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General Tabletop Discussion
*TTRPGs General
Who Should Make The Next Star Wars TTRPG, And What Should It Look Like?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9847635" data-attributes="member: 710"><p>I made a Star Wars 4E-inspired game and played a campaign with it. The concern with power level can be real. Personally ,I think Jedi Knights and Masters are simply high level characters, but there are non-force-sensitive characters that can get to that power level, too. I think one of my players didn't like that as much, it didn't fit his vision of Star Wars. I could see that there might be more that think like that. </p><p></p><p>But the original Star War trilogy definitely mixed and matched the Jedi and the non-Jedi characters. But of course ,Luke Skywalker was still in training, basically a Padawan. And he was outmached in force abilities and combat skills by Darth Vader and Luke Skywalker. He didn't beat them because he bcame the best swordmaster, he beat them by his personal connection to his father and his understanding of the force. </p><p>In the Prequels, a Clone Trooper is nowhere as powerful as a Jedi Master, but working together, they can overcome them, with allows a (the) single Sith Lord to destroy the Jedi Order. </p><p>In the Clone Wars, a cybernetically enhanced invididual can be trained and augmented enough to fight against a Jedi Knight. </p><p></p><p>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. </p><p></p><p>One way would clearly be to look into something like "troupe" play - you don't just have one character, but many at your control. Maybe your character at some point can graduate to Crime Lord, Warlord, or Pirate King, discover an unexpected force talent (maybe there is a path to the force unknown to some) or go full on cyborg to reach those higher power levels.</p><p></p><p>But maybe there should also be a way to say. "No, let's not go there. I like being a simple Smuggler with a Gold of Heart." Then you need to offer some "side-ways" advancement - maybe you can raise a second class and gain new abilities, but not more attacks, damage, defenses or hit points?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9847635, member: 710"] I made a Star Wars 4E-inspired game and played a campaign with it. The concern with power level can be real. Personally ,I think Jedi Knights and Masters are simply high level characters, but there are non-force-sensitive characters that can get to that power level, too. I think one of my players didn't like that as much, it didn't fit his vision of Star Wars. I could see that there might be more that think like that. But the original Star War trilogy definitely mixed and matched the Jedi and the non-Jedi characters. But of course ,Luke Skywalker was still in training, basically a Padawan. And he was outmached in force abilities and combat skills by Darth Vader and Luke Skywalker. He didn't beat them because he bcame the best swordmaster, he beat them by his personal connection to his father and his understanding of the force. In the Prequels, a Clone Trooper is nowhere as powerful as a Jedi Master, but working together, they can overcome them, with allows a (the) single Sith Lord to destroy the Jedi Order. In the Clone Wars, a cybernetically enhanced invididual can be trained and augmented enough to fight against a Jedi Knight. 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. One way would clearly be to look into something like "troupe" play - you don't just have one character, but many at your control. Maybe your character at some point can graduate to Crime Lord, Warlord, or Pirate King, discover an unexpected force talent (maybe there is a path to the force unknown to some) or go full on cyborg to reach those higher power levels. But maybe there should also be a way to say. "No, let's not go there. I like being a simple Smuggler with a Gold of Heart." Then you need to offer some "side-ways" advancement - maybe you can raise a second class and gain new abilities, but not more attacks, damage, defenses or hit points? [/QUOTE]
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