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Musing on Star Wars themes in RPG
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<blockquote data-quote="Yora" data-source="post: 9130010" data-attributes="member: 6670763"><p>The combat system should support big battles in which you don't have to track every individual stormtrooper or TIE fighter and don't make a roll for every shot that each combatant takes. It's much too slow and granular for what should be a few cool stunts in the foreground against a background of chaos, blaster shots, and explosions.</p><p></p><p>I feel the original Apocalypse World approach to encounter resolution could be a great starting point. The players' goal is to "clear the building" or "make their getaway" which takes place in a couple of narrative beats rather than running down the hit points of all their opponents.</p><p></p><p>Also, the threat of failure should not be character death. Party members in Star Wars stories pretty much never die. Instead defeat means major setbacks that invalidate the old plan and require coming up with a completely new plan to attempt reaching the goal.</p></blockquote><p></p>
[QUOTE="Yora, post: 9130010, member: 6670763"] The combat system should support big battles in which you don't have to track every individual stormtrooper or TIE fighter and don't make a roll for every shot that each combatant takes. It's much too slow and granular for what should be a few cool stunts in the foreground against a background of chaos, blaster shots, and explosions. I feel the original Apocalypse World approach to encounter resolution could be a great starting point. The players' goal is to "clear the building" or "make their getaway" which takes place in a couple of narrative beats rather than running down the hit points of all their opponents. Also, the threat of failure should not be character death. Party members in Star Wars stories pretty much never die. Instead defeat means major setbacks that invalidate the old plan and require coming up with a completely new plan to attempt reaching the goal. [/QUOTE]
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