innerdude
Legend
I'm actually somewhat looking for information in this same vein myself.
At some point in the next year, I'm going to run a Star Wars campaign, but am debating between one of three systems to use: Savage Worlds, FFG SW/Genesys, or WEG d6 2e.
I have a very good grasp of how Savage Worlds would work, except for the Jedi-related material. Without the Jedi influence, it would be a very good system out of the box to replicate a "Solo: A Star Wars Story" feel, with lots of high action + intrigue. Creating the Jedi material would mostly be tweaking the arcane background information and setting limits on powers + power improvements, and finding some appropriate "Dark Side / Light Side" mechanic that would work with the setting.
But even though I'm comfortable with Savage Worlds and generally enjoy running the system, I'd rather push the group toward the FFG/Genesys system. I already own the core Genesys book + 3 sets of dice. I'd need to add an extra d6 for the Force power and use a conversion chart, but that would only be applicable in a handful of situations. For force use / Jedi-based stuff, I'd pick up Force and Destiny as a supplement.
The only reason I'm not strongly advocating for this is that I already sprung Dungeon World on them last year as a new system and it did NOT go well, plus our current GM switched from Savage Worlds to GURPS, and it's also not going well. I think there would be some resistance to trying yet another different system, when everyone knows Savage Worlds very well and enjoys playing it.
The WEG d6 option is mostly there because it would be a chance to try something "old school," and I think I'd enjoy it even if it was only temporary, but I've heard that the power curve for PCs breaks the game pretty rapidly, especially for Jedi characters.
At some point in the next year, I'm going to run a Star Wars campaign, but am debating between one of three systems to use: Savage Worlds, FFG SW/Genesys, or WEG d6 2e.
I have a very good grasp of how Savage Worlds would work, except for the Jedi-related material. Without the Jedi influence, it would be a very good system out of the box to replicate a "Solo: A Star Wars Story" feel, with lots of high action + intrigue. Creating the Jedi material would mostly be tweaking the arcane background information and setting limits on powers + power improvements, and finding some appropriate "Dark Side / Light Side" mechanic that would work with the setting.
But even though I'm comfortable with Savage Worlds and generally enjoy running the system, I'd rather push the group toward the FFG/Genesys system. I already own the core Genesys book + 3 sets of dice. I'd need to add an extra d6 for the Force power and use a conversion chart, but that would only be applicable in a handful of situations. For force use / Jedi-based stuff, I'd pick up Force and Destiny as a supplement.
The only reason I'm not strongly advocating for this is that I already sprung Dungeon World on them last year as a new system and it did NOT go well, plus our current GM switched from Savage Worlds to GURPS, and it's also not going well. I think there would be some resistance to trying yet another different system, when everyone knows Savage Worlds very well and enjoys playing it.
The WEG d6 option is mostly there because it would be a chance to try something "old school," and I think I'd enjoy it even if it was only temporary, but I've heard that the power curve for PCs breaks the game pretty rapidly, especially for Jedi characters.
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