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Why Did "Solo" and "Rogue One" Feel Like RPG Sessions?
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<blockquote data-quote="Koloth" data-source="post: 7749844" data-attributes="member: 6706231"><p>In a way, Solo and SW:Ep1-3 are very related to the too common 1-20 Adventure Paths common today in RPGs. In Solo, before the movie opens, we know that Solo has to somehow meet Chewie and Lando and acquire the Falcon in a card game not to mention the Kessel run in 12 parsecs. The path is pretty well mapped out, only details are left to the imagination and we know that failure of the main character isn't really an option. When Star Wars opened(before there were episodes), we knew little except what we might have seen in the few TV adverts. The whole movie was a new adventure with little pre-knowledge of who might live or die or what level of success our band of adventurers might achieve. Much like early D&D when there were no adventure paths, only DM made adventures possibly supplemented by the occasional store bought module. Only the DM might know where the path was going to lead. The adventurers had a lot of control over where the script went.</p></blockquote><p></p>
[QUOTE="Koloth, post: 7749844, member: 6706231"] In a way, Solo and SW:Ep1-3 are very related to the too common 1-20 Adventure Paths common today in RPGs. In Solo, before the movie opens, we know that Solo has to somehow meet Chewie and Lando and acquire the Falcon in a card game not to mention the Kessel run in 12 parsecs. The path is pretty well mapped out, only details are left to the imagination and we know that failure of the main character isn't really an option. When Star Wars opened(before there were episodes), we knew little except what we might have seen in the few TV adverts. The whole movie was a new adventure with little pre-knowledge of who might live or die or what level of success our band of adventurers might achieve. Much like early D&D when there were no adventure paths, only DM made adventures possibly supplemented by the occasional store bought module. Only the DM might know where the path was going to lead. The adventurers had a lot of control over where the script went. [/QUOTE]
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Why Did "Solo" and "Rogue One" Feel Like RPG Sessions?
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