What's Your Favorite System for Star Wars

Maybe it's one of the officially licensed RPGs. Maybe it is another sci fi RPG, or a generic system. Maybe it's a game of a different genre altogether that just works for you. It could even be a homebrew. It might even depend on the mode and era of play.

Whatever it is, tell me what your preferred game system is for adventures set a long time ago in a galaxy far, far away. And why.

Thanks.
 

doctorbadwolf

Heretic of The Seventh Circle
SAGA was really good. I made a decent fist of balancing Jedi. Obviously it failed at that particular issue but it was great if you didn’t have Jedi.
Honestly our mundanes never felt overshadowed by Jedi in SWSE.

Well, maybe once the Force Unleashed sourcebook came out.

But if they had put out “battlefield maneuvers” in the same way they had force powers and starship maneuvers, giving mundanes some tools to do more rad stuff in a fight, even that imbalance would have been pretty well invisible for us.
 

aramis erak

Adventurer
Maybe it's one of the officially licensed RPGs. Maybe it is another sci fi RPG, or a generic system. Maybe it's a game of a different genre altogether that just works for you. It could even be a homebrew. It might even depend on the mode and era of play.

Whatever it is, tell me what your preferred game system is for adventures set a long time ago in a galaxy far, far away. And why.

Thanks.
Depends upon several factors...

Oneshots? Short runs, no Jedi? WEG 2E. Easier to teach than E

Campaigns with jedi-only or mixed force non-force? Full FFG (EotE+AoR+F&D)

No force users, dark times: WEG 2E but adding "Keep 5d" to all the roll codes Caps the needed difficulties, and noting that the wild die has to be kept to be open ended...

Old Republic era? FFG.

I hated the d20 1E and 2E, and never bothered with Saga.

Of the universal systems I've got...
  • I've outgrown GURPS, and it would be a piss poor match anyway.
  • Hero System is too complicated for non-fans to easily grasp, and I prefer it for fantasy, not sci-fi nor supers.
  • EABA is pretty close to the d6 system, but keep 3, and no bonus dice for PC attributes. (I playtested 1E). It's a bit too gritty for star wars, but I could see running it for certain no-jedi styles. The difficulty scale
  • CORPS is entirely too deadly, the paranormal powers are too narrow to make jedi affordable.
  • Savage Worlds: I have it, but haven't run it. Star Wars is a setting I think might work well, but I already know WEG and FFG, and they do what I want out of a game for star wars...
  • World of Darkness: entirely the wrong feel, IMO
Non-universal, genre based:
  • Traveller: in addition to "which flavor" issues, None feel right to me.
  • Space Opera (FGU): I've run it, and were it not overtaken with complexity, the general level of "clearly inspired by Star Wars, Star Trek, and BSG" is quite high...
  • Spacemaster: too lethal. Too much player-facing math.
 

pemerton

Legend
Of the universal systems I've got
I've read but never played Fate core. It seems like it might do Star Wars.

I feel like Cortex+ should be able to, too, but the version I know is MHRP/Heroic and I'm not sure it's quite the right fit.

Traveller: in addition to "which flavor" issues, None feel right to me.
I've been running Classic Traveller quite a bit over the past couple of years. A great system (in my view) but nothing like Star Wars in feel. Both system and implied setting are too gritty.
 

JeffB

Adventurer
FFG-hands down

Also enjoy
WhiteStar
Star Worlds-Mos Eisley Playset (Dungeon World hack)
WEG 1st edition

I never allow Jedi as I'm one of those crotchety old bass-turds that would prefer to deny anything was filmed/ written post -OT (Return is under heavy scrutiny as well)

In fact my next run is to be a "what if?" the original movie tanked and there was nothing else ever made/written post the 77 release.
 

Jacob Lewis

The One with the Force
Gosh, it feels like I just answered this question recently. Or maybe it's my normal response to a lot of similar questions. From the top, then. Shall we?

Star Wars RPG by Fantasy Flight Games is not only my game of choice for running (or playing) any Star Wars adventure, it is also my RPG of choice. Period. I am particularly fond of the Edge of the Empire theme, but I am already looking ahead at campaigns using Age of Rebellion, Force and Destiny, and perhaps a more classic campaign using all three. At this point, I am pretty much set with Star Wars games for the rest of my life!

The narrative dice system is pure genius. Elegant. Intuitive. Easy to learn, but requires practice and dedication to master. The good news is you learn by playing. But it's not just GMs who take advantage of the narrative creativity inspired by the innovative mechanics. Players are encouraged to collaborate and contribute into the narrative, making this a more cooperative storytelling experience than most other systems would allow. This is a critical feature of what makes the game unique, bringing the cinematic and storytelling aspects to the forefront of the game as opposed to a heavy stricture to rules, combat, and crunchy bits.

I have never cared for the idea of a Star Wars game using a system (d20) that focuses heavily on combat, powers, and leveling. It is an anathema to the core ideas of what Star Wars is about. Above all, it is about the Hope which drives ordinary people struggling against horrific odds, and how Fear hastens the rise of power towards its own inevitable downfall. It just never feels right to me.

If I ever decide to run other games, I know that I will take much of what I learned from this system with me. I now refer to running D&D games as "easy mode". Even as a player, combat has become a boring chore and the least interesting part of those games for me. Hit or miss? Next! Snore...

Last night, however, one of my players decided to GM for the first time. He ran a one-shot for the group who wanted to do an all-Mando game. He did well, and we had fun. He now wants to extend the one-shot further and pick it up again in a few months. Until then, we will resume our normal campaign as the group is ready to go Beyond the Rim in search of an old Separatist treasure ship with half the galaxy seemingly gunning for them. It's been an interesting ride so far. And more trouble lies ahead, as well as some interesting surprises in the future!
 
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WEG d6 may not have been the best system for playing Star Wars, per se. But the sourcebooks (mostly 2e) were hands down the best place for hard and well flushed out information on the expanded universe. No system I've seen since has ever come close to the amount of pure information housed in those books.
 

GreyLord

Adventurer
WEG 1e is my favorite (yeah, I'm old school).

I really really really want to love FFG's system...but I don't. I love the ideas behind it, but the way you need special dice (FFG's money grab) and the way those dice are accounted for to be in your advancements almost necessitating a special type of character sheet if you want to advance...yeah...those among others are some big turnoffs...

I'd WANT FFG's system to be my second favorite...but then, on top of that above...you need THREE (yes, three) massive books JUST to get character classes and the force all together for one system (so a player needs 3 books, not just one PHB).

I really want to list FFG's SW system as my second favorite, but because of those and other things...I'm going to say...it's not...

And join the chorus praising SW Saga edition as it would thus by default be my second favorite system for SW (over WEG 2e even).
 

dnd4vr

Hero
SWSE was my favorite, although I had a lot of fun with WEG 1e back in the day. SWSE is my favorite d20 system as well, and I wished they has used it for a base for later D&D. The Vitality/Wounds systems is great and I think the force powers system would be a good basis for the Psion in 5E D&D.
 

aramis erak

Adventurer
I've read but never played Fate core. It seems like it might do Star Wars.
Fate Accelerated seems a better fit. While I've got both, I don't even think about using them for non-bespoke mods.

I feel like Cortex+ should be able to, too, but the version I know is MHRP/Heroic and I'm not sure it's quite the right fit.
LEt's see...
  • MHRP:
    • roll: Affiliation + Power + Distinction + Skill* + Item* + OppComplication* + Opp Damage
    • Damage: 3 tracks
  • Firefly:
    • roll: Attribute + Skill* + Distinction + Item* + OppComplication*
    • Damage: kills unless plot point, whereupon it generates a new condition or steps an extant one
  • Leverage:
    • roll: Attribute + Role + Distinction + Asset* + Item* + OppComplication*
    • Damage: Complications only
  • Smallville:
    • Ability + Relationship + Distinction + Item* + OppComplication*
    • Damage: 5 stress tracks

Firefly has the right skillset... but the damage is on-hit-one-kill (Plot-point to convert to condition)
MHRP has the right damage mechanic, IMO.
 

Umbran

Mod Squad
Staff member
As for Fate... I think, yeah, you could do Star Wars with it.

But, The Force is laid out for us in the canon as fairly... systematic. Lots of people able to do pretty much the same things. And that works well in the canon. But while Fate can do magic powers okay, it isn't really built to do magic systems.
 

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