I am currently running a d6 SW game set in the comic series Legacy era. I dropped SW a few years back after a buddy insisted we switch from d6 to d20. I did, and ran it for a few sessions more but never had the passion I did for the campaign while it was under the old WEG version.
Last month, after really digging the Legacy comics, I thought to try again.
I love WEG's version. You can make ANY character, and it tailor's itself to growth and learning. (You want to spend a week studying about wookies and their languages? Cool, add those specializations to your Alien Cultures and Languages skills.)
The combat is nice and fast, and can be just as deadly as it can be cinematic.
There are weaknesses, in that after awhile, it breaks down. When someone has more than 10d6 to roll for a single skill, adding them all up is a pain in the ass. Also, we have the running joke that the players want to get a ship weapon that fires Darth Vaders wielding lightsabers, because by the rules, his Lightsaber could technically destroy the Death Star.
Other than that, its great fun and I give high recommendation to anyone considering running SW to give the system a go. You can pick up the core books and expansion books for really cheap on Ebay (I got the 2nd ed. Revised and Exp. for $3 US.)
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You may also want to check this link out - http://arcdream.com/pdf/StarORE.pdf
It's a free version of Godlike's One Roll Engine tailored to Star Wars.
I have a huge collection of the D6 books (probably 50+). I actually picked up the version of the rules in the blue book with Vader's helmet on it after riding Star Tours for the fifth or sixth time on a trip to Disneyland. As someone who would rather focus on story than rules, D6 is a great system. Easy to explain, easy to make up and adapt on the fly.
A little known fact: I had just been hired to do illustrations for Star Wars RPG and the short-lived Men in Black RPG from WEG when the company went tits up. :x
Oh shit, that sucks dude. I was always really impressed with the art in the books. They were always consistent, a shame you weren't able to get in on that.
I agree, the d6 version is a great system that allows you to focus on story over mechanics, and it is very easy just to say, "ah, roll this..." and luckily in my group, no one is a rules nazi.
I just played a fucking awesome session of this last night and am still feeling the good vibes from it. I am going to play again on Saturday, just because I can!
An Ewok Jedi is a ridiculous idea. Ortolan Jedi are where it's at.
A friend of mine actually played an ortolan jedi a few years ago. it was zany.
Regardless, thats a great piece.
Has anyone ever tried running the Darkstryder campaign? I still keep in touch with Eric Trautmann, one of the former editors at WEG and co-creator of the Darkstryder campaign (among other things). I have all the books and it always seemed like a cool campaign to run.
I played a soldier with a light repeater. We were a level 6 group. Anything that the group could take, I could more or less take on solo. If I died, then it was a badass enough beast to take down everyone else, too. I didn't even min-max him or take feats/skills in an attempt to break him.
Our GM won't even let us use grenades due to their mechanics.
I owned Darkstryder years ago, still have pieces of it in my collection here and there. I have followed a few threads on it at RPG.net, and they have all said the same thing:
It's complicated to run as suggested.
Players are meant to run three PC's; one from high command, one from the pilots and one for ground/away teams. It makes it hard for players to get into the game, especially since all the characters are already developed. You can make your own PC's and insert them without much hassle however.
I tried running it when I was still in high school, and I was a pretty big GM n00b at the time, so I found it way too difficult. It might be different now, but then again, I don't really like premade adventures. I do everythign on the fly. It's probably a good resource to mine for story ideas though.
I don't know that I'd do it again. Too much work for me. It's an excellent campaign, though, and definitely worth tracking down.
Cool idea man, very cool. I never thought of that. I also don't have that many gaming friends, so it wouldn't have been possible.
How did you work that, did the stories all kind of flow together. Did other groups see the consequences of another groups actions? (IE: The command group makes a bad mistake, the lower down guys had to patch it up?)
At one point, I had a huge network of gaming friends, and was pigeonholed as The GM, so I ran interconnected multiparty games frequently. There's a ton of bookkeeping required, but it can be rewarding when it goes well.
D6 Star Wars is a godly system, at least for small group action. It's large conflict rules and Starship fights can be really hard to figure out. This system is actually really easy to modify, I ran a modern day setting game using these rules and it worked out really well.
Darkstryder is really meant for convention play, I have it and could never ever find a group that I could run that with. Plus it is entirely more fun to make your own characters.
Most of my Star Wars games ran really well, usually a rag tag group of random spacefarers ala Outlaw Star or Firefly, always looking to scrape together enough dough to keep the ship up and running. Screw the Rebellion.
Back on topic.
WEG > D20 - it's fast paced and feels like your acting out a movie, instead of crunching stats.
I've got a bunch of WEG SW stuff, and that is definatly a game I'd run over vent - given a group is wanting a game.
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The gamestore that I was at last night (Pandemonium Books and Games in Boston) had not only the core d6 book, but also the Companion. The Companion has Ithorians in it! This made me a very happy person. i'd love to do a Clone Wars era Ithorian Jedi like that one in Clone Wars. They also had some of the adventures too, but I thought that since i was already spending 40$ on those two books, I could probably wait. They'd be there again.
I loved those books as a kid, especially Galadinium's Fantastic Technology and the Droids book.
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In fantasy, adventure (modern) and space flavours.
The space one is apparently pretty much Star Wars with the serial numbers filed off. As in, it's essentially Star Wars d6 3rd edition.
SW D6 was my first RPG, and I still prefer it greatly over most others, especially ones that use hitpoints and profession classes. Its rules are very modular and flexible, as stated by others, and I've found the basic rules are streamlined enough to intuitively learn and predict; 3rd edition Dungeons & Dragons really brought me out of the experience once I had to estimate my rolls rather than how good I should be.
I could go on, but I'll leave it at that for now.
You're kidding me! I thought I was the only one that held a soft spot for that game. My friend ran my sister and I through several adventures. I wound up getting all of the books (All three! Never saw any point in getting the boxed set though.). I really liked the alien source book. Broke my heart that the book of adventures never came out.
Also: D6 Star Wars: We played quite a bit of that, too. And I'm in a new game now. Can't believe I'm playing a Senator again. I'm in a rut.
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