A little late to the party, but...
Put me down as a guy who really loved the FFG game. It had some problems with certain kinds of uses for its systems (If you wanted to a campaign closer to the old
X-Wing/TIE Fighter games, you needed to make some modifications) and one book came out a bit undercooked (
Fully Operational and its crafting rules, iirc), but generally it really did well with capturing the vibe, having crunch where it worked and being able to go light when it didn't. I ran games across a decade and I don't think I ever fought a ground combat that ever needed anything like a map because the rules-light ranges really worked to help speed things along in a Star Wars way. Less so for Space Combat, but I happen to be one of those
X-Wing dudes, so...
Counterpoint: Wookiepedia.
IMNSHO, Star Wars is the poster child for why "rules light" and "narrative focused" isn't a gaming panacea. If there was ever a fandom that screamed for crunch, details, and complicated subsystems, Star Wars is it. There is no silver-bullet unified mechanic that can distill everything from giant space ships, magical superheroes, cyber hacking, WWII dogfighting, sword fights, espionage, guerilla gunfights, international politics, and social arguments into a single die roll and be satisfying for all of them.
Embrace the power of the complexity. Let it flow through you. Then, and only then, will your Star Wars RPG training be complete.
Yeah, absolutely. Honestly I would love to see some adaptation of the L5R5e social battles because I think those rules had good ideas. I know I kind of adapted one of the rules about hitting your stress limit to my own, where if you lost your strain in a social situation you didn't pass out but basically became socially useless.
No Klingon clerics... ever.
I've got Scum & Villainy for myself, so I am voting for the rules-lite, mass appeal category to get more people to funnel into the hobby outside of D&D (which can be clunky and slow around combat). And by rules-lite, I don't mean your typical incredibly light,. all vibes and barely any GM support. It should be able to run adventures or handle more improv style.
I think FFG Star Wars was actually pretty damn close. Streamlining the narrative positive and negative consequences like how Daggerheart would go a long way - there's no reason a table should ever look at Crit + 3xSuccess + 3x Threat and have to BS their way into making those meaningful. Streamlining the skill list to be simpler to understand and specialize (like how Swords of the Serpentine made Gumshoe fun for me to run!). Streamlining combat and gear a bit more would help. And of course, getting rid of the unique dice. Also, PDFs need to be a must, it's 2026.
But it gave some great basic 101 advice that many RPG books don't bother with - table management. How to actually herd those cats that we call players. It separating campaign premises into different books with a different core mechanic is actually pretty smart - I think it makes a ton of sense to have the Scoundrels, Rebellion and Jedi be uniquely separate games. I'd go further and make the skill list and combat systems match these better too. Obligations are still one of the coolest takes on that mechanic I've seen but it doesn't have as much GM Support as I would like around it.
See, I think the "Crit Plus Successes Plus Threat" were some of the most fun ones to come up with (You did something
amazing but wasted a bunch of resources or set yourself up for a tougher situation down the road).
However, I also think that one underrated thing is to simply take/gain some stress back or add a die to a situation. Not that you should always do it, but if you don't have something, doing something easier while gaining strain/lose strain/gain a boost or setback die. One of the things that people initially got hung up on when I introduced them was to try and use all the symbols in unique and interesting ways, and it's something that I had to tell them that if they didn't have anything particularly cool, it's perfectly fine to take valuable but simple boosts and keep moving. Much like not having everyone roll for everything (so that you didn't crush the pacing by trying to interpret every die roll), it's one of those things you really need to learn.
Has getting the Star Wars license ever killed a company?
No... though I do remember a miniatures company getting killed by the Halo license. A smaller company in a more niche market with a worse deal (again, iirc), but it does show that it's possible.
The x-wing mini game and BGs and CCGs made loads more money than the RPG. Im not sure there is an interest in licensing out the RPG, and then the Bgs, and then the CCGs., etc.. All those being under one license is likely more attractive. So, thats another hurdle for RPG companies to get the license.
Not much as far as I can tell. Disney and/or Asmodee might seem fine sitting tight at the moment. I think all the factors above demonstrate why folks are not fighting for the license. Big IPs need big investment.
Oh, absolutely they did. However, the RPG always seemed to do well
when they were producing books; it always was close to the top of the industry charts until they basically let it wither. Really f****** tragic how badly Asmodee screwed up things.