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General Tabletop Discussion
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What's Your Favorite System for Star Wars
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<blockquote data-quote="Geeknamese" data-source="post: 7889870" data-attributes="member: 6785999"><p>Reading this, I can say with 100% certainty that you have not played the game yet. Leia is a Diplomat/Ambassador who picks up the Force Sensitive universal spec and then Commander/Figurehead as her third spec. Luke is an Explorer/Trader who picks up the Force Sensitive Spec, then Ace/Pilot spec and then ventures into the Force specs. And this all happens organically through the narrative. Like D&D’s multiclass except less gamey. Being that it’s a game that allows the players to contribute to the narrative and what happens in a scene, there are all kinds of ways to replicate the cinematic and heroics of the old movies. That’s what the Triumphs and Despairs are all about.</p><p></p><p>The biggest problem people admit to with this system is the narrative dice which literally just takes one session to get used to. The depth that they go into the skills for is because there is so much narrative freedom that they have to give players an idea of the scope of the skill. It’s not simple pass fail like D&D. I’ve introduced this game to a lot of people though local meetups and FLGSs. The first session is always the one that gets people hooked. It’s the same feeling when you go from a video game to D&D and realize how much freedom it is to be able to make whatever choice you want and affect the game world. FFG Narrative Dice System is the next evolution of that where you make choices and not only effect the game world but also take control of the shared narrative with the GM. It’s an improv player’s game. If you’re more wargamer than improv/RPer, this is probably not the game for you.</p></blockquote><p></p>
[QUOTE="Geeknamese, post: 7889870, member: 6785999"] Reading this, I can say with 100% certainty that you have not played the game yet. Leia is a Diplomat/Ambassador who picks up the Force Sensitive universal spec and then Commander/Figurehead as her third spec. Luke is an Explorer/Trader who picks up the Force Sensitive Spec, then Ace/Pilot spec and then ventures into the Force specs. And this all happens organically through the narrative. Like D&D’s multiclass except less gamey. Being that it’s a game that allows the players to contribute to the narrative and what happens in a scene, there are all kinds of ways to replicate the cinematic and heroics of the old movies. That’s what the Triumphs and Despairs are all about. The biggest problem people admit to with this system is the narrative dice which literally just takes one session to get used to. The depth that they go into the skills for is because there is so much narrative freedom that they have to give players an idea of the scope of the skill. It’s not simple pass fail like D&D. I’ve introduced this game to a lot of people though local meetups and FLGSs. The first session is always the one that gets people hooked. It’s the same feeling when you go from a video game to D&D and realize how much freedom it is to be able to make whatever choice you want and affect the game world. FFG Narrative Dice System is the next evolution of that where you make choices and not only effect the game world but also take control of the shared narrative with the GM. It’s an improv player’s game. If you’re more wargamer than improv/RPer, this is probably not the game for you. [/QUOTE]
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