Desdichado
Hero
I've been playing Star Wars, as run by another guy in our group, for the last few months. Curiously, although we're pretty heavily invested in the d20 system, we are not using the d20 Star Wars (any of the three versions), but a bunch of house-rules that the GM came up with to the OGL himself. In most respects, it's similar in many ways to one of the d20 versions of Star Wars that preceded SAGA.
I had also proposed a Star Wars game earlier, that we ended up not playing (I ran something else instead) in part because I knew this guy had spent a lot of time and effort on this Star Wars campaign, and I didn't want to undercut his game by doing my own thing with it before that. I hadn't decided on a system for that one, yet, although I presumed that I would be using Star Wars d20 Revised, because I had that book. After a few months of playing his game, I've rethought that somewhat.
First of all, in my experience, the game didn't feel enough like Star Wars, and for the most part, that was driven by legacy issues inherent in the d20 system. The tactical combat wasn't very fluid or swashbucklery, especially for Jedi-type characters. Over time as the campaign developed, I became more and more frustrated with it. Granted, I don't particularly like tactical, battle-mat based combat anyway, but I found it more tolerable in a D&D mileu than in Star Wars.
The other major issue, especially for those of us who played Jedi type characters (and given the nature of the campaign, that was 4 of 6 players) is that we didn't feel particularly Jedi-like until we got to nearly 8th level. Somehow that wasn't right, and doesn't fit the source-material at all either. After all, Ahsoka was pretty capable, and everyone considered her a youngling, fer crying out loud.
Granted; you don't want your Jedi characters to over-power your non-Jedi characters, but I think crocking the Jedi as the way to achieve that inter-class balance is the wrong way to go. Rather, a more generous, swashbucklery approach that ramped the other classes up to Jedi capability is, I think, more desireable.
While I was having these thoughts, I stumbled belatedly onto Microlite20, or m20, which has a bazillion variants to a very simplified version of the d20 ruleset. I loved it! Right up my alley. Plus, better than the rather fiddly d20 at capturing the fast and loose swashbucklery feel of Star Wars, I think. There were, in fact, already two Star Wars variants, but neither one of them was 100% complete, and neither one of them really completely made an effort to capture the feel of the source material (although both were quite good.) So, even though I didn't have any immediate plans to run this, I decided to tinker with them; fuse the variants together, taking the best elements of each, and sprucing up a few small gaps that still remained.
Here, for the perusal of anyone who cares, is the result of that labor. Let me know what you think! I haven't actually play-tested it, but I'm not likely to be interested in serious re-evaluation of any of its core design precepts. But, I'll take feedback anyway.
http://starwarsm20.wikispaces.com/
I had also proposed a Star Wars game earlier, that we ended up not playing (I ran something else instead) in part because I knew this guy had spent a lot of time and effort on this Star Wars campaign, and I didn't want to undercut his game by doing my own thing with it before that. I hadn't decided on a system for that one, yet, although I presumed that I would be using Star Wars d20 Revised, because I had that book. After a few months of playing his game, I've rethought that somewhat.
First of all, in my experience, the game didn't feel enough like Star Wars, and for the most part, that was driven by legacy issues inherent in the d20 system. The tactical combat wasn't very fluid or swashbucklery, especially for Jedi-type characters. Over time as the campaign developed, I became more and more frustrated with it. Granted, I don't particularly like tactical, battle-mat based combat anyway, but I found it more tolerable in a D&D mileu than in Star Wars.
The other major issue, especially for those of us who played Jedi type characters (and given the nature of the campaign, that was 4 of 6 players) is that we didn't feel particularly Jedi-like until we got to nearly 8th level. Somehow that wasn't right, and doesn't fit the source-material at all either. After all, Ahsoka was pretty capable, and everyone considered her a youngling, fer crying out loud.
Granted; you don't want your Jedi characters to over-power your non-Jedi characters, but I think crocking the Jedi as the way to achieve that inter-class balance is the wrong way to go. Rather, a more generous, swashbucklery approach that ramped the other classes up to Jedi capability is, I think, more desireable.
While I was having these thoughts, I stumbled belatedly onto Microlite20, or m20, which has a bazillion variants to a very simplified version of the d20 ruleset. I loved it! Right up my alley. Plus, better than the rather fiddly d20 at capturing the fast and loose swashbucklery feel of Star Wars, I think. There were, in fact, already two Star Wars variants, but neither one of them was 100% complete, and neither one of them really completely made an effort to capture the feel of the source material (although both were quite good.) So, even though I didn't have any immediate plans to run this, I decided to tinker with them; fuse the variants together, taking the best elements of each, and sprucing up a few small gaps that still remained.
Here, for the perusal of anyone who cares, is the result of that labor. Let me know what you think! I haven't actually play-tested it, but I'm not likely to be interested in serious re-evaluation of any of its core design precepts. But, I'll take feedback anyway.
http://starwarsm20.wikispaces.com/