Showing posts with label Star Wars Saga Edition. Show all posts
Showing posts with label Star Wars Saga Edition. Show all posts

Saturday, March 17, 2012

One night stands / Non-exclusive gaming

I've just wound up the Star Wars Saga Edition game I have been running for my local club. It's a Clone Wars era game that I'd envisioned as a lead up to Order 66 and the fall of the Jedi. The last session ended with the party ambushed unexpectedly by Clone Troopers during a New Hope-esque award ceremony.
I'd only planned past this point in the vaguest of sense, so it seemed like a good end of season cliffhanger for Season One of the game.

I've signed up to play a game next, which is quite unlike me, and have decided to work up some one shots to have in reserve should the regular GM not be able to make it.

As soon as I started thinking in terms of single session or two session games a whole new world of possibilities opened up to me.
I normally have an idea for a game, then see if I can use it as the foundation for a campaign. Which means that I usually end up running games that lose steam after certain story arcs have completed.

Focussing just on one short arc eliminates that.
I feel liberated.

I can run that Trail of Cthulhu game that has bootleggers and feds running afoul of the Mi-Go in the wilderness without worrying how to make the characters work in an ongoing campaign.
The World of Darkness Aliens vs Predator (Azlu vs Werewolves) idea? Perfect for a throwaway evening. It's not as though the characters could be used again.

One mental obstacle I've had to hurdle is the idea of a pre-genned character.
I've always been adverse to doling out ready statted characters to players. I've always enjoyed character creation myself, and pre-gens prevent that pleasurable experience. Sometimes I can't get behind playing a pre-gen, and I've had players from past games tell me that they don't feel like it's their character.

However, I found myself statting characters for two of players my Star Wars players. They told me what they wanted, and I generated something in that ball park.
I thought it worked pretty well, and received no complaints.

I'd run a one shot Trail of Cthulhu game a few months ago, and pre-genned some characters for that. About eight characters. I only got three players, who were spoilt for choice.
They all professed to enjoy themselves, and I loved the interpretations they bought to their characters. It was an experience I'd love to repeat.

At the moment I'm working up a one shot game for Pathfinder, using only Goblin PCs. By necessity it will be a one shot, as I don't expect the survival rate to be high (although the Goblin Barbarian I've statted is surprisingly hard to kill...)





Saturday, February 4, 2012

Game ideas I would love to run with / Star Wars Saga Edition

Where: Cloud City
When: During Empire Strikes Back
What: The player characters, all inexperienced youths, flee into the air shafts of Cloud City during the evacuation, hoping to evade the Imperial occupation.
Whilst making their way to an evacuation point, they find a freshly severed human hand and a laser sword.
They know nothing of the Jedi, only that their elders command them to get rid of the weapon, and never speak of it again.


Saturday, December 31, 2011

Licences fade, systems are forever / Star Wars Saga Edition Hacks

I was thinking this morning about how good a game SWSE is, and that it's a shame that it's dead now.
I was also thinking that if you remove the official licensed elements of Star Wars from the game, you've still got an excellent system for a Sci-fi game.

Are there any Star Wars SE hacks out there?
If not, here's my initial ideas...

Rename The Force to, say, Psionics or Psychic Ability, as well as the classes and races, and you're away.

Scoundrels can become Criminals.
Jedi become Psychics (and lose the combat feats and hit die to become more like a Cleric instead of a Paladin).
Nobles can become Politicians or Celebrities or Traders.
Soldiers and Scouts stay as is.l
You could even add some more classes as required - Scientist, Bureaucrat, Investigator etc.

For Races, I'd use the Pathfinder/4e approach to Humans, and give them a +2 to assign to any attribute, as well as the extra trained skill and Feat.
I'd formalise Droids into a race, and call them Androids or Artificial Beings (a 'pc' term) (I believe the term 'Droid' is a Lucas trademark). They'd receive a +2 and a -2 to assign to fit the concept. No CON score and a choice of pre-programmed skill bonuses. I'd also add a Feat to appear Human/other race (+4 to Disguise attempts to pass as a member of that one race, or something. Probably used by Spy, pleasure and care Androids). Without the Feat, they'd be obviously mechanical. Finally, Androids start with a budget for extra appendages and tools, and can spend credits on upgrades. Androids would not be able to take levels in the Psychic class.
I'd include Clones or Replicants as a race. They'd be bio-engineered and artificially grown Humans (to prevent the number of Races nearly doubling). Replicants would get a +4 to one Ability and -2 to two more. They'd not get the extra Human Feat, instead they'd get the extra trained skill and either a faster movement rate, low-light vision, a +2 bonus to one Defense or faster healing rate. Clones would not be able to take levels in the Psychic class.
Other Races would be a mix up of standard sci-fi races, with hopefully a couple of original ideas. I'd probably rule that Races with remarkably high physical bonuses could not take levels in the Psychic class, just to avoid the rampaging twinks that would result.

The Use the Force skill should be split into three, and key off a different Ability - INT, WIS and CHA. The INT skill would govern affecting the physical world with telekinesis etc, WIS would govern perception and ones own body whilst CHA would be used to mentally affect anyone else.

Psychic powers would pretty much crib off the existing Force powers.

Mechanically, the system can be utilised with little adaptation.
The setting is another matter...

What kind of Sci-fi setting would this work for? Maybe something in the vein of the revamped Star Trek, with a focus on exploration and competition for resources. Maybe pioneers, with less of the wild west/Firefly-isms.


Thursday, December 1, 2011

Session Autopsy / Star Wars Saga Edition as she is played

Hey, I know, let's talk about a discontinued game that you can't buy anymore.
AYes, let's.

So, Star Wars Saga Edition. I ran my first session session two days ago. I've owned the book for pretty much four years, and have held the system in high regard compared to the two previous d20 incarnations and D&D 3.5.
Much of my disappointment with D&D 4e stems from it not being like SWSE.

Having said all that, it's been a couple of years since I read the rules in depth, and a system always contains surprises as you move from theory to practice.

My first surprise was the hardiness of the antagonists.
When I ran D&D 4e, the first encounter the party faced was a swarm of Rats (as is tradition). Each rat was CR1, and they took an entire session to defeat.
My Star Wars players faced off against 12 CL1 Battle Droids, and still had half the session to do two smaller encounters as well.

My second surprise was the amount of damage being thrown about by both sides.
It is unlikely that a Rat could kill a PC in one hit, yet one Battle Droid was able to deliver 18 points of damage in a single shot.
So, Star Wars antagonists are credible threats, and guns are very dangerous.
At one point I was seriously worried that the first encounter would result in a Total Party Kill.
No such luck...

My third surprise was the general ease of the system. It's streamlined, but intuitively streamlined.
The Use the Force skill, for example, makes Jedi Force Powers painless.
Maybe it makes them a little bit min-maxy powergamery, maybe. It seems ok at first level, though.

As mentioned in a previous post, I don't use miniatures. The current primary reason is twofold
1: Star Wars minis have been discontinued
2: Miniatures cost money, that thing which my wife does not like me spending frivolously, and trust me, miniatures are regarded as frivolous.

To overcome this potential hurdle, I took two props along to the session.
A beat up old chess board
An A4 double sided chalk board, one side having a predrawn grid.

As it turns out, I didn't need the chess board, and used the chalk board exclusively.
If combat becomes more complex and/or tactical, then I can see me using chess pieces and sheets of pre-printed A4 grid paper.