My initial experience with the new Star Wars RPG

I'm the Wookie about to beat up the corrupt cop.

Twenty years ago this Summer, the first version of the Star Wars roleplaying game appeared at GenCon or maybe it was announced. Either way, it really dampened the 10th anniversary of Traveller (three mentions over the weekend, must be a record). This Summer, my friend and fellow DM invited me over to play a one-shot game of the latest incarnation which would be Wizards of the Coast’s third version (or fifth overall since WOTC is the second publisher of the license).

I tend to ignore the usual grumbling, grousing and griping from the Internet. I had browsed over Flynn’s copy of the new rule set last time we were playing Traveller. On the surface, the core rulebook being the dimensions of a coffee-table book was unusual. I had to admit to some disappointment over noticing how most of the interior art work was recycled from past publications. When a game book carries a $40 price tag, new drawings are expected. As to the core rules, this edition is very, very streamlined with the hopes of attracting new players, especially fans of the movies who have never played D&D. In an age of computer games, console games and a dozen new distractions since RPGs’ salad days in the Eighties, it’s going to take a miracle. This doesn’t mean the game is awful, it’s actually pretty good and I had a great time.

I’m not going to dwell on a ton of details because this was only a one-time adventure and I always have fun because Flynn is a strong GM plus this group is rather informal and irreverant; I think we completely ruined the entire Star Wars episode of Robot Chicken for our host. As a game it’s pretty simple compared to D&D or D20 Modern. The Saga Edition aims to capture more the movies’ essence by giving the PCs and major NPCs clear advantages over “simple” obstacles, namely Stormtroopers incapable of hitting the broadside of a Star Destroyer. The PCs are members of the Heroic Classes in the game, thus everybody can pilot the ship if necessary, just the ones with Pilot as a core skill do it better. That eliminates numerous problems or arguments like explaining why Princess Leia could fly the Falcon with Chewbacca while Luke and Han manned the guns in the first movie…from a game perspective.

Hopefully Flynn will run this a few more times. I had a great time as the Wookie. In the spirit of good roleplaying, I couldn’t speak Basic (English) in character. My communication was always a series of growls but only the Jedi understood the language, just like only Han knows what Chewbacca is saying. The translation was a note passed to the Jedi player. Depending upon what I said determined whether or not he would read it aloud. Supergeeky, I know. But it’s a ROLE-playing game. It works best if you ACT the part to help the GM recreate the look, tone and sounds of the movies. It’s the least I can do as his guest since he goes through the trouble to play the rest of the galaxy.

The book says for ages 12 and up. It may make a great present to give to my friends’ kids that are going through a Star Wars period but they’re well under this recommendation. By the time they are old enough, I don’t know if they’ll have the attention span or will be more interested in sports, girls and video games. Meanwhile, I’m trying to streamline my collection of stuff so I won’t be buying this soon. Flynn runs a great game but the last three movies still left a bad taste in my brain, making me reluctant to give Lucas $40.

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