Starting d20 Star Wars

Doc_Klueless

Doors and Corners
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Just picked up the d20 Star Wars book, but am unsure what else might come in handy. What would you recommend for a starting d20 Star Wars GM? Why?
 

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Honestly, beyond the Core book you don't really NEED anything else. Though some definite recommendations are Ultimate Alien Anthology, Ultimate Adversaries(if you want some creatures), Galactic Campaign Setting(great for quick environments and names), and the Hero's Guide. The last is better for players, but is an all around great book.

I, personally, like all the books, and would have to recommend Power of the Jedi(and Dark Side Sourcebook despite it being pre-Revised) if you want to run a Jedi heavy game

Beyond books like that, know the movies. Not as much what happens, but the FEEL of them. If you can capture that pulping saturday matinee action and intrigue it'll be great no matter what. And also, don't let the estabolished timline(both EU and movie based) get in the way of your game. I love the timeline, and know it well enough to work through it, but I've always told my players(especially in the Rebellion Era) that they can change things and I won't stop them. They're at Hoth? Piloting speeders? They do well enough to win? Well, there you go. If you want to avoid things like that, don't worry about estabolished planets in the movies. The galaxy is HUGE and if there isn't a planet you like, make your own. :)

And definitely check out www.swrpgnetwork.com
 



Owning almost everything Starwars D20 and running a game since it came out I can tell which books I use the most.

Core Book --Nuff Said

Starships of the Galaxy -- Well I am running a game with smugglers and they like to upgrade thier ships so it is very handy.

Arms and Equipment Guid -- Always use this. Rather than having a Heavy blaster your bad guy has a Merr-Sonn Intimidator. Some of these guns have special little things added to them. Also has a bunch of different scanners, survival gear. droids, armor and vehicles. VERY VERY USEFUL (imho)

Heroes Guide -- New feats, PrC, equipment, cybernetics and FACTIONS.

Power of the Jedi -- Well running a Knights of the Old Rebuplic game with jedi this was important. Also a new player is making a jedi and found it very useful.

Most of my other books don't get used very much. Thats my recomendation
 

I'd second what is said above. Starships, Equipment, Hero's Guide, Power of the Jedi.

You can run for quite a while with just the Core though (assuming you do your own setting detail).
 

my all-jedi pipe dream

I haven't run a SWRPG game, although I have imported jedi into my current D&D game; but I have a (pipe) dream of running an all-jedi camapign using just the revised core rule book and free adventures from WotC found at this link:

http://www.wizards.com/default.asp?x=starwars/newsarchive&tablesort=2

Scroll down to get to the adventures category.

I will set it in the New Alliance era since the PCs can be the new breed of jedi, but I can still use adventures from any era since the remnants of the Empire are still around. Also, I would get to use my SW minis for my intended purchase--the RPG (although the mini game is quite fun, too.) I will also give the PCs extra "Force Vitality" so they can use their Force powers without killing themsleves. I just think it captures the feel of the movies better if jedi are more powerful than other characters.

So, my recommendation to you is to stick to the core book, grab all the free adventures you can, buy some minis and put it all together as an all-jedi game.
 

Awesome! I didn't know about those adventures. Gee, that'll make my life easier. Of course, it might take me a while to get to them as I'm swamped with work, family and writing up my latest Paranoia Storyhour which is taking me an extraordinary looooong time as I can only catch a minute here and there to actually write the darn thing!
 



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