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What's Your Favorite System for Star Wars
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<blockquote data-quote="Longspeak" data-source="post: 7894317" data-attributes="member: 7019284"><p>I'll see if I can dig up the old docs, but here's what I recall...</p><p></p><p>For Over the Edge, I just wanted fast and easy rules. Nothing fancy in the hack. I used the core trait system. with a few bits I borrows from WEG. I permit a PC to have a central trait which describes a Jedi or similar, or a side trait that describes more limited force sensitiviy. Or neither if they wanna play a non Jedi.</p><p></p><p>I then added a Trait for Species or Origin. Instead of dice, this gave three keywords, which could be invoked in play once per session each for a free bonus die. To invoke it, you have to be doing something in the narrative that supports it. Like a Wookie might be "Strong" so a player could invoke that when doing something physical, but not when repairing a jammed comm circuit.</p><p></p><p>I refused to make standardized lists; I asked players to tell me their inspirations.</p><p></p><p>Then everyone gets a Force Pool and a Dark Side Pool. These work very similar to the 1e WEG. Force Pool lets you call on inner reserves for nice bonuses, and refreshes conditionally. Dark Side accumulates when anyone does anything evil, or when a Force User does anything which can be construed as giving in to their emotions. OR for <em>using the Dark Side Pool</em>. Usually a player gets a warning for behavior, a chance to restate the action. But not when using Dark Side in the action.</p><p></p><p>Any character could use their Dark Side Pool to get free dice. Any time. As often as they like. Go on... use them... <em>it's so easy</em>...</p><p></p><p>Every time your character gets a Dark Side point invokes a scene where you might turn. When you do, suddenly I'm killing your PC's friends while you make a new character. (In WEG it's a die roll. In this it's drama). The more points you have, the harder it is to resist. At 6 points, the scene is a mere formality to see how you turn, not if.</p><p></p><p></p><p>In Dogs, I wanted to explore the relationship to the Force and the lure of the Dark Side, so I got a little more in depth.</p><p></p><p>First, the backgrounds in Dogs determines what assortment of dice you have for Attributes, Traits, and Relationships. To this I added that some backgrounds were "Force-Using" backgrounds, indicating a Force-Using character. They got fewer attributes, more traits, and a few more relationship dice, in general, that their non-Force Using counterparts.</p><p></p><p>I renamed the attributes (I'm not at home, so I don't recall the exact names), and gave slight redefinitions. Nothing major here.</p><p></p><p>Traits worked the same, save that a Force-Using background needed to have at least one "I use the Force to..." Trait. You wanna be a Jedi? Probably most of your Trait dice go to traits like this.</p><p></p><p>Relationships also worked the same, save that everybody had a 1d6 relationship to The Force. You could spend dice here to change that, but the default is always there. Anyone with a Force-Using background would a<em>lways</em> roll that trait in any conflict. Your relationship to the force is always at stake. Other characters could choose to roll it any time for the extra die.</p><p></p><p>Anytime a PCs relationship to the Force is at stake, your actions are under additional scrutiny. If you act with too much passion, or too evil, the Raise accrues immediate Fallout. I generally let a player know and give them a chance to redo. Players can also call it out if they see it.</p><p></p><p>If your Raise is called out as Dark, you immediately took fallout of two dice (of the same type as the current level of conflict). There's a separate table and there's no good result. The best result possible is "2-7: We'll let it slide... this time." Higher results would affect the number or type of dice in your Force Relationship, possibly damage other force traits (lowering die type or number of dice), add dice in a conflict the GM could use to complcate matters, and finally, potentially turn your character.</p><p></p><p>AND... that fallout total remains until to have a conflict to purge it. If you have further fallout, you add those dice to the previous total before consulting the table. You keep doing this until a successful conflict vs the generic obstable (4d6+4d10), but we also include all the Dark Fallout Rolls you've made since the last time you meditated.</p><p></p><p>This got complicated, but had some fun results.</p></blockquote><p></p>
[QUOTE="Longspeak, post: 7894317, member: 7019284"] I'll see if I can dig up the old docs, but here's what I recall... For Over the Edge, I just wanted fast and easy rules. Nothing fancy in the hack. I used the core trait system. with a few bits I borrows from WEG. I permit a PC to have a central trait which describes a Jedi or similar, or a side trait that describes more limited force sensitiviy. Or neither if they wanna play a non Jedi. I then added a Trait for Species or Origin. Instead of dice, this gave three keywords, which could be invoked in play once per session each for a free bonus die. To invoke it, you have to be doing something in the narrative that supports it. Like a Wookie might be "Strong" so a player could invoke that when doing something physical, but not when repairing a jammed comm circuit. I refused to make standardized lists; I asked players to tell me their inspirations. Then everyone gets a Force Pool and a Dark Side Pool. These work very similar to the 1e WEG. Force Pool lets you call on inner reserves for nice bonuses, and refreshes conditionally. Dark Side accumulates when anyone does anything evil, or when a Force User does anything which can be construed as giving in to their emotions. OR for [I]using the Dark Side Pool[/I]. Usually a player gets a warning for behavior, a chance to restate the action. But not when using Dark Side in the action. Any character could use their Dark Side Pool to get free dice. Any time. As often as they like. Go on... use them... [I]it's so easy[/I]... Every time your character gets a Dark Side point invokes a scene where you might turn. When you do, suddenly I'm killing your PC's friends while you make a new character. (In WEG it's a die roll. In this it's drama). The more points you have, the harder it is to resist. At 6 points, the scene is a mere formality to see how you turn, not if. In Dogs, I wanted to explore the relationship to the Force and the lure of the Dark Side, so I got a little more in depth. First, the backgrounds in Dogs determines what assortment of dice you have for Attributes, Traits, and Relationships. To this I added that some backgrounds were "Force-Using" backgrounds, indicating a Force-Using character. They got fewer attributes, more traits, and a few more relationship dice, in general, that their non-Force Using counterparts. I renamed the attributes (I'm not at home, so I don't recall the exact names), and gave slight redefinitions. Nothing major here. Traits worked the same, save that a Force-Using background needed to have at least one "I use the Force to..." Trait. You wanna be a Jedi? Probably most of your Trait dice go to traits like this. Relationships also worked the same, save that everybody had a 1d6 relationship to The Force. You could spend dice here to change that, but the default is always there. Anyone with a Force-Using background would a[I]lways[/I] roll that trait in any conflict. Your relationship to the force is always at stake. Other characters could choose to roll it any time for the extra die. Anytime a PCs relationship to the Force is at stake, your actions are under additional scrutiny. If you act with too much passion, or too evil, the Raise accrues immediate Fallout. I generally let a player know and give them a chance to redo. Players can also call it out if they see it. If your Raise is called out as Dark, you immediately took fallout of two dice (of the same type as the current level of conflict). There's a separate table and there's no good result. The best result possible is "2-7: We'll let it slide... this time." Higher results would affect the number or type of dice in your Force Relationship, possibly damage other force traits (lowering die type or number of dice), add dice in a conflict the GM could use to complcate matters, and finally, potentially turn your character. AND... that fallout total remains until to have a conflict to purge it. If you have further fallout, you add those dice to the previous total before consulting the table. You keep doing this until a successful conflict vs the generic obstable (4d6+4d10), but we also include all the Dark Fallout Rolls you've made since the last time you meditated. This got complicated, but had some fun results. [/QUOTE]
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