Who Should Make The Next Star Wars TTRPG, And What Should It Look Like?

A game that wants to mimic that would need to allow "narrative" abilities for a lower tier character to beat a higher tier character. There must be some mechanic where you can can narrative powers to turn a Sith apprentice against their Sith master to your benefit, or to recruit an army of soldiers that can work together to overcome a Jedi Master. And it might need to allow a path to augment yourself to that level, too.
I am not sure why you would need "narrative" mechanics for that. There are lots of solutions to the design problem. One of the easiest is to give the non-Jedi more drama points/bennies/luck/whatever. Buffy did this and it worked great.
 

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Hasbro has got more links with Disney but my own opinion is Disney is capable of daring to publish itself its own SW RPG using a variant of its M.A.R.V.E.L game system.

WotC is acquiring experience with its own sci-fi Exodus: Traveler.

I am one who would rather a Star Wars d20 becuse I don't feel like to learn a new system. Maybe there are better game systems but I would rather to spend my money for the crunch. If, for example let's suppose I want a Star Wars with the White Wolf storytelling system then I would recycle Trinity: Aeon and I would look for information in the wookipedia and fanmade force-adept powers in RPG webs.

Other point is if I buy the corebooks maybe I didn't want to follow the canon but to play in "Legends" or in a new timeline where I could mix elements from other sci-fi franchises, for example Aliens, Predators or Dead Space.

If I bought the corebook of a game with a new system, I don't want to spend my money again to buy an adaptation of certain franchise with the same rules and to reread a lore I know thanks fandom wiki

Sci-fi gets old very poorly. For example after buying my "Eclipse Phase" RPG I miss transhumanist tech, mind-upload and digital inmortality (like in "Altered Carbone") for my PCs in the rest of sci-fi RPGs.
 

I am not sure why you would need "narrative" mechanics for that. There are lots of solutions to the design problem. One of the easiest is to give the non-Jedi more drama points/bennies/luck/whatever. Buffy did this and it worked great.
FFG Star Wars managed to let Force-users and non-Force users well enough, as does Star Wars 5e (and by implication, a different 5e system like Level Up can and does do the same). No drama points required. Using such is always design choice, not a design requirement.
 

FFG Star Wars managed to let Force-users and non-Force users well enough, as does Star Wars 5e (and by implication, a different 5e system like Level Up can and does do the same). No drama points required. Using such is always design choice, not a design requirement.
I am pretty sure that is what I wrote when I said "there are lots of solutions."
 

It depends a little bit what sort of game you’re doing. Is it more Republic-era Jedi, or Rebellion-era scoundrels, or post-RotJ hopeful rebuilding, or what?

I recently put together a version of Daggerheart called Saberheart, mostly for the former (you know, The Acolyte but fun). It’s not great at starships because that’s not really the focus, but it was a fun way to spend a few hours.
 



I am not sure why you would need "narrative" mechanics for that. There are lots of solutions to the design problem. One of the easiest is to give the non-Jedi more drama points/bennies/luck/whatever. Buffy did this and it worked great.
And what is a drama point/benny/luck point if not a narrative mechanic? You get to narrate "Aha, but something awesome to my benefit happens."
 

And what is a drama point/benny/luck point if not a narrative mechanic? You get to narrate "Aha, but something awesome to my benefit happens."
No you don't. You spend a resource to reroll or whatever. They don't need to provide any narrative control. They don't even have to be metagame if "luck" or "the force" are real things in the fiction.
 


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