Dave ST

Star Wars Gaming

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For those of you who have played the Star Wars RPGs (both D6 and D20), what eras of play do you prefer?  How attached to canon are you?

 

For me, I prefer to play in the Legacy Era or strictly non-canon.  All the named major players are dead and gone and it leaves the players more available to take the spotlight and do some pretty impressive things.  Also, the KoTOR Era is nice, but it's not really recognized as an era.  I've found, from a canon point of view, that unless you break canon there is really nothing interesting for the player to do in the 1-6 Eras besides ride the coat tails of the major characters.

 

Now, a Clone Wars campaign is usually pretty fun, but it always ends with the PCs (if they are clones) turning on the Jedi and either dying horribly or becoming a controlled clone for the Empire.  So, what are some things you're tried?

 

I've tried a few campaigns that were incredibly successful, but they all broke canon.

 

(D6) There's the ever-classic Yoda beat Palpatine in Ep. III in the Senate chamber and Anakin rose up in his stead.  Episode 4 would start with the Galaxy in the grip of Darth Vader (all in one piece, might I add) and his son Luke, ruling as father and son.  Padme lived through the birth of the twins and hates what her beloved has become... secretly her and her daughter, Leia Skywalker, have been feeding information to a newly formed Rebel Alliance in hopes that they can free the Galaxy from her husband's death grip.

 

(d20) I've had a Harry Potter style game, where all the players were Initiates into the Jedi Order (one step below Padawan), so they didn't have masters or leave the Academies that often (or have lightsabers).  They got into a series of misadventures where they had to apply various skills and Force powers in order to escape the trouble they usually found themselves in.

 

(D6) Another time I ran two groups on separate nights.  One group was playing the 'good guys' the other was playing the 'villains'.  I played the opposing side as NPCs using the attitudes and mannerisms of the players, to keep them in character as much as I could.  At the beginning of each session I apprised them with a 'scrolling intro' that they thought was the plot hook but was really a recap of the previous adventure of the other group (the invariably hampered the opposite groups plans).  It was always a different time and a different place, but the PCs kept 'meeting up' and they all managed to pick a nemesis without my help at all.  Eventually the good guys were losing badly and evil always turns in on its itself.  When I finally brought the PCs together (after about 6 months and 25+ sessions each of gaming) in an adventure where the bad had to help the good, the opening "Wait... you play [Character Name]."  They truly felt like they were teaming up with their rivals.  The table banter and wise-cracks were well worth the wait.

 

(D6) One of my absolute favs was a story that involved involved the cloning and eventual resurrection of every Sith Lord I could think of.  They tentatively decide to not slit each others throats long enough to divide and conquer the galaxy.  The drama and backstabbing was epic especially since the PCs had no idea where or how all these Dark Lords got organized (or even who they were for a majority of the campaign).  Heads were exploded when they learned who their opposition was.

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We played a lot of D6, always concurrent with the original trilogy.  After all, the Galaxy is vast, and there is much rebel activity happening outside of the films' focus.

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Personally, I agree with you Dave, in that I'd play definite Legacy/future eras, or something in the wide chasms of before the Old Republic - since that does pretty much leave thousands of years of history open to muck around with. But yeah, the canon for the classic movies are well established, so I like having blank slates to work with instead.

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I'm with Dave and Jeremy, generally I prefer to be outside of the cannon time period.

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I think "cannon" for star wars becomes vague once you start moving away from the movies personally.  just about anyone playing the game will know the movies but beyond that, it's likely that individual players will have gaps in their knowledge of the non-movie cannon.  If I were involved in a SW game I'd want it to be either in a time period that is not covered by cannon or in places not dealt with by cannon in the more conventional time periods.  Either that or a game that ignores non movie cannon when it gets in the way.  For example if someone ran a game in the far future where that stupid force immune race didn't exist I wouldn't complain.

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Ah, the Yuzon Vong.  Yeah, I hate them and never use them.  I tend to prefer to forget they ever existed and my players generally never notice they're missing.

 

I agree with Sky in the sense that it is, indeed, a big galaxy and certainly big enough for all sorts of adventures to take place.  Jordan touched base too, that it's large enough to just play in a sector untouched by canon.  When I've played in those sorts of games they've been fun.  Canon games tend to begin well but quickly degrade, especially if set during the first 6 movies.  My experience has been that it involves the PCs following around all the main characters, and riding their coat tails until the NPC finally goes and does something extremely cool.  The pat on the PC's shoulders generally comes along the lines of 'you at least got to sit at the awards ceremony while so-and-so get their medal'.

 

Now, I know a portion of that is on the shoulders of the ST, but I've found that unless you change canon or are actually playing the movies characters as PCs, you are playing the 'honorable mention' characters.  Look at Wedge... sure he was there at all he major Deathstar battles, and he's an awesome pilot and a war hero... but he's not the reason people pop in the blu-rays or model their characters off of, at least not from my experience.

 

Now, maybe I'm just an elitist glory hound who wants all the spoils of war for himself and all the credit in my camp, but I'm the sort of player that wants me and my cadre of heroes to be the heroes.  We are the guys in the galaxy that all the other guys want to be.  I'm not down for riding on the coattails of anothers' success, but that's just me.

 

But canon or non-canon, what are some of the things you guys or your players, or your STs have done to make some of your stories interesting.  War story time.  What makes the story epic for you?

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I get that. totally.  If I were running a movie period game, I would make sure the characters were doing big things and were involved with Big event that you don't see in the movies but still allowed the movies to happen. The first thing off the top of my head is the characters being in the team that stole the plans to the death star and delivering them to Princess Leia. 

 

Other than that, I haven't played in a Star Wars game in recent memory.  I think I played a Quixotic Jedi waaaaaay back in the original D6 version of  Star Wars rpg but clearly it wasn't that memorable, because I don't really remember anything about the game.

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Yeah, haven't played anything since that aborted Legacy game of yours Dave... :P

 

...but yeah. Star Wars is of epic scale and epic deeds. The idea is that the main characters and other notable people are doing very big things. As the PCs of an RPG game, it becomes doubly so to put them at center stage, so to speak. At least in my opinion. 

 

It CAN be a matter of scale, like that could-have been d6 game of Rubio's where we are special agents of an KOTOR era independent interstellar polity that is refusing to play ball with either the Republic or Sith, and bringing down any of their idiots whom try to mess with our homeland, but still, we need to emphasize within that stage that we are going to be Awesome Heroes.

 

No matter what, we have to be Awesome Heroes. It's Star Wars, and it has to have some extensive scale no matter what. We're not playing Firefly.

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Funny you should mention the Quixotic Jedi, we were talking at the table the other night about jokingly making a 'Captain James Thrush'... modeled after Jack Sparrow.  Quite possibly the worst space pirate anyone's ever heard of (but you have heard of him...)

 

Ah, that Legacy game would have been so much fun, but everyone was sucked into the void of RL.

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Johnny Depp and Star Wars?  Brilliant!

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Funny you should mention the Quixotic Jedi, we were talking at the table the other night about jokingly making a 'Captain James Thrush'... modeled after Jack Sparrow.  Quite possibly the worst space pirate anyone's ever heard of (but you have heard of him...)

 

Ah, that Legacy game would have been so much fun, but everyone was sucked into the void of RL.

 

No, just you. :P 

 

Hopefully you won't let the other games you have right now die.

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I won't be doing games for awhile.  Real Life is more important at the moment and I sort of need a break from this place for a bit.  It's too much personal drama and head cases and not enough people just gaming and talking about games.

 

Maybe I'll try and rehash some old games when I get back and get things squared away, but as it stands, Real Life is the priority.

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Take canon in the back, shoot it in the head, space it.

 

Make episodes I-III an in-universe Jedi apologist historical drama (and a poorly-directed one at that)

 

Seriously, I've been with a group that's been going for years and we barely give canon a second glance. It started in the Rise of the Empire era as a d20 RCR game where Anakin tripped over a bag of tools that one of the characters left on the ground, thus getting to the Windu/Palps fight too late to prevent Windu from killing Palps (which I call bull on, but that was before I joined) and proceeded along high adventure after high adventure until we are in the Rebellion era with the galaxy having just recovered from a mass uprising of the Shard that had infiltrated all levels of society posing as droids, prompting a butlerian jihad-style purge of all droids and droid services and bringing civil infrastructure to a standstill and now there are impostors standing in for Empress Leia and her head Imperial Knights and Daala and Thrawn are co grand admirals and.. yeah. Canon is just in the corner, whimpering from the fetal position.

 

As long as you can make it space fantasy high adventure, Star Wars is what you make of it.

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Fun fact.

 

Mace Windu was a squib (an alien) that was in the cantena in Episode IV.  Who decided to make him a bald, black Jedi with anger issues is beyond me.  Whomever thought people wouldn't notice is one of the reasons I can't stand Lucas and his cadre of re-conning peeps.

 

Tripped on a bag of tools.  Funny.  But yeah, I'd have called BS.  Jedi don't trip.  There is only the Force.

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Allow me to clarify. The notion of Anakin tripping and falling flat on his face because he's too stupid to realize where his actions will lead is funny and completely in character. What I'm calling BS on is Windu beating Palps.

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Actually, there is a very well reasoned argument someone made for Windu being the only person who actually could beat Palpatine. Reposting it here.
 

Some argue that Palpatine must have thrown the fight because Yoda is implied (albeit not clearly stated) to be the most powerful Jedi, but Anakin's dialogue in AOTC implies the opposite: that Mace Windu might actually be more powerful than Yoda. In any case, there is compelling reason to believe that Mace Windu was uniquely qualified to defeat Palpatine, regardless of whether he is equal to Yoda. That reason lies in his Vaapad fighting style, which actually employs the Dark Side. This is described in the novelization (p.329): 

This is interesting in light of Windu's choice to use a purple lightsabre, since we know that Sith prefer red lightsabres and Jedi prefer blue or green lightsabres, and if you mix blue and red, you get purple. Of course, if we step out of the movie world and into reality we find that Samuel L. Jackson simply thought that a purple lightsabre would look cool, but in the context of the movie world, this explanation conveniently works. In any case, on p.330 we read:

 

Vaapad is as aggressive and powerful as its namesake, but its power comes at great risk: immersion in Vaapad opens the gates that restrain one's inner darkness. To use Vaapad, a Jedi must allow himself to enjoy the fight; he must give himself over to the thrill of battle. The rush of winning. Vaapad is a path that leads through the penumbra of the dark side.

Mace Windu created this style, and he was its only living master.


At the very least, it's clear that Windu was an even match for Palpatine. Thanks to his Vaapad technique, Windu could also reflect Sith lightning back toward its source without harming himself, as we see on p.332-333:

There was a time when Mace Windu had feared the power of the dark; there was a time when he had feared the darkness in himself. But the Clone Wars had given him a gift of understanding: on a world called Haruun Kal, he had faced his darkness and had learned that the power of darkness is not to be feared.

He had learned that it is fear which gives the darkness power.

He was not afraid. The darkness had no power over him. But-

Neither did he have power over it.

Vaapad made him an open channel, half of a superconducting loop completed by the shadow [Palpatine]; they became a standing wave of battle that expanded into every cubic centimeter of the Chancellor's office. There was no scrap of carpet nor shred of chair that might not at any second disintegrate in flares of red or purple; lampstands became brief shields, sliced into segments that whirled through the air; couches became terrain to be climbed for advantage or overleapt in retreat. But there was still only the cycle of power, the endless loop, no wound taken on either side, not even the possibility of fatigue. 

Impasse.
    
Vaapad is more than a fighting style. It is a state of mind: a channel for darkness. Power passed into him and out again without touching him.

And the circuit completed itself: the lightning reflected back to its source.


My wife (who is always correct, of course) said that after reading the novelization and watching the movie, she concluded that because of Vaapad, Mace Windu was the only Jedi in the galaxy other than Anakin who could have defeated Palpatine. Contrast this to Yoda (p.398):

The shadow could feel how much it cost the little green freak to bend back his lightnings into the cage of energy that enclosed them both; the creature had reached the limits of his strength.

Of course, there is a counterpoint which opponents of this viewpoint will raise: despite its colourful descriptions of the Vaapad style and the seeming impasse between Windu and Palpatine, the novelization also describes Windu being unable to hold his blade against the power of Palpatine's Force lightning at the end, and being pushed back. However, the movie itself shows no such thing; Windu recovers quickly and begins pushing the blade toward Palpatine despite the lightning storm. Yoda, in contrast, looks frail and exhausted as he crawls away to escape. And while it is true that Yoda did not need a lightsabre to deflect Sith lightning, he had no lightsabre at the end because Darth Sidious had just blown it out of his hands with Sith lightning: something he was unable to do to Mace Windu.In short, unlike Windu, Yoda could not redirect Palpatine's lightning without draining himself of power.

While the battle may have appeared close, Yoda had used up his last reserves of energy by the end and had no choice but to retreat. Therefore, the novelization seems to support the conclusion that Mace Windu was the only man in the galaxy (other than Anakin) who stood a chance to defeat Palpatine.

 

Of course, he pointed out in the next paragraph that Mace Windu was beyond all the worst possible person to talk sense into Anakin. Not that Anakin seemed to make much sense anyway.... :P

 

Though now at this point I had a crazy idea for a character. One of the young many washouts who was sent to the AgriCorps, but led a revolt. Because, recall that the Jedi seem to pretty much take Force Sensitives by fiat and if the undersupply of masters yields you nothing, you get stuck a farmer for the rest of your life.

 

Or in other words, for intents and purposes, slavery.

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Our game took place concurrent with Empire Strikes Back, but we never had any kind of interaction with either the cast o story of the films.  I was playing a rare force sensitive Barabel who was inspired by the Jedi order's influence on his people (a Jedi saved them from civil war ages ago), and left the planet to join Rebel as a special ops/heavy weapon specialist.  We had some pretty amazing adventures in the extended universe, and eventually my character even found a holocron as learned a single die of sense.  Never learned to make my own lightsaber, but I did manage to steal one from a villain.

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Best SW game I ever played was d6, and took place in a galaxy where Han dithered on coming back to save the day in Episode IV, so got there ten seconds after Luke was vaporised by daddy.  The players are Rebs in another sector, and hear about the Battle of Yavin only from the few snubfighter pilots who got away.

 

Canon has been crumpled up and tossed over one shoulder.

All of a sudden, it's ALL on the PCs.  All of it.  Luke, Leia, and Co are not going to show up and set the universe right if you screw up.   Han is a regret-fuelled alcoholic who might not even encounter the PCs if they don't spend time tracking down what happened at Yavin.  The most high-profile rebel NPC everyone knows from the movies is Wedge Antilles.  High Command has been decapitated - Mon Mothma survived by virtue of not having been there, and ends up having to make peace with Garm Bel Iblis earlier than in the canon just so she even has a military worth the name anymore.

 

The players had the plans for the Death Star (Wedge's R2 unit had them), so we had a chance to make things right, but that's just it:  we were the central figures now.  Obi-Wan and Yoda were desperately trying to reach out to any PCs that were Force Sensitive, etc, etc.

 

Anyway, that campaign ran forever and a day, and we kept on going through the Thrawn Trilogy and the Jedi Academy books, then headed off into new territories.  Lots of fun.

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Wow.  ^That^ sounds so terribly awesome!  Just like a good Star Wars game should be...super-high stakes and non-stop action.  Remember that at it's core Star Wars is space pulp at it's finest!

 

Also, d6 rules.  Wouldn't touch d20 Star Wars with the 10 foot pole from the D&D 3.5 Player's Handbook...

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Thanks for dropping by Ein.  That sounds like an awesome time.  I've gotta fly over seas and game with you and yours at least once.  It sounds like a helluva ride.

 

See?  That's sort of what I mean... we tend to drop canon because, well, if you follow it 1) you already know it ends and 2) you'll always be a supporting cast member if you don't.  Very few people are content as gamers to be the second string or the guys who are riding the bench while the GM tells you how awesome all the NPCs are doing.

 

So, here we go, subject change but still along the lines of 'war stories'...

 

Worst Jedi you've seen at the table... and why?

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Almost every single badly-played Jedi I've ever seen has been down to players flexing their R-peen. 

 

"I'm the Jedi, so you guys should listen to me."

 

"Yeah, well my Jedi doesn't have to do what your character says: you're only a Spec Ops captain!"

 

I sense much douchbag in these ones.  This problem doesn't happen so much in all-Jedi games, or in games where theres a majority of Jedi characters.

 

 

The other 25-30% of bad Jedi are the ones who are only interested in the kewl powerz and don't get that their character is supposed to be a moral and ethical force as well as a temporal one.  They play them like they're playing an MMORPG, where all that matters is loot and XP and avoiding Dark Side points.  Whenever I'm GMing, I'm usually extra-tough on any Jedi players, throwing moral quandaries and problems at them that mean whichever path they take, they end up 'losing' something.  Self-sacrifice and the willingness to put yourself last makes a good Jedi, after all.  :whistle:

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Self-sacrifice and the willingness to put yourself last makes a good Jedi, after all.

 

Quoted for truth.

 

I love playing Jedi, not because they get the glow-stick o' death or the powers, but because they're just plain fun when you get down to the meat n' taters.  They have to carefully balance their actions or they will fall to the Darkside.  I played several PCs who excessive amounts of DSPs... and nothing.  I could execute someone, take the DSP, and go on with my day.  Sure the amount of DSP for non-Force Sensitive PCs is supposed to be some sign of how evil they are, but a majority of his DSPs were simply 'the rules say if you d X you get a DSP'.  I don't always agree with that, but if the GM says to take a DSP, I do (I usually deserve it). :whistle:

 

But, here's what I've come to notice: when my merc had 17 DSPs... no one cared.  When my Jedi had 4 DSPs... people started to worry.  Suddenly everyone wants me to go to counseling and are stopping by unannounced ('just wanted hang out buddy!'), even the vilest guy in the group suddenly has war stories that have hidden moral anecdotes that just so happen to mirror my PCs current trials and tribulations.  Everyone pays for his meals and drinks more often, so that's kinda cool, but the Hallmark holo-cards get so incredibly irritating after awhile.

 

Where was the group therapy when my merc was lining up slavers and executing them?  Where was the Hallmark holo-cards when he slowly broke both the arms of a guy in a cantina who was slapping up one of the servers?  My merc may have been a 'good guy', but his methods were vile and about as evil as one could get, the classic tale of 'the path to hell is paved with good intentions'.  But, OOC they knew that since he wasn't Force Sensitive, he could have all the DSPs in the galaxy and never have to worry going ape-shit and strapping on a kooky respirator, or some such.

 

When playing Jedi, I love the emotional turmoil they have to wrestle with.  Most people I've played with are either the straight laced Jedi who make sure they never fall (the 'Perfect Jedi'), or the type who just 'borrow' the Dark Side for the power, use it, then make sure they atone then use it again later when the mechanics demand they need the extra numbers (the 'Munchkin Jedi').  These are the guys who when the GM is having the Dark Siders taunt them to make them angry they just blow it off with a "Meh, I'm not falling for it.", like they just graduated from Yoda 101.

 

I've always felt that the hardest part was the climb.  If I'm playing a fresh Jedi, then he has to learn the hard way how to face his fears, passions and emotions.  He has to place duty above personal feelings.  He has to look at the whole of the future, not the narrow view of the present.  They're young and stupid and they are prone to mistakes, like getting angry, or being rash and impulsive.  I think a lot of players are afraid though because GMs tend to hand out DSPs every time a FS character shows some sight of negativity.  I've argued with GMs for awarding me or fellow players DSPs for complaining about orders, or yelling at another PC or NPC during a heated debate... things that were meant as good RP to foreshadow a fall or a brush with the Dark Side but certainly weren't DPS worthy.  Hell, or else Anakin would have had more DSPs than the Emperor by the time Episode 2 was over with... they guy complained and yelled all the time.

 

Exposition aside...

 

Our worst Jedi at the table was a guy who used the Force for EVERYTHING.  I wish I was exaggerating.  He rolled no skill aside from his Lighsaber in combat and his three core Force Skills.  Haggling?  Affect Mind.  Combat?  Lightsaber Combat.  First Aid?  Heal Self or Heal Another.  Search?  Sense Life or Sense Force... it went on and on.  The guy even ate his food with the Force, levitating his utensils or ration sticks.  Or GM didn't say anything about it while my temper kept flaring.

 

While one of our players was out getting pizza and another 2 12-packs of Fizzy Glug, we decided to just do a short one-off to kill the thirty minutes he'd be gone.  We were on Onderon and a lady had lost her droid in the market place and asked us to find it... side quest time!  We found it and some kids were throwing rocks at it, so it messed up the poor things navigation.  Without it's droid GPS it could find it's way home (awwwww).  We corner it in an alley, with kids tossing rocks at it it had started to feel threatened by everyone and everything since it's processor had it thinking it was 'completely and hopelessly lost in a hostile environment'.  It was an old R4 unit modified for civilian protocol use (which made no sense to me since you still had to speak binary to understand what it was translating, but oh well).  Ayway, the little guy backs up into a corner and pops out it's little built-in shock stick, fearing it may need to defend itself.  One of our players, decides she can talk the little guy down, explain to it that we just want to help it get home... then JEDI OUT OF NOWHERE!

 

He sliced off the shock stick and lifted the droid up with the Force and tossed it about the alleyway until it shut down...

 

...

 

...

 

...

 

Needless to say, I lost my shit at that point, both IC and OOC, but that's a whole different rant.

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hah. The only Jedi I've ever played was the Quixotic Jedi and he was....well he was a little crazy. Not ranting and throwing his own poop at people crazy, but he was clearly "troubled." He wasn't an actual Jedi but a force sensitive individual who'd grown up hearing stories about the ancient order and tried to live by their code, only he really didn't get the finer points of it. He carried around a sword because he didn't have a lightsaber and often got himself (and the rest of the group) into really awkward situations trying to live up to what he thought was proper Jedi behavior.

He was fun, but had to learn the hard way that fighting a combat droid with a sword is not really a good idea :D

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I would love to play a Quixotic Jedi.  I did back in the day and I was complete comic relief... like Jar-Jar... but funny.

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Man, I haven't played Star Wars in about 15 years or more. Only ever in one D6 game (I've looked at the various d20 versions but never played). Can't remember if there were other Jedi in the game, but mine was a fallen or grey Jedi. Don't remember if that was a modified template or not, she could use a lightsaber, and may have had some sort of Combat Sense power and able to deflect blasters, and a dark side point or two, but was about it.

 

She was also a drunk, having lost her padawan among others in a disastrous mission she blamed for by the Jedi council that happened before game start. Blamed herself, because she felt she was a gimped Jedi, only able to use a lightsaber and nothing else. Was seeking a goal or mission to find redemption and help her off the bottle...

 

However the GM was a complete nob and tool and none of her background mattered to him except she was a drunk, so he made her roll like 20 times to stagger her way make to the ship during an emergency. He also made our pilot roll 3 times every single time he left a planet or station, even though his skills were so high, he couldn't fail the routine rolls. And lets not even talk about the Wookie riding the crimson wave or the pigmen (I forget their real name) sliding in bacon grease, or the other alien race which supposedly worked for the emperor (Nogri? something like that), but we have a mutant one on our team, who apparently raped and ate his enemies...

 

Ugh, looking back, that game infuriated me so much... but I got to play a sort of Jedi. :)

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Wow. And not the good kind of wow.....

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TOTALLY agree on the finer points of playing a Jedi. Our DM (who was nothing at all like some of these horror stories) would make life *very* hard on any Jedi characters, and hold them up to the highest standards.  Not giving out DSP for questioning orders, but he presented moral quandaries that were really very tough, where there was no easy way out without seriously compromising on principles.

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Has anyone played the Fantasy Flight star wars game? I'd like to know how it plays...

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How about possible alternate eras of play or Infinities timelines?

 

THE STAR WARS

EPISODE 0

UNIFICATION

 

The Elder Things from Beyond the Stars have begun to die out, and the people,

no longer subject to their depravities and mad sorceries, have taken the

technology to reach the stars and beyond from their former slavemasters

 

 

Now a new leader has risen, and under the Roaring Nyx banner of

XIM'NELOTH THE LIBERATOR, the players will lead a spearhead fleet

to take back distant systems from the anarchy of barbarism and

chase the remaining Elder Things back to the hell from whence they came...

 

Ancient era game set during the collapse of the Rakatan Infinite Empire, and it presents a much different (or not-so-different) view of Xim the Despot, a throwaway lore reference from a Han Solo story. Ships are bigger, clunkier, and slower. Most of the weaponry is unpowered melee and slugthrowers, though they have these newfangled 'Beam Tubes' that pack a wallop, even if it requires a 20-kilo backpack to hold the power for it.

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Now one era I've never played in is the archaic era.  I admit, it doesn't really interest me all that much, but still I think it's one of those things that I should buckle down and try to experience it at least once.  Several game systems and styles of play I thought would have ended up surprising me.  It's Star Wars, it could be fun.

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How about possible alternate eras of play or Infinities timelines?

 

THE STAR WARS

EPISODE 0

UNIFICATION

 

The Elder Things from Beyond the Stars have begun to die out, and the people,

no longer subject to their depravities and mad sorceries, have taken the

technology to reach the stars and beyond from their former slavemasters

 

 

Now a new leader has risen, and under the Roaring Nyx banner of

XIM'NELOTH THE LIBERATOR, the players will lead a spearhead fleet

to take back distant systems from the anarchy of barbarism and

chase the remaining Elder Things back to the hell from whence they came...

 

Ancient era game set during the collapse of the Rakatan Infinite Empire, and it presents a much different (or not-so-different) view of Xim the Despot, a throwaway lore reference from a Han Solo story. Ships are bigger, clunkier, and slower. Most of the weaponry is unpowered melee and slugthrowers, though they have these newfangled 'Beam Tubes' that pack a wallop, even if it requires a 20-kilo backpack to hold the power for it.

 

I admit, "Rakata" was not the first thing I thought of when I read this. It reads like a Lovecraft/Star Wars crossover proposal. ;)

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When populations are being ground under the heel of seemingly-immortal masters with blasphemous technologies, whether they're bipeds with wide eyestalks or barrel-shaped winged plant monstrosities sorta pales to insignificance :)

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Well all three of the Fantasy Flight games are out there now, although Force and Destiny is only a leaked Beta copy. I have to say it looks like they've managed to balance the Force rules so that Force Sensitives shouldn't over power non-Force Sensitive characters, yet are still able to do cool Force stuff.

In theory it looks good, I'd just like to try playing it...

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Shame that they make you buy 50% of the rules over and over again at full price. Even WotC treats us better than that.

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I agree with you Jameson, it's rather shady. but it's not the first time FFG has pulled this kind of move. Look at all the Wahammer 40k games and you will see the same thing. it's the same basic game system for each game, although those games aren't specifically designed to work with each other like Star Wars.

Rubio, the dice aren't really that big of a deal. Each of the books has a chart/map that allows you to play without the special dice. My main issue with it is the learning curve for the dice mechanic will put a lot of prospective players off.

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