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Star wars - which version?
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<blockquote data-quote="Wik" data-source="post: 5425278" data-attributes="member: 40177"><p>d6 SPACE is a good book, however, it pales in comparison to the old d6 SW games. In fact, I was pretty bugged at the direction they took the game.</p><p></p><p>For starters, it's very confusing in how it is written. The old Star Wars books had only a few real pages of rules on how to create a PC, or base mechanics that players needed to know. It was written very clearly. The new d6 rules, while mechanically very similar, are written in very clunky terms. </p><p></p><p>This isn't helped that the game presents multiple optional rules on how to handle things like damage, but never sets a default. There is no "core" game to d6 space - the GM has to interpret the rules to arrive at his own preferences.</p><p></p><p>Finally, the game has a character point creation format, with optional powers and abilities tied in. While these are cool, and give a character a bit more granularity than he may have in old Star Wars, it leads to HUGE imbalances in characters in play - one guy will be a god, while another guy will be a low attribute jack of all trades. In old star wars, it was generally impossible to start with a score higher than 6D... in d6 Space, it's quite possible to have a guy, after specializations and the like, to have a score around 9D, which is pretty huge.</p><p></p><p>When I ran a mini campaign using it, I actually made up a couple dozen PC templates, each with two "options" that the player could pick among. This way, I was able to build the various PCs with roughly equivalent strengths in mind, without leading to huge power disparities in the group. I'd recommend any GM of d6 space do the same.</p><p></p><p>The game requires a lot of work when it comes to acceptable gear, spaceships, and the like. And while it does have a metaphysics chapter, it mostly requires you to make your own spells, using a rather complex system for it. </p><p></p><p>All those critiques aside, d6 space is still an okay book, and worth picking up. It can be very useful if you want to run a non-Star Wars d6 campaign, and if you have no other options, I do think the generic d6 Space book will still probably fit the spirit of Star Wars more than any d20 variant. Others have disagreed with me, of course, so take what I say with a grain of salt. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wik, post: 5425278, member: 40177"] d6 SPACE is a good book, however, it pales in comparison to the old d6 SW games. In fact, I was pretty bugged at the direction they took the game. For starters, it's very confusing in how it is written. The old Star Wars books had only a few real pages of rules on how to create a PC, or base mechanics that players needed to know. It was written very clearly. The new d6 rules, while mechanically very similar, are written in very clunky terms. This isn't helped that the game presents multiple optional rules on how to handle things like damage, but never sets a default. There is no "core" game to d6 space - the GM has to interpret the rules to arrive at his own preferences. Finally, the game has a character point creation format, with optional powers and abilities tied in. While these are cool, and give a character a bit more granularity than he may have in old Star Wars, it leads to HUGE imbalances in characters in play - one guy will be a god, while another guy will be a low attribute jack of all trades. In old star wars, it was generally impossible to start with a score higher than 6D... in d6 Space, it's quite possible to have a guy, after specializations and the like, to have a score around 9D, which is pretty huge. When I ran a mini campaign using it, I actually made up a couple dozen PC templates, each with two "options" that the player could pick among. This way, I was able to build the various PCs with roughly equivalent strengths in mind, without leading to huge power disparities in the group. I'd recommend any GM of d6 space do the same. The game requires a lot of work when it comes to acceptable gear, spaceships, and the like. And while it does have a metaphysics chapter, it mostly requires you to make your own spells, using a rather complex system for it. All those critiques aside, d6 space is still an okay book, and worth picking up. It can be very useful if you want to run a non-Star Wars d6 campaign, and if you have no other options, I do think the generic d6 Space book will still probably fit the spirit of Star Wars more than any d20 variant. Others have disagreed with me, of course, so take what I say with a grain of salt. :) [/QUOTE]
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