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Rebellion Era Campaign Guide
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<blockquote data-quote="Remus Lupin" data-source="post: 4907103" data-attributes="member: 12760"><p>I love that fact that Rodney is willing to invite feedback.</p><p></p><p>It's a little bit hard for me to pin down why the book felt underwhelming to me. I've loved every book so far, and perhaps it's just a saturation question. I've already mentioned the lack of deck plans.</p><p></p><p>Part of the problem with, say equipment, is that mechanically, most of what you'd need in terms of weapons, etc., has already been covered well in other books. At this point, equipment often feels like "more of the same, only moreso".</p><p></p><p>I might have liked to see one or two additional new prestige classes, but here again, I think we're running into a problem of game bloat. Same goes with Talents. If I've only got 20 levels worth of feats and talents to play with, having quite so many options tends to diffuse the meaning of what it is, for example, to play a soldier versus a Jedi, since there no longer seems to be a core set of things that soldiers in particular or Jedi in particular do well.</p><p></p><p>I appreciate the work that's been done on mechanics innovations, but one problem with introducing new kinds of mechanics with each new book is that it risks making some serious retconning necessary for characters that would like to use the new options but have already been created.</p><p></p><p>To be frank, I'm happy to admit that one problem may just be that the Rebellion Era is not my favorite era of play. Everything seems to overdetermined by the mythology of the movies. I have the same issue with the Clone Wars, though there there's a lot more room to contribute to the story line.</p><p></p><p>I would definitely like to see future books concentrate not so much on radically expanding mechanical options, but in helping players flavor their characters more fully, and allowing GMs to introduce interesting new story developments. I'm looking forward to the Droid book, precisely because I think that's an area where players could really use some help, and by the same token if "Galaxy of Intrigue" helps to develop espionage based campaigns, that will be a great well for GMs to dip into.</p><p></p><p>Thanks again for being able to hear feedback Rodney. I'm loving the new edition, and appreciate your work.</p></blockquote><p></p>
[QUOTE="Remus Lupin, post: 4907103, member: 12760"] I love that fact that Rodney is willing to invite feedback. It's a little bit hard for me to pin down why the book felt underwhelming to me. I've loved every book so far, and perhaps it's just a saturation question. I've already mentioned the lack of deck plans. Part of the problem with, say equipment, is that mechanically, most of what you'd need in terms of weapons, etc., has already been covered well in other books. At this point, equipment often feels like "more of the same, only moreso". I might have liked to see one or two additional new prestige classes, but here again, I think we're running into a problem of game bloat. Same goes with Talents. If I've only got 20 levels worth of feats and talents to play with, having quite so many options tends to diffuse the meaning of what it is, for example, to play a soldier versus a Jedi, since there no longer seems to be a core set of things that soldiers in particular or Jedi in particular do well. I appreciate the work that's been done on mechanics innovations, but one problem with introducing new kinds of mechanics with each new book is that it risks making some serious retconning necessary for characters that would like to use the new options but have already been created. To be frank, I'm happy to admit that one problem may just be that the Rebellion Era is not my favorite era of play. Everything seems to overdetermined by the mythology of the movies. I have the same issue with the Clone Wars, though there there's a lot more room to contribute to the story line. I would definitely like to see future books concentrate not so much on radically expanding mechanical options, but in helping players flavor their characters more fully, and allowing GMs to introduce interesting new story developments. I'm looking forward to the Droid book, precisely because I think that's an area where players could really use some help, and by the same token if "Galaxy of Intrigue" helps to develop espionage based campaigns, that will be a great well for GMs to dip into. Thanks again for being able to hear feedback Rodney. I'm loving the new edition, and appreciate your work. [/QUOTE]
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