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Which system for a Star Wars game?
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<blockquote data-quote="Owen K.C. Stephens" data-source="post: 3240959" data-attributes="member: 3190"><p>For the record, I played in a d6 SW campaign before I wrote for SW d20, and in fact played in Steve Miller's d6 SW game while he and I worked on the Alien Anthology for SW d20. I am no longer an employee of WotC (not for five years now), though I do freelance for them regularly. And, of course, I'm helping put the Saga d20 SW together.</p><p></p><p>If you have time, I strongly recommend you take quick playtest spins with anything that's been suggested here that sounds interesting to you. One of the difficulties all SW game designers have is deciding what SW characters -should- be like. Do we decide the movies are primary and use everything else only where we need a gap, or do we try to hit a medium between all the different sources? Do we treat starship combat the way we see it in the movies, the way it plays in the computer games, or the way it's described in the Rogue Squadron books? Are Jedi objectively more powerful than other character archtypes? Does Yoda saying "size matters not" mean he could move the Death Star out of orbit? If the Force is never used to attack, why are Jedi knocking droids around like leafblowers?</p><p></p><p>Decide how you want your game to work, have some material that supports that ready for your players to absorb, and pick a system you're comfortable with. Me? I really like how Saga is shaping up, and we've already had some very successful playtests. But I sleep, eat and wash with d20 rules, so it's no surprise I find them comfortable. I also like fiddling with things, leading me to write whole new core classes for my Sovereign Kingdoms fantasy game, and a whole new d20 ruleset for my Mutant Age PA game.</p><p></p><p>I really think there are people who are going to be happier with d6, some who love d20 of each edition, and some who are thrilled to run GURPS Star Wars.</p><p></p><p>I will say for support I think your best choice is either d6 (if you can get the old books), or d20 (if you can't). The fan support is enough to run a game for a lot of other systems, but if you prefer having most of the work done for you, stick to a system that has lots of books you can find.</p><p></p><p>Owen K.C. Stephens</p><p>d20 Triggerman</p><p></p><p>Need better cheap magic options?</p><p><a href="http://enworld.rpgnow.com/product_info.php?products_id=7708&" target="_blank">Get <strong>Loot 4 Less II: Rods, Staves and Wands</strong></a></p></blockquote><p></p>
[QUOTE="Owen K.C. Stephens, post: 3240959, member: 3190"] For the record, I played in a d6 SW campaign before I wrote for SW d20, and in fact played in Steve Miller's d6 SW game while he and I worked on the Alien Anthology for SW d20. I am no longer an employee of WotC (not for five years now), though I do freelance for them regularly. And, of course, I'm helping put the Saga d20 SW together. If you have time, I strongly recommend you take quick playtest spins with anything that's been suggested here that sounds interesting to you. One of the difficulties all SW game designers have is deciding what SW characters -should- be like. Do we decide the movies are primary and use everything else only where we need a gap, or do we try to hit a medium between all the different sources? Do we treat starship combat the way we see it in the movies, the way it plays in the computer games, or the way it's described in the Rogue Squadron books? Are Jedi objectively more powerful than other character archtypes? Does Yoda saying "size matters not" mean he could move the Death Star out of orbit? If the Force is never used to attack, why are Jedi knocking droids around like leafblowers? Decide how you want your game to work, have some material that supports that ready for your players to absorb, and pick a system you're comfortable with. Me? I really like how Saga is shaping up, and we've already had some very successful playtests. But I sleep, eat and wash with d20 rules, so it's no surprise I find them comfortable. I also like fiddling with things, leading me to write whole new core classes for my Sovereign Kingdoms fantasy game, and a whole new d20 ruleset for my Mutant Age PA game. I really think there are people who are going to be happier with d6, some who love d20 of each edition, and some who are thrilled to run GURPS Star Wars. I will say for support I think your best choice is either d6 (if you can get the old books), or d20 (if you can't). The fan support is enough to run a game for a lot of other systems, but if you prefer having most of the work done for you, stick to a system that has lots of books you can find. Owen K.C. Stephens d20 Triggerman Need better cheap magic options? [URL=http://enworld.rpgnow.com/product_info.php?products_id=7708&]Get [B]Loot 4 Less II: Rods, Staves and Wands[/B][/URL] [/QUOTE]
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