That's not a triple negative. It's not even a double negative. Just because a word implies something bad, poor, or lacking doesn't make a negative grammatically. Get your half-assed pedantry out of here!
I did this a few years back, but players could choose in which era to begin: The Old Republic(Revan) Pre- clone wars Clone wars Battle of yavin After Battle of Yavin / New Jedi order This could give very diffrent game modes in which players can play. Don't like the force then play after the clone wars. Love sith? Play in the Old republic. More openings for diffrent games.
I haft to say, the most requested for me is the Rise of the Empire era, where everything is forming and leading to the main movies. So much to do and work with in that era.
Rise of the empire is a very common request because it was and is such a 'new' space with very little literature or film information to cloud it. Old Republic not so much because of the online version of the game, and Bioware is an awesome storyteller. But all those era's off great options.
Exactly. I also find the old republic era a really good setting if you're ok with making a lot of custom elements such as factions and enemies. There's not much known in the era (especially KotOR) besides SWTOR. I had a campaign a few months ago where it was on finding the Sith in hiding on Dromund Kaas and trying to escape to tell the republic, but they were too late.
I'm actually starting up a discord where we do the exact same thing, splitting into eras. I have: Old republic Clone wars OT Right after rotj Resistance And I have characters on both sides. However, the stat system is slightly different and I need to a bot for the dice system but its coming along
The accents aren't really divided by Rebels and Imperials. In SW, the American accent is how lower classes typically speak. The British accent is how the educated and upper classes speak. If you watch more carefully, you'll see that Stormtroopers recruited from commoners, for example, sound like Americans while the Imperial officers come from the upper classes. Meanwhile, some of the Senators, defectors, Jedi (like Ob-Wan), and other nobles on the Rebel side speak with British accents. Princess Leia was a 'princess of the people' and naturally tended to speak with the American sounding accent, but she would fake an upper class (British) accent when doing her duties as a noble or around other upper class people. Also, wow - just wow. Clone Wars was one of the greatest depth-adding parts of Star Wars (far superior to Rebels). And no good NPCs in the prequels? Incredible. I grew up with OT since seeing New Hope in the Theaters in original release, so it will always be closest to my heart, but the PT has incredibly rich options for roleplay.
FFG actually added some sourcebooks for the rise of the separatists and collapse of the republic! SO you got people like Obi wan, General Grievous, and more added!
@@dani4ever Don't get me wrong. I loved Rebels - great show. It just didn't have the breadth of Clone Wars. CW jumped around to different theaters and characters, giving a grand, sweeping narrative of a galactic war. That presents a lot of great RPG possibilities. Rebels is a good example of a single party having classic adventures so it's good for that.
@@Daniel-Strain I see what you mean. That's exactly what made me love Rebels. It felt like a new tale, about new characters, actually focused on those characters but it still fleshed out so much about a era that we're all familiar with.
I’m missing three sourcebooks. Two AoR fully Operational&Lead by Example.EOTE No Disintegrations Bounty Hunters career. But other than that. I rewrote the rules around the no PvP rule. Evened out the xp from as is to 200xp on all species. 3000 in game’s credits for the players to use. For weapons,gear&equipment. No raisin/lower alignments. If in civil war era. Players get to play with Old Republic Venator class star destroyer or a old republic clone wars frigate class. So if picking(Not selecting).The player gets 120,000 in game credits to use for upgrades,improvements,repairs or attachments(In the obligation alignment classes). Oh if the player wants to be a clone let him,her/whatever orientation do it. If player in the obligation alignment classes chooses(picks)freighter/patrol boat the player doesn’t receive any 120,000 credits. The player is at the mercy of game master. Also if a player wants to sign w/a fellow player that 120,000 in game credits is added together to be 240,000 in game credits for attachments,repairs, upgrades/improvements. But both players must agree on the ship class. Once the players agree. They can pick that chosen ship class.
I've been playing a game set around the time of SWTOR, and for the last five sessions the GM has had our party on a planet that more closely resembles Skyrim than anything in a Galaxy Far, Far Away. It's basically a no-tech planet where they wear furs and fight with bows and arrows and swords, and we're trying to end an insurrection. It's fun and frustrating at the same time, because I'm a Sentinel Shadow/Slicer, which means I'm really good at sneaking, spying, and computer hacking. I've found one computer on the entire planet. :/ Oh, well. It's Star Wars and I'm digging it.
You're absolutely right, but in the end it lacks a bit. I mean, I played a lot of nice adventures in the SW universe, and I always wanted to have more spaceships, dogfights, and space battles in general... but that is not something easy to implement in a stand-alone scenario or in a campaign. Rules are not especially easy to run for that matter.
Our group has ships, but we abstract combat A LOT and skill checks are way more forgiving for us. This means our low XP campaign doesn't also burden us with taking starship trees.
If you want to study Sacrifice as a theme and incorporate that into your Star Wars games, there is no better fiction than Samurai Fiction, particularly Seven Samurai and other works of Kurosawa.
Okay the Clone Wars series was rough if you watch the begining and end. But the middle focussing on Anakin and his interactions Obi Wan and Anakin's apprentice was actually really good. As was Duku's apprentice but the start and end was brutal.
I think we should look to the KOTOR video games for inspiration in building a Star Wars plot. Those games were very immersive and offered all the usual suspects in character types and more. Darth Malick was a truly compelling villain with a story you could relate to. Also that big twist in the 1st game is a feeling I’ve longed for in a D&D game. I really hope they make a new Star Wars tabletop RPG.
I've been preparing to run an Edge of Empire RPG campaign, this video is super helpful in helping me figure out how I'll be Dming a Star Wars story. Lots of great tips and insight! Thank you!
Hello ! I'm a french dude searching for a Star Wars Tabletop RPG, and I want to tell you that I LOVE the way you're talking, your cosplay, the set, everything ! I like and subscribe to your content, you're great :D
D6 is the way to go for Star Wars. I've even adapted Star Wars D6 to a Star Trek and Doctor Who setting, and it works well there too. For those settings I added an "Era" mechanic so for such things as operating a transmat device, you'd roll your raw Mechanical unless you're from an earlier era, in which case you need training before you can use it.
A lot of great points in there - I have been running various star wars games (and systems) for over 20 years. Excellent call outs on the themes, types of adventures, plots etc. I can say - a lot of other adventures easily can be adapted - as most of the time - a story is a story (converted the old ADD A series slavers modules even...). Also, an excellent call out on the notion of growth and sacrifice - after all, the central theme of star wars is a character facing their darkness and overcoming adversity with the help of their friends. I would encourage people to also look at other time periods - star wars has an incredibly rich history to pick from in terms of settings - and some of those can offer alternative themes (i.e. don't always have to be underdog's fighting a greater evil). Finally, while Great GM may not have liked it - the later seasons of the clone wars animated series is some of the best star wars content ever made - skip seasons 1-3 - and go for the laters ones - they really showcase the fall of the jedi and a lot of realistic themes regarding politics, war and institutions. Finally - as someone who is both a star wars and star trek fan (never understood why some people think you have to pick) have also played a lot of star trek role playing - in some ways, almost see star trek as much a fantasy as star wars. The magic in ST is the tech - or rather, the incredibly common use of tech as either a plot device (oh, a transporter malfunction - that works completely differently than before) or almost as savior magic (The Q, the Organians, etc.). Between transporters, phasers, sensors that can find a tin can in a planet, replicators and holodecks - i almost found star trek to be just as fantastical. thanks for the video.
I never considered star wars either a fantasy or sci fi , but under the combo fantasy/sci fi . Star wars actually changed the way i interpret other stories like Dragonlance , and star trek.
there i am thinking about my plot for the Star wars game that i decided to run with some friends and along comes your video about 1 hour later. that was creepy, but you give good advice as always. thank you.
Great intro!! I'm going to be taking my youngest son into the Star Wars RPG universe very shortly...his first RPG and my first go playing in or even GMing a Star Wars RPG . Hope he likes it
While researching Fantacy Flight SW RPG Just stumbled across this video 10-18-20. Wanted to tell say I really loved your intro to this video and it caused me to drop that follow button.
I thought the Clone Wars did quite a lot to redeem the story of prequels. I watch them frequently but never watch the prequels. I don't even know if I ever purchased episode 3 even though I felt like it was the best of the prequels. The best of three bad movies doesn't make it worth much to me. Rebels is definitely very good and I'm excited to see where it goes. I thought Rogue One was a great move for Star Wars RPG players. It shows why you don't need or should want to have Jedi in a Rebellion era game.
Precisely right. I guess I didn't like Clone Wars because it was trying to make the prequels make sense - which was really just trying to cover them up in my opinion. Loved Rogue One, and my subsequent game features an almost non-jedi group... except for one... lol. There is always one... :)
I think the Clone Wars adds a lot of good RPG material. Not so much the stories themselves, but how much material they provide in worlds, species and details of how things operate. I really liked the episodes where they were not in some big battle, but trying to find something in the Coruscant lower levels for example.
I haft to recommend the newest system: Star Wars Edge of the Empire. The demo gets everything done and explained for new comers, both GM and players, so easily. The system is more story driven than it is stat driven, which I love because it forces my players to also tell a part of their engagement from their perspective instead of me doing all the talking.
This is a great presentation of the FF system. Personally I hate the idea of my players having to tell their story in descriptive terms. I played it a few times - admittedly the demo game - and couldn't overcome the dice and the requirements there of. After playing the D6 version last night, the mechanics are so light you don't worry about them. But there is a reason we all have our favorite systems and why we keep coming back to them :)
Oh for sure I haft to agree with the added complexity not being familiar with every other system out there! It took me a few personal sessions running the demo alone, looking through the book, and really understanding how the dice works in order to really get a firm grip on the new system (being a purist for many years running the Saga Edition). Maybe it's just me :) I love sandbox style so I'm alright with the players taking the reins once in a while. It really gives you a broader perspective and a way to look at the different things. In all honesty this system really helped me tell action sequences in my campaigns better. But like I said, I do understand your point of view on it :)
It's funny, in the two systems of Star Wars I've played (D6 and Saga) the players have always added to the story by describing what they do and I give them a bit of a leeway on dice rolls if they come up with something really cool.
It doesn't have to force the story, just to tweak the action a little. DM is the one in charge after all. I like the idea of including the players in the sorytelling... but if they're note that responsive, it could be a burden in the end.
You may have hit upon something that I've tried to tie down for a great deal of time. The inherent force-user is really OP. They're the best wizard, the best fighter, the best cleric, the best rogue... they cast a long shadow over anyone whom doesn't have force abilities. Nice for a story, but kind of poor for a game. I don't mean that the game is bad - not at all! I've had and have run some great Star Wars games. In the end, however and ultimately, anyone whom doesn't embrace the Force loses out. My solution to a SW game: Everyone eventually DOES embrace the Force. Even the long-term NPCs do. That ship pilot that the PC team relies on to get them where they're going has to admit after a while that they've left the limits of skill behind them a long time ago, trusting their intuition in order to hit targets that the common man can't even see.
Suitable steals for Star Wars: The plot of any WWII movie, Espionage movie, western movie, or fantasy story. I've already run "The Guns of Navaronne" twice.
I think a campaign where you're all Jedi padawans whose Masters were killed during order 66 would be really cool and a fun way to balance everyone technically be terrible at using the force
Alas that you didn't mention Star Wars Saga Edition. Great video, though! And don't forget the games and books (that are mostly non-canon now but still fun)!
I highly recommend you try the later seasons of The Clone Wars. The first few were very...meh, but they really found their footing later on. Disclaimer: There are still the odd droid or Jar Jar episode that are groan-inducing, but the rest is pretty solid.
Different styles I guess? I must admit the majority of the Star Wars games I've run, my players have always elected Rebellion era. I don't prescribe to players the era - I ask. So maybe my players just like it :)
I tried Clone Wars once and it didn't last long. People love the Rebellion. I set my newest game before Rogue One, you get all the movie stuff but the Rebel Alliance isn't as strong as they are by the movie comes around, plus you have competing groups of rebels. It's great stuff.
I runed a little campaign of Republic Commandoes during the Clone Wars era. It was mostly action based, obviously, but several scenes were worth remembering. But yeah we always return to the Rebellion scenarios in the end :)
I prefer either shortly after Order 66, or after Endor. I personally avoid the "BIG EPIC STORIES" crap. There's so much more fun to be had being a nobody without any grand destiny or involvement in major plots.
Our group played a group of mercenary traders. We bet on if the "bucket of bolts" (Milleniun Falcon) would fly away form Tattoine intact, then sold Alderaanian relics, after we learned about its tragic destruction. Oh and sold fur coats on Hoth.
Admittedly the good guy rebels being American and the bad guy imperials being British is basically American Revolutionary War: now with added space combat. So it actually does make sense since Star Wars was invented by us Americans. Admittedly we had basically the same accents at the time but the symbolism is the point.
I think the best way of running a Star Wars RPG after the obligatory first campaign as Rebel Operatives vs Evil Empire, is to keep both at arms length. Much less predictable when the focus is on exploring the galaxy with the Rebellion / Empire conflict in the background (barring occasional intrusions to remind players of the "bigger picture"). It can still be 100% Star Wars even if the stakes aren't the size of Death Stars but at a more personal, small-scale level. I have found it much easier to come up with interesting and unexpected plots when I don't try to recreate the movies. I have found the same when running The One Ring: The Fellowship with take care of the big, epic stuff but that doesn't mean there's nothing meaningful to do for the other free people of Middle-Earth. Just my R0,02...
You make a good point - it is about keeping it interesting and focusing on the players stories which may not be galaxy spanning... I do maintain though that no matter where the story goes, it should still feel like it's epic. I feel that's one of the appealing factors about Star Wars is that no matter what the task - there was massive risk attached to everything. No incident was minor. As for lord of the rings...
Imho it could be neat to have a heroic imperial party dealing with stuff like bandits masquerading as rebels or rogue separatists disturbing the peace with terror attacks.
This is great! I've played Star Wars for a couple of years and started running my own campaign. The Force is a tough one to handle, but I put in rules to make it harder to learn to use the Force and using it willy nilly is pretty dangerous as powerful Force Users detecting you and hunting you down as well as the average citizen dropping a dime on you if you're waving a lightsaber around. Also limiting the powers to the ones seen in the movies or close to what you might have seen.
Absolutely Force powers can be troublesome, but those limitations seem to help refine the rules and would also make the times they use their force powers even more powerful, story wise, within game because the stakes are higher. Have your players liked these additions?
They do seem to like it or at least understand why I'm "limiting it" both for story and for gameplay purposes (which would be I don't want them being super heroes and the non force users not having much to do). Having this big drawback of needing a teacher for new powers, taking time to learn a power, and not having access to all the powers available in the books really helps balance it out for the whole party. In fact, our Jedi player has decided to not use her lightsaber in 4 sessions of play for fear of being discovered. She's pretty cool with it and knows the opportunities will come up to swing away. I know I'd be just itching to use the thing though and therefore would have people hunting me down while I was still at a low level. :P
I haven't watched the video yet, but ive been a GM for over 30 years, and have run SW on 5 different rule sets (one i made myself), and aside from regular GM advice, I give SW an extra rule. I call "STFU , Nerd." Because inevitably you're going to bump up against the minutiae of the EU, or Legends, or modern canon, or whatever its called now. It never fails. You have to establish your right to GM fiat, and you have to (nicely) make it clear to the nerds (and I am one) that this is YOUR galaxy far, far away and mobody else's. Otherwise youll have constant interruptions, and nit picking that sidetracks. Bring mystery and awe to the galaxy, and right up front establish they may know SW, but they dont know this particular corner of the galaxy.
In my playthrough I'm running my players are awesome, Using Star Wars D&d 5e A Blastromech Droid Trooper Bothan Pilot Wookie Scoundrel Chiss Tactician Gungan Berserker The Wookie and Gungan are my favorites
Sounds like a lot of fun. My guys last night discovered a crashed Senate Courier ship that might have been useful. Onboard however they encounters H4L - an assassin droid who'd set up his own manufacturing plant to make small assassin droids because he believed the Senate needed them.
How to be a Great Game Master well this was game night one. Yhe this senator should keep them on the run till around lvl 5 and then comes the Empire for nice galactic wide war...
what are your ideas for making space travel interesting if you don't highlight the various tasks like repairing the overheating hyper drive. i recognize that this is very star treky but i can't think of another way. i was thinking of FTL for inspiration.
Well in Star Wars traditionally space travel is divided into 'training time' and 'social time'. If the players have nothing to do during space travel - then it happens and - you exit hyperspace at your next destination. Don't drag it out. If they need to train for skills or if they need to talk to one another, don't interrupt it. Unless you need something to happen for story sake - like an interdictor pulling them out, or a new moon, or sabotage, just accept it happens and move on. As you say - events in hyperspace - like ship repairs, finding strange new life and meeting new civilizations, is really something you should look at unless you really need to. Hope that helps?
I'm not 100% sure I'd say Star Wars isn't a Sci-Fi. I mean, it IS definitely a fantasy, but its sci-fi elements aren't much softer than many other sci-fi settings (Star Trek's science isn't much "harder" than Star Wars). What does make it interesting though as a Sci-Fi is that, where as most sci-fis talk about how technology changes us, Star Wars talks about how it does not. Even with weapons like the Death Star, the Empire can't escape the will of destiny-this is essentially the moral of Star Wars ANH.
It's always going to be a grey space. He-Man and the Masters of the universe sits in Star Wars space- fantasy/sci-fi. Advanced technology versus magic. For me the definition helps me to remind myself that the focus of Wars is on epic story and action (be that inaction in a cell or blowing up planets) whereas the focus of Trek is more on personal relationships and tweaking the balance. You're right about how technology is looked at in the universe - it's very much - functional and doesn't get in the way aside from humorous moments. And yes a sub-theme is all about how technology is nothing in comparison to spiritual self. It's the triumph of the self over the machine that crops up a lot in Star Wars.
It's really hard to sell a Star Wars campaign to your players that deviates too far from their expectations (usually setting somewhere in the neighborhood of A New Hope.) I put together plans once for an Old Republic campaign set just after the Ruusan Reformation. It was supposed to be kind of like a samurai movie set at the end of feudal Japan, when the whole culture was changing and the old warrior class was being dismantled. The Sith are out of the picture for a while and the main bad guys are other Jedi who can't adapt to the new ways and refuse to give up their castles and armies. Not much of a change, but it was still too much for them for the bad guys to have blue lightsabers instead of red.
I want to incorporate Darth nihilus and I seem to not be able to. I don't want to set up a game in the setting of the rebellion. I want a rpg that allows for the old republic. Swtor is cool and all. But I want a tabletop way of making a story. Is this possible?
Try Star Wars: Saga Edition. It has a old republic supplement. You can download it on the Saga Edition subreddit. I would recommend setting your game one or two years before KOTOR 2.
You can do anything. What's preventing you for doing so ? The Core rulebooks are fundations you can build on. There is nothing you can't do with research and tweaking.
What? Why? OMW - That's terrible if that is what came across in the video :( I love Star Wars. I quit my job over a Star Wars fan film that I was making. As for American's... well... I love Americans. They've created all the coolest stuff... not the coolest villains for sure, but the coolest stuff!
@@HowtobeaGreatGM Just came back to this video after watching the Mandalorian and getting the itch to run another Star Wars campaign. There is an Imperial Officer in S2E7 that speaks with a southern American accent, and it was incredible! Seeing and hearing an Imperial Officer portrayed like that really intrigued me.
I greatly appreciate this video and your series. I highly recommend, and would love to hear your thoughts on the rules set of N.E.W. The Science Fiction RPG by Russ Morrissey. (I think I spelled that right.) I've used to it run Star Wars a couple times and am about to start a campaign focused on the "Fringe Factions" of Star Wars. Thanks again!
Fun fact : while I believe the whole tone and universe of Star Wars is a ton of fun, the whole intrigue and culture, military mights and mysteries has amazing potential. I feel most of the movies and shows lack a bit, but I am biased and truly enjoyed Rogue One and the original trilogy, as well as Rebels, that I can agree feels superior to clone war, that has too many episodes lacking story wise, the pace was soooo strange and I feel not too enjoyable (there were some gems! but I think three seasons of compiled awesomeness could have made for a more interesting show).
New to the channel, nice video, but kinda makes me want to see what his thoughts on star wars has changed since 2017. Cuz oh boy have things changed here in 2020 xD
Clone wars is the best show of all the Star Wars shows ever, except “the book of boba fett” that I have only seen two episodes of end don’t know the other material of. But clone wars is building on expanding the Star Wars universe and bringing new lovable characters with their own story’s and old ones who need something more. It has the best version of anakin and obi wan is really well made. Darth maul is just epic and boba fett starts his path on being a bounty hunter. There is so much in that series that makes Star Wars more interesting than ever and saying that droids is better is just miserable!
3:37 you know, in canon this has basis. In the center of the galaxy, you know, where there's more money and better education and stuff, people speak using what's known as a "Core Worlds Accent" or just a "Core accent", whereas most of the Rebels come from the Outer Rims where people are largely uneducated and on the fringes of the Core Influence, so they speak with a more generic accent. Actually, listening to Hayden Christensen speaking Huttese, I'm lead to believe this may be a variant Huttese accent.
Am currently running a Star Wars game for 2 players. One is an experienced player, one is new to RPGs as a whole. Veteran player dominating all encounters and conversations. How do I encourage new player to engage and convince veteran to back off? Veteran having a blast playing in my world, but the rookie is sheepish and intimidated.
Silence the veteran. Put her character in a situation where they cannot influence the rookie. Different ships, one on a ship, one on a planet. Split the party for a while. If veteran keeps talking when not her turn, call her out on metagaming. Alternatively drug the veteran, and have the rookie have to solve it all. Just some quick off the top of my head ideas!
Me, the GM: ok, people, we are going to play a campaign a few months after the Order 66, when Jedi are hunted, the Rebel Alliance aren't a thing yet, and the Empire is ruining the Galaxy. What characters do you want? Player 1: i want to play a Fallen Jedi of the Dark Side. Player 2: i want to play an Inquisitor, trained by Darth Vader to hunt down the Jedi. Player 3: i want to be a Stormtrooper. Player 4: i want to play an Astromechanical Droid. Me: oh shit... So you are the bad guys. Perfect. Changing to Evil Campaign mode.
Near the end... you mention you didn't like the Clone Wars? Wow... it puts everything you say in doubt - in my opinion. Dave Filoni is a genius. Are you Sith?
I know this comment is old, but these are from Star Wars Armada. You could also look at Legion for character minis or Xwing for better scaled fighter minis
Hey Guy, I need an advice. (again) We managed to run our campaing for 3 years. Now one of PCs became a king and the rest, are his advisors, or personal guards. I wasn't always a GM and the other GM had a completely different vision about the campaing and drastically increased the levels of PCs. I am at the point, where the PCs are just too high level for any mass of creatures, because 2 characters are great at crowd control and one is a duelist which with the support from others is enough to defeat dragons, because of their advantage. Only thing that can now seriously challenge them is great bird Noh, or godzilla like cretures. And of course they can not meet steel birds on every corner, so what do I do to make the fights still interesting? I can not keep this forever. So what can I do to detach players from their characters and encourage them to start with a new one, to start a new campaing?
OK so a couple of points: 1 - have a different plane of reality invade your PC's home plane. ALL the creatures in that invading plane are fifty times more tricky to defeat as their magic resistance is say 50% because they're not from the same plane. 2 - Get the guys to role up a page or squire for each of their main characters. Then a couple weeks later after regular play and once you've lured the hero PC's away from the kingdom, say: We now cut back to the castle, where your pages/squires/servants notice a problem...' and you get them to play the pages/squires/servants in an awesome adventure. Let the players remember what it was like to be 'young' and have fun. Then at the end of the session tell them - guys we can switch between these characters if you like - play King one session where it's admin and land ruling and then play page where it's adventures and whoring lol.
How to be a Great Game Master well I can not use extra dimensional invasion. I already used that. maybe barbarians with support from bad bad bad mage. a sect trying to unleash ancient evil burryed under ice. and the huge iceberg created could be a distraction. I'll make them think that their main goal is to make the iceberg hit a major trading city and damage it, so that the barbarian hordes can raid it. hmm...
My most memorable roleplaying moments are those when my character and my fellow player characters were in a brutal struggle. The most memorable of all was an adventure out of Dark Heresy where our characters were kidnapped/seduced and awoke basically naked and without any gear in a pit in the darkness. Trying to escape this horror atmosphere while trying to scrounge for even a rock or stick to use as a weapon was incredible. The GM then teased us by allowing us to find a powerful weapon but it had no ammo, he then allowed us to find a "trickle" of ammo for this weapon. Feeling on edge and vulnerable is FAR more fun than feeling like you can conquer anything. Where's the suspense in that?!
(If this is the version I'm talking about, I'm gonna look dumb, but...) why does nobody talk about the 2002-2007 Star Wars TRPG made by WotC that supports the prequels, originals, and even the Old Republic eras?
This includes that version but not the latest version. It also does not include SAGA which was released later - I think that's the version you're referring to?
you think you can do a video on initiative making it smoother sometimes it just takes to much time and i lose my players a little sometimes i let my players move freely or roll for side b then side a and let all the players move as a group anyways it feels like it hurts the story a little when combat is so slow
It's an interesting question, and a few systems I've played recently don't have initiative. They simple let the DM decide who should act first based on circumstance. I'll add it to the list though!
As a somewhat new player and GM to D&D, i would like to run a rpg game in the Star wars universe, but dont know where to look for source book ala the dungeonmaster guide. Anyone in the mood to help a fellow nerd? :D
Kinda late to reply but SW5E is pretty good from what I’ve played, it’s essentially DnD 5E with slight tweaks to host the Star Wars universe (best part it’s all free online!!). I’m currently running a Clone Wars campaign with a legends twist. My PCs are a mixed strike team of Jedi and clones currently hunting down a droid prototype being designed by general grievous.
"The latest film doesn't fail to disappoint".
I'd like to nominate you for an award in the category "Best Use of a Triple Negative". Good work! :)
I'd like to not thank that following individuals who didn't play a role in my negative disposition... :)
This thread is so passive aggressive XD
You know you’re a Star Wars Dane when you expect your movies to succeed in disappointing you.
JagotheGamer this thread is passive aggression.
That's not a triple negative. It's not even a double negative. Just because a word implies something bad, poor, or lacking doesn't make a negative grammatically. Get your half-assed pedantry out of here!
I did this a few years back, but players could choose in which era to begin:
The Old Republic(Revan)
Pre- clone wars
Clone wars
Battle of yavin
After Battle of Yavin / New Jedi order
This could give very diffrent game modes in which players can play.
Don't like the force then play after the clone wars.
Love sith? Play in the Old republic.
More openings for diffrent games.
I haft to say, the most requested for me is the Rise of the Empire era, where everything is forming and leading to the main movies. So much to do and work with in that era.
Rise of the empire is a very common request because it was and is such a 'new' space with very little literature or film information to cloud it. Old Republic not so much because of the online version of the game, and Bioware is an awesome storyteller. But all those era's off great options.
Exactly.
I also find the old republic era a really good setting if you're ok with making a lot of custom elements such as factions and enemies. There's not much known in the era (especially KotOR) besides SWTOR. I had a campaign a few months ago where it was on finding the Sith in hiding on Dromund Kaas and trying to escape to tell the republic, but they were too late.
I'm actually starting up a discord where we do the exact same thing, splitting into eras. I have:
Old republic
Clone wars
OT
Right after rotj
Resistance
And I have characters on both sides. However, the stat system is slightly different and I need to a bot for the dice system but its coming along
holy m0ly what's the discord please tell me or dm me #7611 Alfie_Da_G
The accents aren't really divided by Rebels and Imperials. In SW, the American accent is how lower classes typically speak. The British accent is how the educated and upper classes speak. If you watch more carefully, you'll see that Stormtroopers recruited from commoners, for example, sound like Americans while the Imperial officers come from the upper classes. Meanwhile, some of the Senators, defectors, Jedi (like Ob-Wan), and other nobles on the Rebel side speak with British accents. Princess Leia was a 'princess of the people' and naturally tended to speak with the American sounding accent, but she would fake an upper class (British) accent when doing her duties as a noble or around other upper class people.
Also, wow - just wow. Clone Wars was one of the greatest depth-adding parts of Star Wars (far superior to Rebels). And no good NPCs in the prequels? Incredible. I grew up with OT since seeing New Hope in the Theaters in original release, so it will always be closest to my heart, but the PT has incredibly rich options for roleplay.
FFG actually added some sourcebooks for the rise of the separatists and collapse of the republic! SO you got people like Obi wan, General Grievous, and more added!
Rebels is way better than what you give it credit for.
And personally I rather watch 4 seasons of a consistent show than 7 seasons of ups and downs.
@@dani4ever Don't get me wrong. I loved Rebels - great show. It just didn't have the breadth of Clone Wars. CW jumped around to different theaters and characters, giving a grand, sweeping narrative of a galactic war. That presents a lot of great RPG possibilities. Rebels is a good example of a single party having classic adventures so it's good for that.
@@Daniel-Strain I see what you mean. That's exactly what made me love Rebels. It felt like a new tale, about new characters, actually focused on those characters but it still fleshed out so much about a era that we're all familiar with.
I’m missing three sourcebooks. Two AoR fully Operational&Lead by Example.EOTE No Disintegrations Bounty Hunters career. But other than that. I rewrote the rules around the no PvP rule. Evened out the xp from as is to 200xp on all species. 3000 in game’s credits for the players to use. For weapons,gear&equipment. No raisin/lower alignments. If in civil war era. Players get to play with Old Republic Venator class star destroyer or a old republic clone wars frigate class.
So if picking(Not selecting).The player gets 120,000 in game credits to use for upgrades,improvements,repairs or attachments(In the obligation alignment classes). Oh if the player wants to be a clone let him,her/whatever orientation do it. If player in the obligation alignment classes chooses(picks)freighter/patrol boat the player doesn’t receive any 120,000 credits. The player is at the mercy of game master.
Also if a player wants to sign w/a fellow player that 120,000 in game credits is added together to be 240,000 in game credits for attachments,repairs, upgrades/improvements. But both players must agree on the ship class. Once the players agree. They can pick that chosen ship class.
I know I'm late, but starships are not needed. I ran a game set in the coruscant underground and there wasn't a single ship or moment spent in space.
not a real user name oh fuck. I started thinking about this a week ago and I had the same idea
I've been playing a game set around the time of SWTOR, and for the last five sessions the GM has had our party on a planet that more closely resembles Skyrim than anything in a Galaxy Far, Far Away. It's basically a no-tech planet where they wear furs and fight with bows and arrows and swords, and we're trying to end an insurrection. It's fun and frustrating at the same time, because I'm a Sentinel Shadow/Slicer, which means I'm really good at sneaking, spying, and computer hacking.
I've found one computer on the entire planet. :/
Oh, well. It's Star Wars and I'm digging it.
You're absolutely right, but in the end it lacks a bit. I mean, I played a lot of nice adventures in the SW universe, and I always wanted to have more spaceships, dogfights, and space battles in general... but that is not something easy to implement in a stand-alone scenario or in a campaign. Rules are not especially easy to run for that matter.
omg i love coruscant God bless you and may the force be with you,lol.
Our group has ships, but we abstract combat A LOT and skill checks are way more forgiving for us. This means our low XP campaign doesn't also burden us with taking starship trees.
Ohhh I've been waiting for this. wouldn't mind seeing more videos about the star wars setting
I'll keep that in mind, glad you want more ;)
I agree. I haven't seen as many people talking about Star Wars rpgs as much as I've seen them review/play them.
If you want to study Sacrifice as a theme and incorporate that into your Star Wars games, there is no better fiction than Samurai Fiction, particularly Seven Samurai and other works of Kurosawa.
Top-tier American accent.
All three of your American accents were good.
Love your work. But in fairness, that was quite the teeth grinding American accent!
There are regional American accent(S).
@@trissloan2340 And none appeared in the video.
I am watching this video in 2020, month 5, day 9. Soo glad you decided to make this video.
12:46 😂😂😂A character desperately trying to seek there mother.😂😂😂.🤦🏻♂️
Coolest thing FFG have done reissue the 1987 1e WEG D6.
Can't wait to pick it up next week.
"Darth Vader in a corridor with his lightsaber illuminating within." Wait a minute where have i heard that before?
Okay the Clone Wars series was rough if you watch the begining and end. But the middle focussing on Anakin and his interactions Obi Wan and Anakin's apprentice was actually really good. As was Duku's apprentice but the start and end was brutal.
The way they portrayed Clone Troopers, with their fears & struggle, they were not robots, but humans. I liked that.
Gotta change this statement now that season 7 came out.
@@CamandoGod was going to say that myself haha
This dude is just blinded with hatred for George Lucas' vision. Never got over the prequels.
I think we should look to the KOTOR video games for inspiration in building a Star Wars plot. Those games were very immersive and offered all the usual suspects in character types and more. Darth Malick was a truly compelling villain with a story you could relate to. Also that big twist in the 1st game is a feeling I’ve longed for in a D&D game. I really hope they make a new Star Wars tabletop RPG.
There's a kotor campaign guide for SWSE, fairly similar to d20 modern with a couple differences
I agree with you about the plot/writing
I've been preparing to run an Edge of Empire RPG campaign, this video is super helpful in helping me figure out how I'll be Dming a Star Wars story. Lots of great tips and insight! Thank you!
Hello ! I'm a french dude searching for a Star Wars Tabletop RPG, and I want to tell you that I LOVE the way you're talking, your cosplay, the set, everything ! I like and subscribe to your content, you're great :D
D6 is the way to go for Star Wars.
I've even adapted Star Wars D6 to a Star Trek and Doctor Who setting, and it works well there too. For those settings I added an "Era" mechanic so for such things as operating a transmat device, you'd roll your raw Mechanical unless you're from an earlier era, in which case you need training before you can use it.
Yeah, the West End Games system is fantastic. Nice and quick.
A lot of great points in there - I have been running various star wars games (and systems) for over 20 years.
Excellent call outs on the themes, types of adventures, plots etc.
I can say - a lot of other adventures easily can be adapted - as most of the time - a story is a story (converted the old ADD A series slavers modules even...).
Also, an excellent call out on the notion of growth and sacrifice - after all, the central theme of star wars is a character facing their darkness and overcoming adversity with the help of their friends.
I would encourage people to also look at other time periods - star wars has an incredibly rich history to pick from in terms of settings - and some of those can offer alternative themes (i.e. don't always have to be underdog's fighting a greater evil).
Finally, while Great GM may not have liked it - the later seasons of the clone wars animated series is some of the best star wars content ever made - skip seasons 1-3 - and go for the laters ones - they really showcase the fall of the jedi and a lot of realistic themes regarding politics, war and institutions.
Finally - as someone who is both a star wars and star trek fan (never understood why some people think you have to pick) have also played a lot of star trek role playing - in some ways, almost see star trek as much a fantasy as star wars. The magic in ST is the tech - or rather, the incredibly common use of tech as either a plot device (oh, a transporter malfunction - that works completely differently than before) or almost as savior magic (The Q, the Organians, etc.). Between transporters, phasers, sensors that can find a tin can in a planet, replicators and holodecks - i almost found star trek to be just as fantastical.
thanks for the video.
I never considered star wars either a fantasy or sci fi , but under the combo fantasy/sci fi . Star wars actually changed the way i interpret other stories like Dragonlance , and star trek.
I'm sorry, but I just always love it so much every time you say "year"
there i am thinking about my plot for the Star wars game that i decided to run with some friends and along comes your video about 1 hour later. that was creepy, but you give good advice as always. thank you.
Great intro!! I'm going to be taking my youngest son into the Star Wars RPG universe very shortly...his first RPG and my first go playing in or even GMing a Star Wars RPG . Hope he likes it
probably one of your presentation ever made. well done.
While researching Fantacy Flight SW RPG Just stumbled across this video 10-18-20. Wanted to tell say I really loved your intro to this video and it caused me to drop that follow button.
I thought the Clone Wars did quite a lot to redeem the story of prequels. I watch them frequently but never watch the prequels. I don't even know if I ever purchased episode 3 even though I felt like it was the best of the prequels. The best of three bad movies doesn't make it worth much to me. Rebels is definitely very good and I'm excited to see where it goes. I thought Rogue One was a great move for Star Wars RPG players. It shows why you don't need or should want to have Jedi in a Rebellion era game.
Precisely right. I guess I didn't like Clone Wars because it was trying to make the prequels make sense - which was really just trying to cover them up in my opinion. Loved Rogue One, and my subsequent game features an almost non-jedi group... except for one... lol. There is always one... :)
I think the Clone Wars adds a lot of good RPG material. Not so much the stories themselves, but how much material they provide in worlds, species and details of how things operate. I really liked the episodes where they were not in some big battle, but trying to find something in the Coruscant lower levels for example.
I haft to recommend the newest system: Star Wars Edge of the Empire.
The demo gets everything done and explained for new comers, both GM and players, so easily. The system is more story driven than it is stat driven, which I love because it forces my players to also tell a part of their engagement from their perspective instead of me doing all the talking.
This is a great presentation of the FF system. Personally I hate the idea of my players having to tell their story in descriptive terms. I played it a few times - admittedly the demo game - and couldn't overcome the dice and the requirements there of. After playing the D6 version last night, the mechanics are so light you don't worry about them. But there is a reason we all have our favorite systems and why we keep coming back to them :)
Oh for sure I haft to agree with the added complexity not being familiar with every other system out there! It took me a few personal sessions running the demo alone, looking through the book, and really understanding how the dice works in order to really get a firm grip on the new system (being a purist for many years running the Saga Edition).
Maybe it's just me :) I love sandbox style so I'm alright with the players taking the reins once in a while. It really gives you a broader perspective and a way to look at the different things. In all honesty this system really helped me tell action sequences in my campaigns better.
But like I said, I do understand your point of view on it :)
It's funny, in the two systems of Star Wars I've played (D6 and Saga) the players have always added to the story by describing what they do and I give them a bit of a leeway on dice rolls if they come up with something really cool.
The FF games star wars are some of the worst RPGs I've ever played - mechanics shouldn't force story. Thats not what they're there for.
It doesn't have to force the story, just to tweak the action a little. DM is the one in charge after all.
I like the idea of including the players in the sorytelling... but if they're note that responsive, it could be a burden in the end.
my GM told me about your channel and i absolutely love it. keep going great work so far
You may have hit upon something that I've tried to tie down for a great deal of time. The inherent force-user is really OP. They're the best wizard, the best fighter, the best cleric, the best rogue... they cast a long shadow over anyone whom doesn't have force abilities. Nice for a story, but kind of poor for a game. I don't mean that the game is bad - not at all! I've had and have run some great Star Wars games. In the end, however and ultimately, anyone whom doesn't embrace the Force loses out. My solution to a SW game: Everyone eventually DOES embrace the Force. Even the long-term NPCs do. That ship pilot that the PC team relies on to get them where they're going has to admit after a while that they've left the limits of skill behind them a long time ago, trusting their intuition in order to hit targets that the common man can't even see.
Great to find this video! I am trying to plan an order 66 survivor campaign
Suitable steals for Star Wars: The plot of any WWII movie, Espionage movie, western movie, or fantasy story. I've already run "The Guns of Navaronne" twice.
@Great GM Happy New Year and May the Force be with you! I had to re-watch while prepping for a WEG D6 Star Wars one-shot.
I've been gearing up for a Y-Wing squadron campaign using Star Wars d6. This shall be a most useful video.
I think a campaign where you're all Jedi padawans whose Masters were killed during order 66 would be really cool and a fun way to balance everyone technically be terrible at using the force
I've been playing and GMing for decades and you've checked every box that an experienced GM needs to check.
I love that that you have west end games 2nd edition, that was the system that initiated me into roleplay
Alas that you didn't mention Star Wars Saga Edition. Great video, though! And don't forget the games and books (that are mostly non-canon now but still fun)!
The royalty free music at the beginning is the same as Tasting History and it makes me think we're going to learn about cooking a historic meal.
For the emperor!, wait wrong universe
Great opening with the imperial officer voice
Tragic under-appreciation for The Clone Wars aside, this is a great overview of SW RPG campaign-building. Nicely done.
Great insight and ideas. Thank you. I Love how you started the video in charicter too. That was epic.
The force is strong with this one
I highly recommend you try the later seasons of The Clone Wars. The first few were very...meh, but they really found their footing later on. Disclaimer: There are still the odd droid or Jar Jar episode that are groan-inducing, but the rest is pretty solid.
Star Wars is my gaming bread & butter, but I've never taken part in a game set during the Rebellion era. :)
Different styles I guess? I must admit the majority of the Star Wars games I've run, my players have always elected Rebellion era. I don't prescribe to players the era - I ask. So maybe my players just like it :)
I tried Clone Wars once and it didn't last long. People love the Rebellion. I set my newest game before Rogue One, you get all the movie stuff but the Rebel Alliance isn't as strong as they are by the movie comes around, plus you have competing groups of rebels. It's great stuff.
I runed a little campaign of Republic Commandoes during the Clone Wars era. It was mostly action based, obviously, but several scenes were worth remembering.
But yeah we always return to the Rebellion scenarios in the end :)
I prefer either shortly after Order 66, or after Endor. I personally avoid the "BIG EPIC STORIES" crap. There's so much more fun to be had being a nobody without any grand destiny or involvement in major plots.
Our group played a group of mercenary traders. We bet on if the "bucket of bolts" (Milleniun Falcon) would fly away form Tattoine intact, then sold Alderaanian relics, after we learned about its tragic destruction. Oh and sold fur coats on Hoth.
We need a list for non-Corelian freighters for smugglers/players to use. The Millennium Falcon and its lookalikes have been done to death!
My favorite is the ghtroc 720
Admittedly the good guy rebels being American and the bad guy imperials being British is basically American Revolutionary War: now with added space combat.
So it actually does make sense since Star Wars was invented by us Americans.
Admittedly we had basically the same accents at the time but the symbolism is the point.
I think the best way of running a Star Wars RPG after the obligatory first campaign as Rebel Operatives vs Evil Empire, is to keep both at arms length. Much less predictable when the focus is on exploring the galaxy with the Rebellion / Empire conflict in the background (barring occasional intrusions to remind players of the "bigger picture"). It can still be 100% Star Wars even if the stakes aren't the size of Death Stars but at a more personal, small-scale level. I have found it much easier to come up with interesting and unexpected plots when I don't try to recreate the movies.
I have found the same when running The One Ring: The Fellowship with take care of the big, epic stuff but that doesn't mean there's nothing meaningful to do for the other free people of Middle-Earth.
Just my R0,02...
You make a good point - it is about keeping it interesting and focusing on the players stories which may not be galaxy spanning... I do maintain though that no matter where the story goes, it should still feel like it's epic. I feel that's one of the appealing factors about Star Wars is that no matter what the task - there was massive risk attached to everything. No incident was minor. As for lord of the rings...
Yes I totally agree it is far better to have it as a background as otherwise the conflict exhausts to easily.
Ah Man!, was waiting for this one!. Thanks :)
Glad you liked it.
Imho it could be neat to have a heroic imperial party dealing with stuff like bandits masquerading as rebels or rogue separatists disturbing the peace with terror attacks.
This is great! I've played Star Wars for a couple of years and started running my own campaign.
The Force is a tough one to handle, but I put in rules to make it harder to learn to use the Force and using it willy nilly is pretty dangerous as powerful Force Users detecting you and hunting you down as well as the average citizen dropping a dime on you if you're waving a lightsaber around. Also limiting the powers to the ones seen in the movies or close to what you might have seen.
Absolutely Force powers can be troublesome, but those limitations seem to help refine the rules and would also make the times they use their force powers even more powerful, story wise, within game because the stakes are higher. Have your players liked these additions?
They do seem to like it or at least understand why I'm "limiting it" both for story and for gameplay purposes (which would be I don't want them being super heroes and the non force users not having much to do). Having this big drawback of needing a teacher for new powers, taking time to learn a power, and not having access to all the powers available in the books really helps balance it out for the whole party.
In fact, our Jedi player has decided to not use her lightsaber in 4 sessions of play for fear of being discovered. She's pretty cool with it and knows the opportunities will come up to swing away. I know I'd be just itching to use the thing though and therefore would have people hunting me down while I was still at a low level. :P
You mentioned 'independents'. How about a video about the Firefly RPG?
I haven't watched the video yet, but ive been a GM for over 30 years, and have run SW on 5 different rule sets (one i made myself), and aside from regular GM advice, I give SW an extra rule. I call "STFU , Nerd."
Because inevitably you're going to bump up against the minutiae of the EU, or Legends, or modern canon, or whatever its called now. It never fails.
You have to establish your right to GM fiat, and you have to (nicely) make it clear to the nerds (and I am one) that this is YOUR galaxy far, far away and mobody else's. Otherwise youll have constant interruptions, and nit picking that sidetracks.
Bring mystery and awe to the galaxy, and right up front establish they may know SW, but they dont know this particular corner of the galaxy.
Sacrifice as a theme is a pretty solid point
In my playthrough I'm running my players are awesome, Using Star Wars D&d 5e
A Blastromech Droid Trooper
Bothan Pilot
Wookie Scoundrel
Chiss Tactician
Gungan Berserker
The Wookie and Gungan are my favorites
Fantastic info and ideas!
Just started my SW Game, currently got the New Guinea Pigs chasing a rumour about a senator...
Sounds like a lot of fun. My guys last night discovered a crashed Senate Courier ship that might have been useful. Onboard however they encounters H4L - an assassin droid who'd set up his own manufacturing plant to make small assassin droids because he believed the Senate needed them.
How to be a Great Game Master well this was game night one. Yhe this senator should keep them on the run till around lvl 5 and then comes the Empire for nice galactic wide war...
I knew Nick Frost was a Star Wars-fan and a nerd, but this is something else...
what are your ideas for making space travel interesting if you don't highlight the various tasks like repairing the overheating hyper drive. i recognize that this is very star treky but i can't think of another way. i was thinking of FTL for inspiration.
Well in Star Wars traditionally space travel is divided into 'training time' and 'social time'. If the players have nothing to do during space travel - then it happens and - you exit hyperspace at your next destination. Don't drag it out. If they need to train for skills or if they need to talk to one another, don't interrupt it. Unless you need something to happen for story sake - like an interdictor pulling them out, or a new moon, or sabotage, just accept it happens and move on. As you say - events in hyperspace - like ship repairs, finding strange new life and meeting new civilizations, is really something you should look at unless you really need to. Hope that helps?
Prequeals was better then 4 5 6 only bad part was jar jar
I'm not 100% sure I'd say Star Wars isn't a Sci-Fi. I mean, it IS definitely a fantasy, but its sci-fi elements aren't much softer than many other sci-fi settings (Star Trek's science isn't much "harder" than Star Wars).
What does make it interesting though as a Sci-Fi is that, where as most sci-fis talk about how technology changes us, Star Wars talks about how it does not. Even with weapons like the Death Star, the Empire can't escape the will of destiny-this is essentially the moral of Star Wars ANH.
It's always going to be a grey space. He-Man and the Masters of the universe sits in Star Wars space- fantasy/sci-fi. Advanced technology versus magic. For me the definition helps me to remind myself that the focus of Wars is on epic story and action (be that inaction in a cell or blowing up planets) whereas the focus of Trek is more on personal relationships and tweaking the balance.
You're right about how technology is looked at in the universe - it's very much - functional and doesn't get in the way aside from humorous moments. And yes a sub-theme is all about how technology is nothing in comparison to spiritual self. It's the triumph of the self over the machine that crops up a lot in Star Wars.
Lucas tried to introduce a more Sci-Fi based lore with midichlorians... but who cares :D
Another great video... Thank you again Sirrah!
Glad you liked it. :)
It's really hard to sell a Star Wars campaign to your players that deviates too far from their expectations (usually setting somewhere in the neighborhood of A New Hope.)
I put together plans once for an Old Republic campaign set just after the Ruusan Reformation. It was supposed to be kind of like a samurai movie set at the end of feudal Japan, when the whole culture was changing and the old warrior class was being dismantled. The Sith are out of the picture for a while and the main bad guys are other Jedi who can't adapt to the new ways and refuse to give up their castles and armies. Not much of a change, but it was still too much for them for the bad guys to have blue lightsabers instead of red.
my plot is about perspective how people view the different factions and its about choices
I want to incorporate Darth nihilus and I seem to not be able to. I don't want to set up a game in the setting of the rebellion. I want a rpg that allows for the old republic. Swtor is cool and all. But I want a tabletop way of making a story. Is this possible?
Try Star Wars: Saga Edition. It has a old republic supplement. You can download it on the Saga Edition subreddit. I would recommend setting your game one or two years before KOTOR 2.
You can do anything. What's preventing you for doing so ? The Core rulebooks are fundations you can build on. There is nothing you can't do with research and tweaking.
I had a friend who wanted to be a Sith lord on the rise.
D6 is the best roleplay system ever!!
9:55 meh, I actually really liked Mace Windu.
Anyway, that's intersting, and I think I'm gonna dig a little deeper into your channel content ;)
I wished they had done more with Mace Windu. I wanted to see him watching things collapse around him. But don't get me started :)
I'm getting the impression he doesn't like starwars...or americans. lmao
What? Why? OMW - That's terrible if that is what came across in the video :( I love Star Wars. I quit my job over a Star Wars fan film that I was making. As for American's... well... I love Americans. They've created all the coolest stuff... not the coolest villains for sure, but the coolest stuff!
How to be a Great Game Master lol!!! My misconception has totally been cleared sir! (though it was a bit of a joke)
@@HowtobeaGreatGM Just came back to this video after watching the Mandalorian and getting the itch to run another Star Wars campaign. There is an Imperial Officer in S2E7 that speaks with a southern American accent, and it was incredible! Seeing and hearing an Imperial Officer portrayed like that really intrigued me.
I greatly appreciate this video and your series. I highly recommend, and would love to hear your thoughts on the rules set of N.E.W. The Science Fiction RPG by Russ Morrissey. (I think I spelled that right.) I've used to it run Star Wars a couple times and am about to start a campaign focused on the "Fringe Factions" of Star Wars. Thanks again!
I'll go have a look for it. It sounds interesting to be sure!
Fun fact : while I believe the whole tone and universe of Star Wars is a ton of fun, the whole intrigue and culture, military mights and mysteries has amazing potential. I feel most of the movies and shows lack a bit, but I am biased and truly enjoyed Rogue One and the original trilogy, as well as Rebels, that I can agree feels superior to clone war, that has too many episodes lacking story wise, the pace was soooo strange and I feel not too enjoyable (there were some gems! but I think three seasons of compiled awesomeness could have made for a more interesting show).
I'm running a Star Wars game but I added vampires and the players are basically gonna be bounty Hunters who scour the Galaxy hunting Sith Vampires
Call of Cthulhu next? I'm a beginner Keeper and would love some advice.
I'll add it to the list if it isn't on there :)
How to be a Great Game Master Awesome! Thank you and keep up the good work!!
New to the channel, nice video, but kinda makes me want to see what his thoughts on star wars has changed since 2017. Cuz oh boy have things changed here in 2020 xD
Name of the music used in this video please?
Clone wars is the best show of all the Star Wars shows ever, except “the book of boba fett” that I have only seen two episodes of end don’t know the other material of. But clone wars is building on expanding the Star Wars universe and bringing new lovable characters with their own story’s and old ones who need something more. It has the best version of anakin and obi wan is really well made. Darth maul is just epic and boba fett starts his path on being a bounty hunter. There is so much in that series that makes Star Wars more interesting than ever and saying that droids is better is just miserable!
3:37 you know, in canon this has basis. In the center of the galaxy, you know, where there's more money and better education and stuff, people speak using what's known as a "Core Worlds Accent" or just a "Core accent", whereas most of the Rebels come from the Outer Rims where people are largely uneducated and on the fringes of the Core Influence, so they speak with a more generic accent. Actually, listening to Hayden Christensen speaking Huttese, I'm lead to believe this may be a variant Huttese accent.
Hey man, you should do a video on how to be a GM for a post-apocalyptic setting.
It's on the list for sure!
There was a mention of a Player channel mentioning a video on Destiny. Does anyone know where that is? What name it may have?
How can I find you on Petrion? I love watching your videos. I've learned so much already from the ones I've seen so far.
8:38 R2-D2 and C3PO?
:)
Am currently running a Star Wars game for 2 players. One is an experienced player, one is new to RPGs as a whole. Veteran player dominating all encounters and conversations. How do I encourage new player to engage and convince veteran to back off? Veteran having a blast playing in my world, but the rookie is sheepish and intimidated.
Silence the veteran. Put her character in a situation where they cannot influence the rookie. Different ships, one on a ship, one on a planet. Split the party for a while. If veteran keeps talking when not her turn, call her out on metagaming. Alternatively drug the veteran, and have the rookie have to solve it all. Just some quick off the top of my head ideas!
How to be a Great Game Master I will try it on Saturday! Thanks for the tip!
Me, the GM: ok, people, we are going to play a campaign a few months after the Order 66, when Jedi are hunted, the Rebel Alliance aren't a thing yet, and the Empire is ruining the Galaxy. What characters do you want?
Player 1: i want to play a Fallen Jedi of the Dark Side.
Player 2: i want to play an Inquisitor, trained by Darth Vader to hunt down the Jedi.
Player 3: i want to be a Stormtrooper.
Player 4: i want to play an Astromechanical Droid.
Me: oh shit... So you are the bad guys. Perfect. Changing to Evil Campaign mode.
Where did you get the awesome ISD model and the scale fighters?!?!
These appear to be miniatures from the game Star Wars Armada
Near the end... you mention you didn't like the Clone Wars? Wow... it puts everything you say in doubt - in my opinion. Dave Filoni is a genius. Are you Sith?
Could you please tell me where you got those models? Are they x-wing? I want them for my campaign
One day, I really hope they release a book for playing in the Empire.
Hehe my only run in the Fantasy Flight version I was an imperial spy in a party of rebels.
Not gonna lie I’m seriously curious as to where the Star destroyers are from so I could get some for my own games
I know this comment is old, but these are from Star Wars Armada. You could also look at Legion for character minis or Xwing for better scaled fighter minis
Hey Guy, I need an advice. (again)
We managed to run our campaing for 3 years. Now one of PCs became a king and the rest, are his advisors, or personal guards. I wasn't always a GM and the other GM had a completely different vision about the campaing and drastically increased the levels of PCs. I am at the point, where the PCs are just too high level for any mass of creatures, because 2 characters are great at crowd control and one is a duelist which with the support from others is enough to defeat dragons, because of their advantage. Only thing that can now seriously challenge them is great bird Noh, or godzilla like cretures. And of course they can not meet steel birds on every corner, so what do I do to make the fights still interesting? I can not keep this forever. So what can I do to detach players from their characters and encourage them to start with a new one, to start a new campaing?
OK so a couple of points: 1 - have a different plane of reality invade your PC's home plane. ALL the creatures in that invading plane are fifty times more tricky to defeat as their magic resistance is say 50% because they're not from the same plane.
2 - Get the guys to role up a page or squire for each of their main characters. Then a couple weeks later after regular play and once you've lured the hero PC's away from the kingdom, say: We now cut back to the castle, where your pages/squires/servants notice a problem...' and you get them to play the pages/squires/servants in an awesome adventure. Let the players remember what it was like to be 'young' and have fun. Then at the end of the session tell them - guys we can switch between these characters if you like - play King one session where it's admin and land ruling and then play page where it's adventures and whoring lol.
How to be a Great Game Master
well I can not use extra dimensional invasion. I already used that. maybe barbarians with support from bad bad bad mage. a sect trying to unleash ancient evil burryed under ice. and the huge iceberg created could be a distraction. I'll make them think that their main goal is to make the iceberg hit a major trading city and damage it, so that the barbarian hordes can raid it. hmm...
My most memorable roleplaying moments are those when my character and my fellow player characters were in a brutal struggle. The most memorable of all was an adventure out of Dark Heresy where our characters were kidnapped/seduced and awoke basically naked and without any gear in a pit in the darkness. Trying to escape this horror atmosphere while trying to scrounge for even a rock or stick to use as a weapon was incredible. The GM then teased us by allowing us to find a powerful weapon but it had no ammo, he then allowed us to find a "trickle" of ammo for this weapon. Feeling on edge and vulnerable is FAR more fun than feeling like you can conquer anything. Where's the suspense in that?!
For me i read all the novels so have a large scope to work with fitted between the books or later on 20 years aby or even 4000 years before bby
(If this is the version I'm talking about, I'm gonna look dumb, but...) why does nobody talk about the 2002-2007 Star Wars TRPG made by WotC that supports the prequels, originals, and even the Old Republic eras?
I know this video is 3+ years old, but I'd appreciate some clarification on people's opinions on the 2007 version versus the original/30 anniv trpg.
This includes that version but not the latest version. It also does not include SAGA which was released later - I think that's the version you're referring to?
@@HowtobeaGreatGM Yes, I believe I was talking about Saga. Sorry for the trouble.
What are the best games to play sith or imperials?
WEG, still the best system for Star Wars IMO.
Citataion. Improper dress. Where are your code cylinders, Captain/Commodore?
Reggie Watts doing English professor. Right?! Anyway thanks for the vid. Planning a SWD6 game and this helped a lot :)
I’m only halfway through and am already thinking twice about running a Star Wars game for my Star Wars fan friends. This all just seems…. Daunting.
you think you can do a video on initiative making it smoother sometimes it just takes to much time and i lose my players a little sometimes i let my players move freely or roll for side b then side a and let all the players move as a group anyways it feels like it hurts the story a little when combat is so slow
It's an interesting question, and a few systems I've played recently don't have initiative. They simple let the DM decide who should act first based on circumstance. I'll add it to the list though!
Who the hell stopped the deathstar mid flight ? :O 4:36
As a somewhat new player and GM to D&D, i would like to run a rpg game in the Star wars universe, but dont know where to look for source book ala the dungeonmaster guide. Anyone in the mood to help a fellow nerd? :D
Kinda late to reply but SW5E is pretty good from what I’ve played, it’s essentially DnD 5E with slight tweaks to host the Star Wars universe (best part it’s all free online!!). I’m currently running a Clone Wars campaign with a legends twist. My PCs are a mixed strike team of Jedi and clones currently hunting down a droid prototype being designed by general grievous.
@@alexh6681 better late than ever.. thanks for the answer ! :) ✌
What is the background music?
do these use normal Dice or the weird FFG Dice?
STOP PREQUEL HATING
The thumbnail looks like it says:
Punning a star wars game