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Post by Zenopus on Apr 21, 2019 17:11:23 GMT -6
Epic thread Zulgyan ! I have the Star Wars Adventure Game and the SW1E reprint, and I would like to run a kids game using just these materials. I would add: 26. SW1E from Memory (derived from "D&D from Memory"). Focus on just those rules you can remember at the table while GMing. Edit: 27. The J. Eric Holmes guidance: "You are sure to encounter situations not covered by these rules. Improvise. Agree on a probability that an event will occur and convert it into a die roll — roll the number and see what happens! The game is intended to be fun and the rules modified if the players desire. Do not hesitate to invent, create and experiment with new ideas. Imagination is the key to a good game. Enjoy!"
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Post by Zulgyan on Apr 21, 2019 17:14:12 GMT -6
26. SW1E from Memory (derived from "D&D from Memory"). Focus on just those rules you can remember at the table while GMing.
That's a great principle! Good to have you here Zenopus.
EDIT: This is quite simple to do, since SWd6 is really a unified system of dice pools vs. difficulty numbers.
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Post by Zulgyan on Apr 21, 2019 18:28:17 GMT -6
EQUIPMENT MUSING
D&D places a great deal of importance on equipment and resource management. Counting off rations, torches, arrows and so on, is said to be one the main aspects of the expedition adventure. One of the main rewards of D&D is getting more and more gold and ever improving powerful magic items. This is the default assumed style of play.
My feeling is that this is quite different in the 1E SWd6 game. For one, ammo, fuel and such are not counted when playing by the core rules. There are no magic items (the light-saber being the closest thing that looks like a magic item). Maybe players can be motivated to get into credit hoarding in order to buy ever bigger and more powerful spaceships and fund their personnel. Moreover, the players usually receive from the Rebellion free equipment, supplies and credits in order to better confront their assigned missions. In character creation, if you take a look at the templates, equipment is much more a flavor than a balance thing.
So while you can totally play a SW campaign were equipment and resource management are an crucial aspect of the game, the most common type of playstyle de-emphazises this traditional RPG aspect. In SWd6 equipment comes and goes and is usually not an important part of the reward in the modules.
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