Thanks. I'm more interested the setting material.Edge studios currently has the official Star Wars license for RPGs.
Unofficially, lots of fan games porting SW to existing systems, like 5E and Savage Worlds.
There is even a "Revised, Expanded, and Updated" pdf version of the old d6 system. Not sure if I can link, but easy to search for.
I believe the lack of pdfs stems from an issue with their license, but I suppose that doesn't really matter in a practical sense. The real issue is that Edge has essentially been sitting on the game since acquiring it from FFG years ago, and has done nothing with it.Thanks. I'm more interested the setting material.
Man, FFG doesn't believe in PDFs? Dealbreaker.
I'll check it out. I liked the 'Edge of the Empire' concept, without the Jedi. That would tie well with my interest in a Firefly-esque campaign, with bits of other Sci-Fi concepts thrown in.If all you want is setting information, Wookiepedia might work for you. It's got all the setting information you could possibly need.
Yeah, I'm looking at using different rules, especially because SW has very limited Roll20 support (probably linked to the PDF absence).I can't get behind any Star Wars game that has ever come out fully.
The best setting information is still WEG. That said, I agree with @MGibster that Wookiepedia is the best source you are going to find. The WEG books however are very good as indices to help you find things though, as to really get the most out of Wookiepedia you have to already know the lore pretty well.
While I do like D6 a lot and WEG has to be praised highly for the quality of the IP that they produced, the system suffers from a number of flaws. Major Quibbles:
a) There is a general lack of editorial control over the mechanics such that every single book that was published had different ideas of balance and gear, vehicles, ships, and so forth published for the system over the years are all over the place in terms of balance, utility, and compatibility. Powered armor is a particularly egregious example, as different authors employed at least three different rules subsystems to implement it with varying degrees of just how overpowered it would be - which is especially weird when it's all upside given that it plays little role in the lore.
b) It's a skill driven system that has really poorly thought-out skill space in some cases.
c) Some subsystems like the interaction with Capital Ships and Astrogation/Hyperspace are really poorly thought out.
d) Race construction rules/templates are just horribly broken as presented with races all over the place in terms of power level and a general lack of understanding as to what a drawback is rather than a benefit. As written, there is little reason to play a human despite how homocentric the setting actually is.
e) Much as I love the soak rules and wound track conceptually, the lack of hit points makes planning for actually challenging encounters very difficult. Combat tends to be either extremely easy or extremely deadly with no real sweet spot. This one is almost becoming the deal breaker for me.
f) The kludge fix for 'e' involves spending XP as narrative currency, which involves the horrible tradeoff of either trying to stay alive now or falling further and further behind in the future.
g) Force users have that zero to demigod curve associated with D&D wizards where they absolutely suck at any level of play you are likely to reach, but then in the long run eventually break the game wide open.
h) The rules for all-out movement make more sense for characters than they do for vehicles.
Minor Quibbles:
a) While I get that it had its problems, treating speed as a skill in 1e had big advantages over fixed values seen 2e when it came to running chase scenes. Worse, the rules migrated to fixed values without handling scale well.
b) The rules for torpedoes, shields, and several other ship systems don't really work well.
c) Ship combat minigame could be a lot better. Compare the miniature game for example.
That said, I'm not sure any more modern rules set is necessarily better in this regard.
I prefer WEG's d6 to any other version of Star Wars I've played, but I think your criticisms are fair and I am largely in agreement.While I do like D6 a lot and WEG has to be praised highly for the quality of the IP that they produced, the system suffers from a number of flaws. Major Quibbles:
I concur. I liked the marketing and look of the edge system, but the funky abstract dice turned me away.I prefer WEG's d6 to any other version of Star Wars I've played, but I think your criticisms are fair and I am largely in agreement.
Not until they're pdfEven if you don't like the system, the Edge / FFG game books are great for lore.
Did you look at the Revised, Expanded, and Updated d6 PDF?Thanks. I'm more interested the setting material.
It seems to be in maintenance mode where they reprint stuff occasionally but aren't producing anything new. And to be honest, the game/games is/are pretty much complete with each line having a core book, six splat books (one per career), a GM screen/kit, and a small number of adventures. In addition, there are some books about "historical" eras primarily corresponding to the prequel movies and the Rebels TV show, as well as some other generic material.Does anyone know if Edge has any plans for the line, at all? They made a big deal about getting it at the initial announcement back in March 2020, but they've had it for three years now, and basically nothing has happened.
Cypher System too.Edge studios currently has the official Star Wars license for RPGs.
Unofficially, lots of fan games porting SW to existing systems, like 5E and Savage Worlds.
There is even a "Revised, Expanded, and Updated" pdf version of the old d6 system. Not sure if I can link, but easy to search for.
There has been a lot of Star Wars stuff in the last few years. The Mandalorian, Andor, The Bad Batch, Obi-Wan, the list goes on. Edge and Disney are seriously leaving money on the table not supporting this stuff in the RPG line.It seems to be in maintenance mode where they reprint stuff occasionally but aren't producing anything new. And to be honest, the game/games is/are pretty much complete with each line having a core book, six splat books (one per career), a GM screen/kit, and a small number of adventures. In addition, there are some books about "historical" eras primarily corresponding to the prequel movies and the Rebels TV show, as well as some other generic material.
It would be kind of neat to have a sourcebook for the Old Republic era (Tales of the Jedi/Knights of the Old Republic) or possibly the current High Republic stuff (which I don't know much about), but given that the Old Republic isn't canon anymore I don't think we'll see any of that. But other than that, I don't see much movement on the Star Wars games unless they make a second edition.
I wonder if it might be related to the... let's call it mixed reception the sequel trilogy got, and that they might want to stay away from that and things leading up to that era.There has been a lot of Star Wars stuff in the last few years. The Mandalorian, Andor, The Bad Batch, Obi-Wan, the list goes on. Edge and Disney are seriously leaving money on the table not supporting this stuff in the RPG line.
Too much Jedi/Rebel nonsense.Did you look at the Revised, Expanded, and Updated d6 PDF?
It's stuffed with SW setting info and lore. Look towards the middle, Universe Section, pg 244.