Posted by
MortiS-the-Lost on
Jan 30, 2010; 2:38pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Star-Wars-RPG-tp4474656p4485476.html
Hello People, I'm just going to let my mind vomit forth ideas directly into this post now
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Ok, so it looks the options for a Star Wars rule system are:
WotC's D20 Star Wars, which is designed for miniatures (albeit crappy pre-painted 'collectable' ones). But D20 is not a highly favoured system around here.
The D6 Star Wars RPG by West End Games. Which Axl is already familiar with and has GM'd before. But, my fellow dungeoneer Billiam, informs us that it isn't a fast playing system.
Or 3rd the option, adapt/write another system.
Everyone here seems to favour adapting a sci-fi version the system I use for the Quest games, I however would recommend you use the Space Crusade Rules as a starting point.
Whatever system is chosen I want to make it clear now before we get into this that I will being playing and I will offer advice and help, but I will not be taking a major role in writing the game nor will I be GM-ing as I have a big list of other things I really should be getting on with. That wasn't meant to be rude or anything, I just wanted to make role in this project clear.
Ok here's a few thoughts to get you going if you choose to write a home brew system for the games.
Classes/Character Types. The major part of any RPG is what type of characters people can play and how they work together in game. The most common character types are as follows:
Tank/Fighter (close combat specialist, can take and deal out a lot of damage, vital in fantasy games, but not so much in sci-fi)
Ranged (this class's job is to shoot things from mid-to-long distance, Ranged takes president over Tank in most sci-fi games)
Healer (the Cleric in most fantasy games, the healer patches up the other Characters during or after combat and prevents the party from dyeing, a vital, but oft unappreciated role)
Theif/Rogue (the expert on getting locked doors open and disarming traps, in a sci-fi games this often involves 'hacking' computers and overriding security systems)
Mage (stands at the back, shoots lighting bolts and supports the rest of the party. Not so prevalent in Sci-fi as they are in Fantasy, but magic-like Physic Powers are not uncommon in sci-fi)
Striker (similar to Tank, but generally able to move faster and more lightly armoured, they tend to hit and run)
Useless Bard (does little to nothing most of the time, may provide 'buffs' for other party members in certain situations or some negotiation role during talky bits, but for meat of the game does nothing)
All rounders and Duel-Classes (most other Character types are simply combinations and variants of the ones above )
I've made suggestions as to what character types might work for a Star Wars RPG in a previous post. Also the Lego Star Wars computer games might be a good reference tool here.
The other major part of an adventuring RPG is the Quests. What kind of missions will the characters be expected to go on?
For a Star Wars game I imagine rebels sabotaging Space Ships, taking down Force Field Generators and stealing plans for fully functional Battle-Stations. But you may also want to think about rescuing princesses in kinky outfits (I know I do). Your stock enemies will be Storm Troopers, Bounty Hunters and War Droids. End-of-level-Boss type enemies will be Sith Lords, Rancors and really big War Droids.
Which reminds me ... the idea of doing a Star Wars game came out of me and Rob talking about what miniatures he'd like to sculpt and he mentioned Storm Troopers, but before that point we where talking about a more generic no-holes-bared Sci-fi game (my suggestion was the HHGTG universe!). So you may want to look into doing something more generic Sci-fi like Mark suggested, before settling on Star Wars. It might also be worth going back and taking a look at this old thread:
http://n2.nabble.com/Space-Hulk-style-adventure-game-td1093670.html#a1093670
another point worth making (which I made in a previous post in fact) is that despite it's popularity, the system I use for the Quest Games I run is not very suited to Sci-fi (these are not the rules your looking for). For a quick playing Sci-fi rule set with room for expansion I'd suggest using the Space Crusade rules for several reasons including:
It already has rules for sci-fi weapons and equipment, it's simply a matter of converting them from the 40k Universe to the Star Wars one; Light Sabre = Power Sword, Blaster = Lasgun and so on
The dice are going to be easier to replicate, the White Space Crusade Dice give the same results as D6 – 4 and the Red Dice the same as D6 -3. You can buy a bunch of red and white D6's and blank out the numbers 3 to 6 on the white ones and 4 to 6 on the red ones, use filler and then paint over it.
(Please note that only own as many HeroQuest Dice as I do because I own quite a lot of copies of HeroQuest and similar games and even then we don't always have enough combat dice to go round during a large game)
Billiam Babble posted a link to site with PDFs of the Space Crusade Rules Books Here:
http://n2.nabble.com/Space-Crusade-rule-book-expansions-and-board-downloads-td4044772.html#a4044772(the same PDFs can also be made directly available on the forum if people should so wish)
Sean Patten's - Rules Crusade which is based on the Space Crusade rules is also worth checking out
http://ironhands.com/rcintro.htmhe has done a lot of work on the basic system including an extensive weapons and equipment list covering pretty much all of the 40k universe and an advancement system for troops. This might save you a lot of time.
An XP based advancement system like the one I use for Quest should be pretty easy to tack onto the Space Crusade rules and Fate Points would be useful to work into the rules too. Reward XP for all the usual things, killing dudes, solving puzzles, ect (vast amounts of XP should be deducted from any player who dares to mention Midi-chlorians)
If you decide to work on a home brew game, whatever system you use in the end, read up on the 2 existing Star Wars RPGs so you have an idea of how they handle the different Character types and the weapons and equipment from Star Wars, this will make it easier to judge how powerful a weapon or Force Power should be in game
Confused? Over whelmed? Welcome to world of game design!
PS Rob: what ever happens to that idea of converting Bomerz Over Da Sulpha Rivers into a Death-Star-Trench X-wing vs Tie Fighter game?
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~