Post by finarvyn on Apr 27, 2019 17:06:58 GMT -6
Perhaps heresy, as this thread isn't about the WEG version (which is still the best, by the way) but instead is about the new-ish FFG Star Wars RPG. I'm curious about what folks think about the game.
THOUGHT #1 -- THE RULES
For me, I found that I like FFG Star Wars when I play with the starter boxed sets but lose interest when I try to look at the hardback books. I find that character generation seems pretty complex and you have to follow a tree-branch approach to figure out skills and I've not been interested enough so far to follow through the rules.
On the other hand, each starter set has a couple of pregen characters so I can mix and match the sets to have a decent stable of characters for players to pick from, and once we start with a pregen I can control advancement and slowly let characters grow. This keeps the rules simple and I've enjoyed the couple of games that I've run using this method.
THOUGHT #2 -- THE DICE
I disliked the dice a lot at first, but they grew on me. Of course, the dice system they use is the same one as found in Genesys (which has both a fantasy sourcebook and an "android" scifi sourcebook) so there are a lot of resources out there if a person wants to see the dice used in other settings.
What I found about the dice (eventually) is that the analogy of "reading tea leaves" gets me in the right state of mind, and the fact that my group likes to play in a cooperative mode helps a lot. Essentially, when something happens we roll the dice and gaze into the pile and eliminate dice that are neutral or cancel one another. Then either I suggest an outcome or my players offer suggestions. (That's where the cooperative part works well, as my players are willing to suggest bad outcomes as well as good ones.) The game suggests use of the "fail forward" philosophy where you succeed on a failure, but at a price where something bad has happened. That's kind of fun and I think it captures the Star Wars feel.
I thought that buying the special dice would be a big drawback, but I picked up a set or so and each starter set comes with some dice and so I just keep a jar of dice in the middle of the table and players just grab them as needed. Not as fun as having special polyhedral dice for my characters, as I do in D&D, but not a bad thing either.
OVERALL
Uncertain. I enjoyed playing the FFC version, but I like the WEG version as well as my OD&D homebrew. Maybe just having jedi and stormtroopers is so cool that the actual rules don't matter? Dunno. Feel free to discuss.
THOUGHT #1 -- THE RULES
For me, I found that I like FFG Star Wars when I play with the starter boxed sets but lose interest when I try to look at the hardback books. I find that character generation seems pretty complex and you have to follow a tree-branch approach to figure out skills and I've not been interested enough so far to follow through the rules.
On the other hand, each starter set has a couple of pregen characters so I can mix and match the sets to have a decent stable of characters for players to pick from, and once we start with a pregen I can control advancement and slowly let characters grow. This keeps the rules simple and I've enjoyed the couple of games that I've run using this method.
THOUGHT #2 -- THE DICE
I disliked the dice a lot at first, but they grew on me. Of course, the dice system they use is the same one as found in Genesys (which has both a fantasy sourcebook and an "android" scifi sourcebook) so there are a lot of resources out there if a person wants to see the dice used in other settings.
What I found about the dice (eventually) is that the analogy of "reading tea leaves" gets me in the right state of mind, and the fact that my group likes to play in a cooperative mode helps a lot. Essentially, when something happens we roll the dice and gaze into the pile and eliminate dice that are neutral or cancel one another. Then either I suggest an outcome or my players offer suggestions. (That's where the cooperative part works well, as my players are willing to suggest bad outcomes as well as good ones.) The game suggests use of the "fail forward" philosophy where you succeed on a failure, but at a price where something bad has happened. That's kind of fun and I think it captures the Star Wars feel.
I thought that buying the special dice would be a big drawback, but I picked up a set or so and each starter set comes with some dice and so I just keep a jar of dice in the middle of the table and players just grab them as needed. Not as fun as having special polyhedral dice for my characters, as I do in D&D, but not a bad thing either.
OVERALL
Uncertain. I enjoyed playing the FFC version, but I like the WEG version as well as my OD&D homebrew. Maybe just having jedi and stormtroopers is so cool that the actual rules don't matter? Dunno. Feel free to discuss.