gribble said:
Wrong...people bought it to play a fun, compelling Star Wars game. Are you really trying to argue that someone who wasn't interested in playing a Star Wars game would pick up the Star Wars RPG (rules tinkerers who buy systems to rip apart rather than play as written excepted - but they are no where near the majority of purchasers)?
Raises hand.
And I've never been happier with a system. It's the best developed game I've ever seen, taking the crown from Spirit of the Century. Is it the *best*? That I'm not sure of, and not even sure it's possible to judge; it's definitely in the tactical, D&D-derived subset of RPGs and difficult to compare on a systemic level to something that either isn't tactical or where tactics are, say, timing based.
I'm actually running a Star Wars game to try the rules out in their pure form, and am enjoying it a lot. But I bought it for Final Fantasy 6 steampunk and Final Fantasy 12 Golden Age of Ivalice, and will mostly use it for those and pulp and six-guns and sorcery campaigns.
Felon said:
So, let's say my action is leaving my lightsaber in the sock drawer. I search my feelings and know that will be unfavorable. If I'm close to the loremaster, I'll check for leaving it in my speeder's glove compartment instead. Either way, I now have a pretty good sense that some stuff is about to go down. That's a bit of an assumption on my part; maybe the loremaster heard I have a really nice lightsaber and will storm off in a huff because I didn't bring it. Or I might get stuck in the elevator on the way up to meet him and need to cut my way out. Or someone might want to raid my sock drawer. But most likely I'm going to need to chop somebody up. When the killer shows up--dramatically jumps through the skylight or what have you--it won't be any kind of surprise. Not for me, not for the Sith.
Provided you're not in the time of the Empire, leaving your lightsaber will almost never have favorable consequences, and can have any number of different unfavorable ones - as you point out. All you really learn is not to be a moron and leave your saber when you might conceivably need it - something the elders at the Jedi temple should have taught you, provided you lacked the common sense to figure it out.
Felon said:
After dealing with the Sith, assuming I'm still alive, I repeat the same formula formula. Sock drawer check is clean. Glove compartment check, clean. Basically, I'll know whether or not it's safe to stand near a skylight.
I gotta say that as a DM, I want people not so sure about skylights.
Do your players actually click their way through adventures like this? Seriously? Do they check for traps every 5' square, AD&D 1e Tournament Module style? Because I've rarely seen a player take even the most rudimentary precautions.
For that matter, the character you describe sounds like, in Star Wars terms, he's almost certainly on the Dark Side. He's a raving paranoiac!
As it stands, you have a mechanic that allows a Jedi who has time to behave in a calm, controlled manner to consistently make the right decision: exactly what the Jedi are supposed to be able to do. It allows Obi-Wan to infiltrate the Death Star without ever being at risk of being caught because he can smoothly and calmly make the right choices to infiltrate. But if, say, Darth Vader had come across Obi-Wan *before* he got the tractor beam down, Obi-Wan would have had to make haste to get to it and shut it off, and he wouldn't have been able to pause and reflect on the best course of action.
I'm going to go with 'absolutely intentional, and certainly would work for any game I'd play in.'