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What Does a "Successful" RPG Look Like?
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<blockquote data-quote="Celebrim" data-source="post: 9677261" data-attributes="member: 4937"><p>And I will note I finished the 69th session of my current Star Wars D6 campaign on Tuesday, which ended at the beginning of a fire fight between the PCs and some stormtrooper allies, and some separatist holdouts riding giant agricultural combine droids, and a bunch of probe droid exploding and dropping buzz droids, while a dogfight between the PC's armed freighter and some TIE fighters and some Z-95s and Genosian gundroids occurs in the skies overhead.</p><p></p><p>But at the same time, it's really hard for me to notice a couple of things. </p><p></p><p>Like, the game is dead. I own some of the books, but most of the information is only available now from fan content and pirated pdfs.</p><p></p><p>The game is unsurprisingly dead, because for all the great work that went into that game it was horribly managed as a brand and the supplements while filled with a lot of great lore and fluff, have terrible almost unusable and frequently contradictory crunch. There is no coherent system for anything. There is like three separate ideas about how powered armor should work scattered over equipment entries from multiple supplements. There is no evidence of a product owner or a managing editor anywhere in the game's supplements. Races, creatures, ships, equipment, prices, and every crunchy part of the game system are just all over the place in terms of ideas and balance and mechanics. Chase scenes are supposed to be core to the system, but after they abandoned the speed die in 1e, they just don't really work in 2e in any coherent way except fiat and brushing aside the problems. There is so much basic to what I need a Star Wars game to do that it just doesn't do.</p><p></p><p>So that it is dead despite all of its quality also doesn't surprise me. Give me the IP, and maybe I could do something with it to resuscitate it. If I can figure out what a good solution to its wound system is over the long haul, because those die pools + relative success acquire the worst aspects of both predictability (2D advantage is pretty huge so balance is really hard) and randomness (you're always one Yahtzee of '1's away from dying to almost anything and so implementing the plot/narrative protection of hit points is hard and no spending character points as narrative currency and XP is just not a good solution).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9677261, member: 4937"] And I will note I finished the 69th session of my current Star Wars D6 campaign on Tuesday, which ended at the beginning of a fire fight between the PCs and some stormtrooper allies, and some separatist holdouts riding giant agricultural combine droids, and a bunch of probe droid exploding and dropping buzz droids, while a dogfight between the PC's armed freighter and some TIE fighters and some Z-95s and Genosian gundroids occurs in the skies overhead. But at the same time, it's really hard for me to notice a couple of things. Like, the game is dead. I own some of the books, but most of the information is only available now from fan content and pirated pdfs. The game is unsurprisingly dead, because for all the great work that went into that game it was horribly managed as a brand and the supplements while filled with a lot of great lore and fluff, have terrible almost unusable and frequently contradictory crunch. There is no coherent system for anything. There is like three separate ideas about how powered armor should work scattered over equipment entries from multiple supplements. There is no evidence of a product owner or a managing editor anywhere in the game's supplements. Races, creatures, ships, equipment, prices, and every crunchy part of the game system are just all over the place in terms of ideas and balance and mechanics. Chase scenes are supposed to be core to the system, but after they abandoned the speed die in 1e, they just don't really work in 2e in any coherent way except fiat and brushing aside the problems. There is so much basic to what I need a Star Wars game to do that it just doesn't do. So that it is dead despite all of its quality also doesn't surprise me. Give me the IP, and maybe I could do something with it to resuscitate it. If I can figure out what a good solution to its wound system is over the long haul, because those die pools + relative success acquire the worst aspects of both predictability (2D advantage is pretty huge so balance is really hard) and randomness (you're always one Yahtzee of '1's away from dying to almost anything and so implementing the plot/narrative protection of hit points is hard and no spending character points as narrative currency and XP is just not a good solution). [/QUOTE]
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