Timothy Carroll (codrus) wrote,
Timothy Carroll
codrus

SOTC: Star Wars

Hearing bits and pieces about the new SAGA edition of Star Wars that have me interested in the rules. Sadly, playing Star Wars has always had seriously mixed results -- partly because you are playing in someone else's sandbox, and partly because players rarely embrace the spirit of the setting.

From a rules perspective, they are moving to fewer classes with Talents to differentiate between characters of the same class. This is something I've talked about before that I really want to see in D&D 4, so I'll break my "Stop buying games I'll never play" rule (more of a guideline, really) and pre-ordered the book. :)

My old talent posts that I could easily find.
http://codrus.livejournal.com/26899.html
http://codrus.livejournal.com/63606.html

But, given that my brain has stayed firmly clicked into Spirit of the Century for a few weeks now, it seems like there's a pretty obvious fit there for the pulps-y SF series we've all grown to love/loathe.



Stress seems like a very good simulator of Star Wars combat. People tend to surrender before they get killed, except in cases where we're nearing the end of a big fight or a character isn't willing to accept a concession.

Even lightsaber fights are mostly stress. When we get to consequences, I think to properly simulate the movies, there are few "minor" consequences in a lightsaber duel. Which is to say, in the movies, the first real hit usually means a lost hand or outright death.

So, here's my take on the lightsaber: +2 stress on a successful hit except against an opponent capable of blocking a lightsaber strike -- someone else with a saber, or some sort of force field...or those wacky staff things. When someone wielding a saber deal a consequence, he can freely choose to increase the consequence level by one. This latter rule would be easy to ditch for a less lethal game. (There's a stunt for Fists named Lethal Weapon that also seems appropriate, but would be pretty scary to combine with this rule).

Concessions are always supposed to be "fight enders" in SOTC, although I sort of like the idea of being able to offer a concession while "staying in a fight". In episodes 2 and 3, the jedi are constantly having their lightsabers lost or destroyed. And I sort of like the idea of being able to offer concessions more generally.

Example: "You are climbing up on to the speeder...roll your athletics skill." "Ah hell, I rolled a 2". "A 2 isn't good enough...you are going to fall unless you use fate points or offer a concession". "Well, uh, I could drop my lightsaber."

(Another possibility within the existing rules: the Lightsaber really should be an aspect, and the GM can compel it all the freaking time to make you drop it, lose it, etc.)

The Force just screams Mysteries to me, and like other suggested campaigns, the 'magic' here needs the most work. That is, porting or creating new stunts to work off of mysteries.

A simple approach recommended for magic has been to allow someone to use Mysteries to replace other skills (there's a gadget rule that works this way) and that seems appropriate for a quick and dirty Force mechanic. A Mysteries roll might replace Deceit "You don't need to see our identification.", Athletics, even Guns on your starfighter to destroy the Death Star.

Most of the other skills and stunts seem like they'd work fine as is -- we have mook rules, people tend to not get hit. I'll take a closer look at some point.

Aspects: "The Dark Side clouds everything" seems appropriate for episodes 2 and 3. Just in general, aspects seem like a good way to actually push Jedi characters into dark side territory, which has always been frustrating in other Star Wars roleplaying.

If I wanted to do more adaptation work, I'd consider some distinction between dark side and light side Fate points. That is, if I compel your fear of your mother dying, you'll get a fate point out of it, but it has dark connotations. Or if you invoke your anger by spending a fate point, it definitely has a negative effect as well. Fred has some rules like that in his Mu FATE playtest rules with "hope" and "despair" points.

http://oghmascurse.wikidot.com/local--files/start/dictionary-of-fate.pdf
http://oghmascurse.wikidot.com/

And of course, Star Wars is easy to data mine for aspect names ("Never Tell Me The Odds"), and aspects are one of the easy ways to keep non-Jedi interesting.

One nice bit: I think it would work extremely well for modeling the Skywalkers. One bitch I've had with most D20 Star Wars implementations is that they were just normal characters -- nothing special about them other than maybe being a bit higher level. That is, there was nothing to indicate that Anakin's force powers were any stronger than Obi-wan's, since the only differentiator for power level in D20 is character level. In D20, there should have been some sort of template for the Skywalker family that really differentiated them from other characters.

In SOTC, this becomes easier. Luke and Anakin probably both have "Superb" in mysteries, or "force" if you really feel the need to differentiate between the skills. Obi-Wan might only have "Great" or "Good" mysteries, but with some interesting differentiation in stunts and aspects. But "The Force is strong in your family" can be invoked again and again, at least until you run out of fate points, get compelled by your former master into an attack, and are taken out.
Tags: d20, games, movies, roleplaying, sotc, star wars
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