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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="SpiralBound" data-source="post: 9850546" data-attributes="member: 8396"><p>I think one of the biggest hurdles for any game designer wanting to make the next NEW system for a Star Wars TTRPG, (beyond all the people chastising them for not using their preferred existing system), is that there isn't a single "Star Wars". First off, there are literally real world generational eras of Star Wars content, each with their own style and emphasis. Secondly, even within a specific era (either RW or setting based) there are different styles of campaign to be played through depending on the mix of characters.</p><p></p><p>In my experience, once a Jedi or even a strong Force User is added to the game the whole campaign quickly revolves around their actions and goals. This can be mitigated with effort, but for the most part you're only successful by imposing your external will on the setting. Being a Force user in Star Wars is a big deal and it makes sense it can overshadow everything else when it flexes it's muscles. The setting doesn't have much resistance to the Force forcing it's way wherever it wants to go. It's aptly named.</p><p></p><p>By contrast, a Star Wars game where the Force doesn't come up becomes an equally fun, but very different game. Players are digging into their gear more, they're playing off the risks vs benefits in a manner reminiscent of a Shadowrun game, but without the nihilistic doom.</p><p></p><p>Then there is the opportunity for getting mixed up in interplanetary intrigue, playing characters and organizations off on one another, making deals, escaping pursuit, getting into spaceship dogfights, blaster pistol shootouts, etc. Real reckless abandon meets James Bond stuff sometimes.</p><p></p><p>Some Star Wars campaigns can balance Force vs other play styles, but usually by swinging back and forth between two different play styles with the Jedi deliberately not grabbing the spotlight when it's not about them, even this starts to fall apart as characters gain power and notoriety as the Force user just gets involved in such large scale events that it's hard to keep them not front and center.</p><p></p><p>So... which Star Wars fan of play style are you designing for? What system, existing or new, will equally cater to such divergent design goals. It's no wonder that strong adherents of one or the other preexisting Star Wars games often vehemently shoot down the suitability of the others.</p></blockquote><p></p>
[QUOTE="SpiralBound, post: 9850546, member: 8396"] I think one of the biggest hurdles for any game designer wanting to make the next NEW system for a Star Wars TTRPG, (beyond all the people chastising them for not using their preferred existing system), is that there isn't a single "Star Wars". First off, there are literally real world generational eras of Star Wars content, each with their own style and emphasis. Secondly, even within a specific era (either RW or setting based) there are different styles of campaign to be played through depending on the mix of characters. In my experience, once a Jedi or even a strong Force User is added to the game the whole campaign quickly revolves around their actions and goals. This can be mitigated with effort, but for the most part you're only successful by imposing your external will on the setting. Being a Force user in Star Wars is a big deal and it makes sense it can overshadow everything else when it flexes it's muscles. The setting doesn't have much resistance to the Force forcing it's way wherever it wants to go. It's aptly named. By contrast, a Star Wars game where the Force doesn't come up becomes an equally fun, but very different game. Players are digging into their gear more, they're playing off the risks vs benefits in a manner reminiscent of a Shadowrun game, but without the nihilistic doom. Then there is the opportunity for getting mixed up in interplanetary intrigue, playing characters and organizations off on one another, making deals, escaping pursuit, getting into spaceship dogfights, blaster pistol shootouts, etc. Real reckless abandon meets James Bond stuff sometimes. Some Star Wars campaigns can balance Force vs other play styles, but usually by swinging back and forth between two different play styles with the Jedi deliberately not grabbing the spotlight when it's not about them, even this starts to fall apart as characters gain power and notoriety as the Force user just gets involved in such large scale events that it's hard to keep them not front and center. So... which Star Wars fan of play style are you designing for? What system, existing or new, will equally cater to such divergent design goals. It's no wonder that strong adherents of one or the other preexisting Star Wars games often vehemently shoot down the suitability of the others. [/QUOTE]
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Who Should Make The Next Star Wars TTRPG, And What Should It Look Like?
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