Post by Darth Marcos on Jul 13, 2007 10:23:52 GMT -5
Hey all. As alluded to by Kiirnodel in the other topic, I am starting up a Star Wars Campaign. I figure this would be probably the best realm for me to run a campaign in, since the Star Wars universe is so vast and broad in ranges of both technological applications as well as locations that I (or we) could literally work any crazy ideas we come up with. One idea I had, since this forum and it's users primarily adhere to the renaissance style world, that the campaign could take place entirely on an undiscovered planet in the Outer Rim, unbeknownst to the Republic (Or Empire, or New Republic, or New Sith Empire, or whatever the hell government runs things at the given moment). This planet, still in the days of swords and steel, could operate very much like a D&D Campaign. But, unlike D&D, wizards don't kick each other's asses using fireballs and such, they use the force.
I don't have a definitive story I want to tell yet (I have some good ideas and some direction though), so I expect this game to be a bit more flexible than some of the campaigns we've run under Brett. That's sort of why I started this thread. Tell me what you're interested in playing! I don't have any hang ups about having Jedi in the party either, or having the party comprised entirely of Jedi (especially if we use Saga Ed. rules, but I'll get to that later) as I've read some people do in Star Wars campaigns. I also don't mind, if the general consensus desires, to have a more sinister, Sith style campaign. Hell, if I get enough people for this campaign, I wouldn't mind sporting one group of players as the protagonists, and the other side as the antagonists. If I did that, I'd probably be very vague on which group was which though.
Basically, what all that long fuckoff amount of text means is that, tell me the kind of things you'd want to do in a campaign set in the Star Wars era. I'll custom tailor a campaign to the majority's desires. But, now on to some business - which rules to use.
This is the newest edition of Star Wars Roleplaying Game, released last month. Saga edition went through a massive upgrade, retooling a lot of the rules. The main idea was to streamline it, and make combat moar efficient and streamlined, "giving the game a more cinematic feel." For those who play D&D, we all know how 45 seconds of combat can sometimes take two fucking hours realtime. These rules would be a good choice also if we ever run an event off the forums and on the tabletop.
You can find out more Here. For some preview information and some general questions about Saga Edition answered, read "Jedi Counseling" issues 100 through 105, located on the right side of the website.
I would prefer to use these rules, but the catch being that its incompatible with the previous editions rules due to a number of major rule revamps. There's also no PDF file of it that I've located on the internet yet either, which means simply Go buy the damn book! It's a good book, and since it's got everything, you need to play, it's a good idea anyways. You won't need another 45 books to play like D&D, especially due to the flexibility of how you create characters, so buying this one book will get you where you need to get.
The other set of rules that I'm prepared to run this campaign in, being the rules we tampered with previously, under the Revised Core Rulebook. The problem with this rules set is that its not supported by Wizards anymore (And hasn't been for several years I found out), is a little stiff on flexability, and suffers from the D&D syndrome of "Look, a fuckton of rulebooks to comb through! CONSUME!" These rules though, having been out for a long while, are easier to locate and obtain though. Not my first choice, but if the collective demands, I'll take this book up.
Then there's these rulebooks. This was the first version of Star Wars Roleplaying Game under West End Game's banner, and ran on a D6 system. I have a few random books I picked up here and there, but not enough to run a campaign on without some hunting for things like, a core rulebook. The system is also completely foreign to me. I thought it important to list to have a complete set of options though.
I think that's enough to digest right now. I'll be responding to questions and comments all weekend, and post another major update later.
I don't have a definitive story I want to tell yet (I have some good ideas and some direction though), so I expect this game to be a bit more flexible than some of the campaigns we've run under Brett. That's sort of why I started this thread. Tell me what you're interested in playing! I don't have any hang ups about having Jedi in the party either, or having the party comprised entirely of Jedi (especially if we use Saga Ed. rules, but I'll get to that later) as I've read some people do in Star Wars campaigns. I also don't mind, if the general consensus desires, to have a more sinister, Sith style campaign. Hell, if I get enough people for this campaign, I wouldn't mind sporting one group of players as the protagonists, and the other side as the antagonists. If I did that, I'd probably be very vague on which group was which though.
Basically, what all that long fuckoff amount of text means is that, tell me the kind of things you'd want to do in a campaign set in the Star Wars era. I'll custom tailor a campaign to the majority's desires. But, now on to some business - which rules to use.
This is the newest edition of Star Wars Roleplaying Game, released last month. Saga edition went through a massive upgrade, retooling a lot of the rules. The main idea was to streamline it, and make combat moar efficient and streamlined, "giving the game a more cinematic feel." For those who play D&D, we all know how 45 seconds of combat can sometimes take two fucking hours realtime. These rules would be a good choice also if we ever run an event off the forums and on the tabletop.
You can find out more Here. For some preview information and some general questions about Saga Edition answered, read "Jedi Counseling" issues 100 through 105, located on the right side of the website.
I would prefer to use these rules, but the catch being that its incompatible with the previous editions rules due to a number of major rule revamps. There's also no PDF file of it that I've located on the internet yet either, which means simply Go buy the damn book! It's a good book, and since it's got everything, you need to play, it's a good idea anyways. You won't need another 45 books to play like D&D, especially due to the flexibility of how you create characters, so buying this one book will get you where you need to get.
The other set of rules that I'm prepared to run this campaign in, being the rules we tampered with previously, under the Revised Core Rulebook. The problem with this rules set is that its not supported by Wizards anymore (And hasn't been for several years I found out), is a little stiff on flexability, and suffers from the D&D syndrome of "Look, a fuckton of rulebooks to comb through! CONSUME!" These rules though, having been out for a long while, are easier to locate and obtain though. Not my first choice, but if the collective demands, I'll take this book up.
Then there's these rulebooks. This was the first version of Star Wars Roleplaying Game under West End Game's banner, and ran on a D6 system. I have a few random books I picked up here and there, but not enough to run a campaign on without some hunting for things like, a core rulebook. The system is also completely foreign to me. I thought it important to list to have a complete set of options though.
I think that's enough to digest right now. I'll be responding to questions and comments all weekend, and post another major update later.