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What's Your Favorite System for Star Wars
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<blockquote data-quote="Jacob Lewis" data-source="post: 7864977" data-attributes="member: 6667921"><p>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?</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7864977, member: 6667921"] 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! [/QUOTE]
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