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Who Should Make The Next Star Wars TTRPG, And What Should It Look Like?
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<blockquote data-quote="Justice and Rule" data-source="post: 9853898" data-attributes="member: 6778210"><p>A little late to the party, but...</p><p></p><p>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 <em>X-Wing/TIE Fighter</em> games, you needed to make some modifications) and one book came out a bit undercooked (<em>Fully Operational </em>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 <em>X-Wing </em>dudes, so...</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>[ATTACH=full]429092[/ATTACH]</p><p></p><p></p><p></p><p>See, I think the "Crit Plus Successes Plus Threat" were some of the most fun ones to come up with (You did something <em>amazing</em> but wasted a bunch of resources or set yourself up for a tougher situation down the road). </p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Oh, absolutely they did. However, the RPG always seemed to do well <em>when they were producing books</em>; 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.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9853898, member: 6778210"] 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 [I]X-Wing/TIE Fighter[/I] games, you needed to make some modifications) and one book came out a bit undercooked ([I]Fully Operational [/I]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 [I]X-Wing [/I]dudes, so... 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. [ATTACH type="full" width="300px" size="600x323"]429092[/ATTACH] See, I think the "Crit Plus Successes Plus Threat" were some of the most fun ones to come up with (You did something [I]amazing[/I] 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. 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. Oh, absolutely they did. However, the RPG always seemed to do well [I]when they were producing books[/I]; 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. [/QUOTE]
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