Star Wars RPG Canon/Legends?

Zardnaar

Legend
Might be running a mini campaign using D6 or SWSE.

Not sure when or where to run it. All my material is legends but it wouldn't be hard to reskin some legacy stuff to represent first order ships.

Or I can just run legends or infinities. Infinities means anything goes you can be the one who blows up the death star.

Normally run post Endor or Knights of the Old Republic. In the new canon would consider something like the Mandalorian or pick up from the end of RoS.

Looking for ideas.
 

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that's literally impossible... as all the RPG's are EU.

Hardly. What you create around your table while rolling dice is not EU Cannon.
Here's the rules for character creation, stats, skills, how spaceship combat works, how combat works, etc..
Here's what has happened story-wise in Episodes I-VI (and even the Holiday Special).

Now go, use these tools to tell your own stories.
 

Hardly. What you create around your table while rolling dice is not EU Cannon.
Here's the rules for character creation, stats, skills, how spaceship combat works, how combat works, etc..
Here's what has happened story-wise in Episodes I-VI (and even the Holiday Special).

Now go, use these tools to tell your own stories.
The CGen rules themselves are part of the EU. As are the vehicles, weapons, and anything else in the rules.
 

The CGen rules themselves are part of the EU. As are the vehicles, weapons, and anything else in the rules.

You know damned well I'm talking about the story S****.
Not the rules on how much damage a lightsaber does, or what the strength mod of a Wookie is or how you determine that stuff, etc. You know, all that crap that fills up 200+ novels, comics, & games (RPG or electronic)

So anything EU story cannon introduced & taking place after Jedi in 1983? My suggestion to Zard is to totally ignore it (including any stats it might have).
 

I don't respect the canon, and I like create mash-up. I like lots of ideas from Exp. Un. or Legends, but not all. How to explain it? The galaxy was "boring" until Skywalker arrived and then lots of things happened, to much to be only a generation or two.

And SW is other example of sci-fi getting old very bad.
 

Between Jedi and TFA is Mandalorian.

Post Jedi is where I set most of my old games. Usually defaulted to something similar the Han and Lando pre rebel lives vs being vs the Empire/Imperial remnants.

All my stuff is old EU material. Probably not hard to stay out a new TIE fighter or use antiques in the new timeline I have rules for it.

Equipments not a major problem. It can be refluffed or use future tech stuff from Legacy era to represent upgraded First Order stuff.

I also don't mind blending Legends/Disney Cannon or picking one or the other. After an idea that's not Knights of the Old Tepublic. I love KotOR era just done it a lot.
 
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I think the question has an answer that will depend on the player's intimacy with the films. We can reasonably expect all of them to know Star Wars, but according to their views on the films would dictate the type of game they want, and the type of adventures they want to play influences heavily which era you should choose.

I think the latest trilogy is too recent to be ingrained into the "popular knowledge" of Star Wars. Many things changed, some just last week. I am not speaking of the events of the film but some fundamentals as well. It might not be what some players imagine when they sign for a "Star Wars" campaign. In this case, you could an "infinity" campaign actually set in the timeframe of the sequel trilogy.

If they want to play a game of cool space-knights with glowing swords, you more or less need to (a) have them play before Order 66 and then, it's Kotor-like (even if it's not your first choice...) or (b) have them be outlaws, with half of the empire wanting them dead or (c) a new group and then, it's "infinity".

If they want to play a lower-key space opera ala Solo, you could do that in the ST timeframe, but would it be Star Wars if the most defining and iconic things are just occurring far away from the heroes of your RPG? The premise of old WEG's game of having them working for the rebellion could work because there was a rebellion. Post-TLJ, there is nothing (everything has been obliterated, no-one is here to help). Post-RoS, it's as bleak but for reason I won't explain to avoid spoiling readers.
 

If it's WEG anyone can have force powers. If you want to start with them it's dice coming off your attributes and it costs double the character points to upskill without a teacher.

Sagas a bit different but I have the various setting books and themes. They're effectively tool boxes.

I've a good chunk of D6 material, all the galaxy guides which function much the same.

You can't actually wipe out the Jedi or Sith 100%. Even if you killed all of them both have Spirits, holocrons etc floating around.
 

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