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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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<blockquote data-quote="Celebrim" data-source="post: 9879029" data-attributes="member: 4937"><p>So Star Wars D6 wasn't designed as a nar game, and at the time it was written the concept didn't really exist and only was showing up as a mechanic in fairly obscure places like Toon, Amber, and arguably Paranoia. Furthermore, my players all come from traditional gaming and have less interest in nar as a concept than I do. Nonetheless, I do have one player who has a clear part of his unstated aesthetic of play, "I want to play a character that does big cool impressive things." (The aesthetic I refer to as "Fantasy".)</p><p></p><p></p><p></p><p>And again, you are missing my point. I'm not really worried about balance. I do have issues with the problem of balance in D6 and the force point tangentially effects those, but I have a satisfactory house rule in place for the issue that the force point would raise, namely that a aside from the adjustment to scale, you can't have more than 12D in a single action. So if a character doubles his 7D blaster pool to 14D, he can't dump all those points into a single shot, but must for example, make 3 12D shots. Likewise, you can't dodge with more than 12D. That part is working fine and this thread has not once (from my perspective) addressed balance.</p><p></p><p>In fact, my concern is entirely "nar" if you well, that is addressing the aesthetic of "narrative". The problem with the force point is not that it is unbalancing, which I really don't care about. The problem is that as used it is typically anti-climatic, turning a lengthy struggle and contention at the climax of the story into a single nigh impossible to fail roll.</p><p></p><p>Think of this in terms of say "Mighty Morphin' Power Rangers", though many other things fit the trope if perhaps not so comedically. In many stories, the hero has some unbeatable win button that they can use to - say transforming into Megazord, or Voltron or He-Man or whatever. But in stories of this sort, the heroes invariably try every other solution and power and struggle before turning to the win button when all else has failed and hope is almost lost. In Star Wars D6, that button is the Force Point. And when they are deployed inefficiently like that, as a desperation move because things are going badly, they work just fine. The hero does something as you put it "cool!" and the dramatic fight finishes with a dramatic finish. </p><p></p><p>But my players are getting much more savvy and they aren't waiting until things get desperate. They can recognize the big climatic battle and generally speaking they just go nova, burning the force points to do the heroic thing and take down the terrorist (or whatever danger to the peace they are going after) in round one. It would be as if Luke "used the force" before 85% of good guys died attacking the Death Star, one shotted the Death Star before Vader got into space, and the rebels after an easy victory headed back to Yavin with a closing line like, "See, Wedge, I told you it would be as easy as bullseyeing womp rats back home." It's in some sense the same outcome, but without the drama.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9879029, member: 4937"] So Star Wars D6 wasn't designed as a nar game, and at the time it was written the concept didn't really exist and only was showing up as a mechanic in fairly obscure places like Toon, Amber, and arguably Paranoia. Furthermore, my players all come from traditional gaming and have less interest in nar as a concept than I do. Nonetheless, I do have one player who has a clear part of his unstated aesthetic of play, "I want to play a character that does big cool impressive things." (The aesthetic I refer to as "Fantasy".) And again, you are missing my point. I'm not really worried about balance. I do have issues with the problem of balance in D6 and the force point tangentially effects those, but I have a satisfactory house rule in place for the issue that the force point would raise, namely that a aside from the adjustment to scale, you can't have more than 12D in a single action. So if a character doubles his 7D blaster pool to 14D, he can't dump all those points into a single shot, but must for example, make 3 12D shots. Likewise, you can't dodge with more than 12D. That part is working fine and this thread has not once (from my perspective) addressed balance. In fact, my concern is entirely "nar" if you well, that is addressing the aesthetic of "narrative". The problem with the force point is not that it is unbalancing, which I really don't care about. The problem is that as used it is typically anti-climatic, turning a lengthy struggle and contention at the climax of the story into a single nigh impossible to fail roll. Think of this in terms of say "Mighty Morphin' Power Rangers", though many other things fit the trope if perhaps not so comedically. In many stories, the hero has some unbeatable win button that they can use to - say transforming into Megazord, or Voltron or He-Man or whatever. But in stories of this sort, the heroes invariably try every other solution and power and struggle before turning to the win button when all else has failed and hope is almost lost. In Star Wars D6, that button is the Force Point. And when they are deployed inefficiently like that, as a desperation move because things are going badly, they work just fine. The hero does something as you put it "cool!" and the dramatic fight finishes with a dramatic finish. But my players are getting much more savvy and they aren't waiting until things get desperate. They can recognize the big climatic battle and generally speaking they just go nova, burning the force points to do the heroic thing and take down the terrorist (or whatever danger to the peace they are going after) in round one. It would be as if Luke "used the force" before 85% of good guys died attacking the Death Star, one shotted the Death Star before Vader got into space, and the rebels after an easy victory headed back to Yavin with a closing line like, "See, Wedge, I told you it would be as easy as bullseyeing womp rats back home." It's in some sense the same outcome, but without the drama. [/QUOTE]
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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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