Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Friday, May 1, 2020

Star Wars JezD6 RPG – Fillable Character Sheet PDF




I've updated the custom D6 Character Sheets I use for my Star Wars RPGs to be fillable forms, to aid with online play. Included with the optional static Defense scores for fast play. You can get them here:

Star Wars D6 Essentials Fillable Character Sheet PDF

And the always-being-tinkered-with Star Wars D6 Rules Essentials you can still get here:

Star Wars D6 Rules Essentials

Bewdy.

Friday, April 24, 2020

Kids Star Wars RPGs: Death and Sacrifice

‪In a Star Wars RPG, if you were truly adhering to the tropes of the saga, would you remove player character death from the game? Or only allow “heroic sacrifice” where the PCs opt to die to ensure the mission succeeds, or maximum dramatic impact?

 ‬
‪I’m just mulling it over for the SW Kids RPG which is on my mind. Like aside from Rogue One, the only “PC” deaths are from the big three at the end of the saga, or Kenobi. They’re all sacrificial deaths i.e. they willingly risked death for a cause.‬


‪The Rogue One team do so to get the Death Star Plans, Kenobi to allow Luke to escape, Han to save his son, Luke to save Leia and the Resistance, Leia (sadly forced) to something something not quite sure Ben Solo. They’ve all chosen their deaths.‬


‪I feel like if anything Erik Jensen's It Gets Worse Rules from Wampus Country are more applicable. In defeat Star Wars PCs should be captured, imprisoned, their ship taken, lose a limb, lose a family heirloom, they drop their shipment, lose their home planet...‬


‪Which opens up new avenues for adventure and character growth instead of shutting down the game for that player. Like I love the risk of death in my D&D games, it makes combat more thrilling and survival that much sweeter, but I just don’t think that it is the best approach here.‬


‪Especially when dealing with a game aimed at younger players. If they put their creativity into a cool hero only to be cut down by a stray Stormtrooper laser (it does happen to everyone else in the Star Wars galaxy) then you’re basically shooting down their creativity and fun.‬



‪So yeah I think that with this particular game I think that’s the approach I’ll be taking.‬


‪I wonder where L3-37 fits in this approach though?‬

‪Like she totally buys it in a rando shout out on Kessel. She’s fighting for A Cause (Robot Freedom) but it’s not like, if she was a PC, the player would have said I’m cool with sacrificing her at this moment. But they give her death purpose — and let her live on in the Falcon. ‬


‪Which is super creepy weird on one level, the idea that the Falcon is now infused with the persona of droid rights activist but is doomed to be an ownable, gamble-able, punchable object for the rest of her days, but also it lets her “live on” in the “game”.‬


‪Her demise gives the Falcon the navigational abilities that end up being put to good use (eventually) as the workhorse of the Rebellion and the Resistance. From an RPG point of view the character’s death furthers The Cause (in a very roundabout way). ‬


Anyway: character death in a Star Wars Kids RPG. Avoid, use It Gets Worse, or if somehow unavoidable make it meaningful. And if they are Force Sensitive give’em a chance to live on in spirit. They’ll be chuffed to see old friends again.



(Originally posted as a thread on Twitter, which is pretty useless. Blogs FTW).

Thursday, May 24, 2018

Star Wars D6 Character Sheet (5 pages)


 Star Wars JezD6 Character Sheets PDF link
Seems like a good day to upload
the latest version of my 5 page Star Wars D6 Character Sheets.
[EDIT: SIX pages now as of June 2019]

Two pages for your character,
one for Allies, Sidekicks, Companions and Droids,
one for Beast, Mounts, Pets or Vehicles, 
and now two for your Starship.

Click the pic or the link below to get your paws on the PDF:


Hope you dig, and lemme know if there's any typos or stuff I missed.

For use with the Star Wars D6 Rules Essentials, my streamlined "best of" from all the early editions
of the greatest Star Wars roleplaying game, which you can check out here:

https://docs.google.com/document/d/10C-TU83__StikozYEsgGugdTPeFUjSrjblc783Ex07g/edit?usp=sharing

Tuesday, February 28, 2017

STAR WARS D6 Character Sheet PDF


These Star Wars D6 Character Sheets are to go with my streamlined rules 
based on WEG's 1st Edition Star Wars game, 
with a few special modifications based on playing pretty much every year 
since it came out in '87. 

You can check'em out here:


If you end up using these sheets and think there's something you'd like to see
added to them, leave a comment below. Thx!

Sunday, October 30, 2016

STAR WARS : THE WILD HUNT Introduction


If only.... mock cover using art by Paul Dainton from the amazing Artstation ILM Challenge

Firing up a new Star Wars campaign, both locally and on G+. I've never run a Bounty Hunter focused game before.

Should be fun. And bloody. I'll keep a running summary of each episode on the blog.
  • OVERVIEW
    STAR WARS: THE WILD HUNT is an episodic campaign focused on Bounty Hunters during the Dark Times of the Galactic Empire.
  • SETTING
    The campaign is not tied to any location and will roam across the Star Wars galaxy— wherever the trail of your bounty leads. The might of the Empire is at its zenith, the galaxy cowers under its oppressive rule, and those outside of elite Imperial circles carry the greatest burdens of the Imperial war machine. The galaxy is crumbling under its weight. Poverty, regression, isolation, and despair all reign as civilization falls apart.
  • STYLE
    Grim and gritty space sleaze. Bounty Hunters trawl the underbelly of the galaxy and must be willing to get their hands dirty. Very dirty. Their quarry is usually desperate, and their rivals will do whatever it takes to get the job done. There’s a reason Bounty Hunters get paid so much.


  • THEMES
    Violence, corruption, and survival. Do you have what it takes to survive in such a violent life? Everything has a price, and some things have a cost that cannot be measured in credits. How much are you willing to pay?
  • CHARACTER REQUIREMENTS
    The purpose of your team is to hunt bounties, but only a few of your profession are bounty hunters by trade, the rest falling into the job as their old career fell apart. Many different skill sets can give a team of hunters an edge over its adversaries. Just be sure your character can hold their own in a fight — a Str of at least 3D is recommended, as is some skill in blaster, brawl, melee, and/or dodge.
    Some questions you should also think about while you create your character:
  • Why your character has signed up as a bounty hunter?
  • What’s driven them to this violent life?
  • How long they intend to stay with job?
  • What they plan to do with their bounties?
  • What will it take to get them out?
  • Do they have a code of conduct to keep their morality intact?
  • Are there any limits to what they’ll do for credits?
  • Are there targets they’ll refuse to hunt?
  • How much will it cost to change their mind?
  • What does your character do to forget the horrors they’ve seen, or maybe even committed?
  • Have they killed, or do they only take jobs where the quarry is wanted alive?
  • Has you character done anything they’ve regretted?
  • Can they do anything about it to make amends or will they have to live with the guilt?
  • What do they think of the Empire? The Old Republic? The Jedi? Even the rumors of rebellion?
The answers to these questions should help you choose your character’s Edges and Burdens.


  • COMPANY AFFILIATION
    Bounty Hunter companies have one of three allegiances: Imperial Sanction (Imperial bounties only, Imperial privileges), Hunter Guild Membership (Guild bounties only, Guild privileges), or Independent Hunters (freelance bounties, no privileges, no restraints). As a group you’ll need to work out which Affiliation your team has.

CHARACTER CREATION
Use the rules linked here: STAR WARS D6 RULES ESSENTIALS to create your character using one of the following character sheets.


Given the scarcity of the Force during the Dark Times, no Force Sensitive characters are allowed, and only 1 Force Point can be spent by the team each session.



Friday, December 18, 2015

Star Wars Force Awakens: A new Era for Adventure?

[FORCE AWAKENS SPOILERS!]


So for the last few weeks I've been thinking "hey when Force Awakens is out I should really run some D6 SW rpg again, and won't it be cool to use the new era as a springboard for adventures cause it's so hot right now".

Only... now that I've seen Force Awakens... I'm not thaaaaaat inspired by it as an rpg setting, at least not more than I am by the Star Wars Classic Era games. And I've been mulling this over for the last day or so.

Why is it that I'm not champing at the bit now I've seen it? There's lots of cool non-time specific era stuff to yoink into any Star Wars game:

• The concept of Jakku - scavengers ekking out a living in the shadows of ruined battlecruisers - is great (I have a Junk World in my homebrew Star Wars Malicrux sector where scavengers pull apart beached warcruisers, stealing from the tanker strippers you get on the beaches in India)

• Tons of new races glimpsed, just waiting to be detailed, oh and droids too.

• Hints at the criminal gangs like the Kanjiklub and the Gauvian Death Enforcers

• Those Space-Otyugh (Rathars, I think?) that Solo's transporting - the best space critter seen in any of the SW movies

• Mas Kanata's smugglers den... she's been around for a thousand years (sold pot to Yoda during his college years, I hear) and according to Lupito N'yongo has run the place for a hundred years, so there's no reason it wouldn't exist during Classic or Clone Wars games. "Ya'll meet in a bar..."


• Lord Snoke... (hear me out on this) could possibly be a giant, or he could just be doing the Wizard of Oz trick and just be a little guy behind smoke and mirrors. But if not, and that hologram of him was 1 for 1 scale.... well now we have giants in Star Wars. Cool.

• The First Jedi Temple. Well that's got to have been a round for a few thousand years. So yeah, suitable for any era (I totally reckon they shot scenes from SW VIII while they were there, btw)

• Some excellent new Force Powers for the rare Jedi character out there (Boltholder, Force Paralysis, Seize Memory), plus an excellent demonstration of a latent Force Sensitive awakening.

• Some highly dodgy hyperspace hijinx your desperate smuggler can try and pull off.

... and so on. Bound to be tons more stuff in there that I'm forgetting that can be ripped out and dumped into your game.

But as for playing during the new First Order Era?

One of the few complaints I have about Force Awakens is how thin on the ground it is with its locations and the greater galactic scope. It really highlights one of the strengths of the prequels: Lucas' world building and expanding of his galaxy was really great, and Force Awakens was comparatively really dull. A desert world (been there way too many times already), a world of lakes and forests (been there), a world of snow and ice (been there, too), an urban world (briefly!) and an Imperial military complex (been there, lots). Say what you want about the prequels, but boy did Lucas take us to some really interesting places (same goes for the Clone Wars series, and for the new Rebels series). Even the planets and locations in the Nu Trek films are way more interesting than Force Awakens.

And the complaints aren't just about physical locations. The set up— there's a new Republic, which seems to have a democratic government going down, and there's the First Order trying to tear them down but they're only soso powerful, and they're being thwarted by the Resistance (who's relationship with the Republic is... weird to say the least, why not just be the New Republic Armed Forces or whatever) — the set up ain't very clear, and it's very cursory.

Compare that with say the set up of New Hope: there's a tyrannical galactic empire that's grinding everyone under its boots, the remnants of the Old Republic being swept away, criminality is flourishing under draconian rule, and there's a fledgeling Rebellion trying to fix this crapsack setting. There's more impetus to adventure implicit in the Empire's domination of the galaxy. There's a much grander sense of scale too, even if we don't see Coruscant, the Senate, the Emperor the Imperial Academy. "If there's a bright center to the galaxy you're on the planet that it's farthest from." "I've been from one side of the galaxy to the other and seen a lot of strange stuff." There's an awareness of how small these players feel they are in the grand scheme of things (only they aren't small, after all).

The galaxy in Force Awakens feels small. And incomplete.

Maybe we'll just have to hang out for the next two films to fill in those gaps before we go galavanting around this new galaxy. Maybe I can just make my own shit up to fill in the gaps. But if I have to run a Star Wars game... the new First Order era isn't calling to me, yet. There is little in the new era that makes it stand out from the previous eras (whether it's KOTOR era, or Clone Wars era, or Classic era). There is nothing unique about it that would make the gaming experience much different to those other times. All you'd be doing was changing names.

So how do you fix it?

When they were during production one of the early snippets I caught about Force Awakens was that the galactic war was far from over despite the destruction of the second Death Star, and that the war dragged on across the galaxy for decades. And that really sounded fascinating to me. Imagine a protracted civil war between government forces, numerous anti-government factions, meddling by external powers, and throw in a bunch of wild and crazy experimental game-changing technological weapons. Basically... take your cues from what's going on in say Syria. 

Now take Syria, and make it Syria.... IN SPPPPAAAAACE. A galaxy wide civil war. And then make that war play out over three decades across the stars.

What a horrible, terrible place the galaxy would be.

What I hoped we were going to get was two major players - the New Republic and the remains of the Empire - utterly exhausted by the war, having to deal with interference by vested interests — say a Hutt mercenary army or other criminal enterprise trying to capitalise on the chaos and expand their territory by invading wartorn worlds and offering new security. Imagine the state of the galaxy: everything's shot to pieces, or been consumed by the warmachine, or completely disrupted and malfunctioning, of crumbling edifices, ruined starports, and countless bodies everywhere, a scavenger galaxy where dysfunctional governments are usurped by gangs and warlords and everyone lives under the rule of the gun. And suddenly two fleets appear in the skies overhead, and for days the locals live in terror first of wreckage raining down on their world, and then the takeover by the victors above as they strip the world bare of any fuel and parts and food and munitions and people to continue their idealogical genocide.

And maybe that's what the galaxy of the new First Order era is like. A small pocket of civilization at the heart of the Republic, where things are goodish, and several pockets of draconian rule under the Empire.... and everywhere else is utter shit. A points of light campaign on a galactic scale.

Jakku seems a bit like that at least. 

Anyway... that's what I'd do to the rest of the galaxy, what I'd do to make it stand apart from the other eras. There would be a lot more scavenging, kludging, cobbling, and starving; a lot more desperation, despair, and cruelty on all sides, a miserable place where all hope for the return of the Jedi.