly benefited from areas where writers of game supplements or novels have aimed for depth.
 

No deeper worldbuilding in Star Wars is from Lucas or even Disney. Most of it comes from WEG because when you sell books full of prose you have to have something to say. And I don't think Star Wars has particularly benefited from areas where writers of game supplements or novels have aimed for depth.
...good for you, I guess? I've seen plenty of very useful and interesting worldbuilding details for Star Wars from a variety of sources, from on screen to various books. Not sure what you're looking for and not finding. There's a ton of stuff out there.
 

...good for you, I guess? I've seen plenty of very useful and interesting worldbuilding details for Star Wars from a variety of sources, from on screen to various books. Not sure what you're looking for and not finding. There's a ton of stuff out there.
I'm saying that Star Wars does not need deep world building, and in fact directly benefits from its shallow worldbuilding.
 



In popularity maybe, but I think a world with more depth is a better one.
I actually think most of the best world building in Star Wars has been in the various animated series, by far. The Night Sisters, Battle of Mandalore, Ahsoka Tano's abandonment of the Jedi Order, everything from Star Wars: Rebels.

I'm just saying, if someone says they like anything about Star Wars, they're missing out if they haven't seen the animated shows.
 

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