You want to know a problem? Here's a few, leaving the rules out of it since you guys have hashed out the problems with both the current batch o' rules and the fact that a lot of "old timers" aren't upgrading...
1) The price. The book is fraggin' expensive, even for a hardback. WotC is raising the bar on their book prices, and that ain't a good thng. At $35.00, it's kept all but the hard core fans from buying it. Hell, I love Star Wars, I ran a 3 group Star Wars campaign at college, and I like d20 Star Wars a lot better than I like d20 D&D, but I still haven't bought the book because of the price. It's too expensive for a "Casual" purchase, and right now, that's all it would be, since I'm not GMing and we're not playing all that often.
2) The supplements. These things blow. I bought the Rebel Era Sourcebook for my GM, and it was a waste of space and money. It might have been ok if, say, none of us had ever gamed before and were totally inept at coming up with ideas for running a game, but considering at best it was a loose collection of weak plot ideas and character stats, it was useless. I mean, no alien race rules, no starship stats, no new feats or skills or anything. What a waste! And as far as I can tell, most of the sourcebooks so far have been like that.
D&D has it's issues. The "Splatbooks" suffer a bit from "Warhammer syndrome" (Bigger, Btter, faster, stronger than the last book). But one thing it did was brought out books that really supported the game as far as rules and advnacement went. The people whoa re playing Star Wars KNOW the movies. They probably know the movies better than lucas does. They don't need the Rebel Era Sourcebook to tell them what happened. What they want are books that let them play what they saw in those movies.
The Starship book helped. But there is still a lot missing from the game.
Bull
1) The price. The book is fraggin' expensive, even for a hardback. WotC is raising the bar on their book prices, and that ain't a good thng. At $35.00, it's kept all but the hard core fans from buying it. Hell, I love Star Wars, I ran a 3 group Star Wars campaign at college, and I like d20 Star Wars a lot better than I like d20 D&D, but I still haven't bought the book because of the price. It's too expensive for a "Casual" purchase, and right now, that's all it would be, since I'm not GMing and we're not playing all that often.
2) The supplements. These things blow. I bought the Rebel Era Sourcebook for my GM, and it was a waste of space and money. It might have been ok if, say, none of us had ever gamed before and were totally inept at coming up with ideas for running a game, but considering at best it was a loose collection of weak plot ideas and character stats, it was useless. I mean, no alien race rules, no starship stats, no new feats or skills or anything. What a waste! And as far as I can tell, most of the sourcebooks so far have been like that.
D&D has it's issues. The "Splatbooks" suffer a bit from "Warhammer syndrome" (Bigger, Btter, faster, stronger than the last book). But one thing it did was brought out books that really supported the game as far as rules and advnacement went. The people whoa re playing Star Wars KNOW the movies. They probably know the movies better than lucas does. They don't need the Rebel Era Sourcebook to tell them what happened. What they want are books that let them play what they saw in those movies.
The Starship book helped. But there is still a lot missing from the game.
Bull