I love Star Wars. I always have. I always will. Arguments about which bit of the canon (or non-canon!) is best is moot. Every segment of the whole has its flaws--lackluster moments, inconsistencies, cringe-inducers, and poor realization etc--but the saga is greater than the sum of its parts. I digress. This isn't an agenda post, it's my attempt to slim down Star Wars roleplaying into a bite-sized game while maintaining grit, tropes, and high stakes.
Ever since I read around about FKR stuff I thought about the "worlds, not rules" adage, and what worlds I'd like to translate to an ultralight model. My son made that decision for me after he asked me to run a Star Wars game for him. I have WEG Star Wars d6 handy, but thats an awful lot of dice and still a bit too crunchy for a five-year-old to play. I've opted to take concepts from Landshut, Adventure Hour, Revenant's Hack, and Primeval d6 and fire them all into the thermal exhaust vent of the Death Star to see what happens.
- One positive trait and one negative trait.
- Two of either a prior job, organization, training, or culture that has shaped you.
- One lingering personal haunt and one forward-looking goal.
- One relationship to a non-player character.
d6 |
WEAPON |
CLOTHING |
TOOL |
TRINKET |
1 |
Holdout blaster |
Jumpsuit |
Security spike |
Stimpac |
2 |
Knife |
Utility
vest |
Multitool |
Hand
scanner |
3 |
Blaster rifle |
Visor helmet |
Medpac |
Restraining bolt |
4 |
Vibroblade |
Leathers |
Repair
kit |
Sabacc
deck |
5 |
Frag grenade |
Modular armor |
Magnetic grapple |
Brass knuckles |
6 |
Heavy
blaster |
Uniform |
Respirator |
Sketchy
map |
- If the player rolls higher, their character succeeds
- If the referee rolls higher, something bad happens
- If they tie, the character succeeds AND something bad happens
Whatever happens, the referee describes the impact.
d6 |
HOOK |
TARGET |
THREAT |
MAJOR PROBLEM |
1 |
Capture target |
Contraband |
Cartel |
Bounty Hunter(s) |
2 |
Eliminate
target |
Operative |
Empire |
Unrelated Firefight |
3 |
Deliver target |
Starship |
Rebellion |
Double-Crossed |
4 |
Purchase
target |
Resource |
Faction |
Mechanical Failure |
5 |
Restore target |
Leader |
Animals |
Innocent Civilian(s) |
6 |
Locate
target |
Intelligence |
NPC |
Better
Offer |
d6 |
CARTEL |
FACTION |
CONTRABAND |
MINOR PROBLEM |
1 |
Pyke Syndicate |
Rebel Partisans |
Death Sticks |
Droid Sentry |
2 |
Hutt
Clan |
Imp. Security Bureau |
Unrefined Spice |
Volatile
Cargo |
3 |
Black Sun |
Czerka Corporation |
Thermal Detonators |
Mistaken Identity |
4 |
Kanjiklub |
Mandalorian
Clans |
Political Dissident |
Stowaway |
5 |
Crymorah Syndicate |
Sienar Fleet Systems |
Weapon Prototypes |
Proximity Alarm |
6 |
Crimson
Dawn |
Bounty
Hunter Guild |
Tibanna Gas |
Resource
Drain |
d6 |
RUMOR |
EXOTIC GEAR |
NPC 1 |
NPC 2 |
1 |
Paranormal Research |
Beskar Armor |
Force Adept |
Heavy Gunner |
2 |
Uncharted
Rebel Base |
MWC-35c Staccato |
Smuggling Captain |
Outlaw
Tech |
3 |
Imp. Prison Break |
Assassin Droid |
Droid Tech |
Fringe Scout |
4 |
Aged
Clone + Secrets |
MS-32
Disruptor |
Defector |
Sleeper
Agent |
5 |
Outpost Gone Silent |
Dark Trooper Exo |
Bounty Hunter |
Sith Outlier |
6 |
Location
of Jedi |
Lightsaber |
Demolitions Expert |
Ace
Pilot |
I love these! One tweak I might suggest having run various version of light/dark destiny points with my kids over the years is the "what happens when they all turn one color?!" - I ended augmenting my house rules with the Dramatic Reset rules here: http://walkingmind.evilhat.com/2019/02/27/flip-fate/
ReplyDeleteI should also say I have been considering a slight re-theme of your Any Planet engine for my house Star Wars game... but we've got to finish up our current West End Games campaign first. (We did switch to the less crunchy Introductory Adventure Game variant... which is like a mashup of the lightweight First Edition skills list with some bit from the later editions streamlined for teaching the game. It has worked surprisingly well as a campaign system with my kids who were not interested in the mountains of rules in the revised and expanded edition.)
ReplyDeleteShawn, thanks for the compliments on both systems and the flip-fate concept! That's very cool.
DeleteI have also run Any Planet Is Earth for Star Wars, but I found that the damage system was not jiving. When I put together Any Planet Is Earth, I leaned into the ultra-deadly feel. It's automatic damage as described by positioning. This is mostly due to the game being a hard sci-fi game where an honest-to-goodness gunshot will probably really drop you on the spot. It's frail actual humans in actual space.
Galaxy Far Away is all about Star Wars. If you're fighting a bunch of stormtroopers, they're not going to hit you all that often. You'll need to evade their numbers, just like in the movies, to ensure you're not in serious danger. If you can't run away, you'll be swarmed. Shots to the shoulder. Then probably shots to the belly. Boom.
If I used Any Planet Is Earth ruling for Galaxy Far Away, you're toast. I want the setting to inform the danger, and auto-hit stormtroopers won't get you there! But in a hard sci-fi setting, you're probably just a few folks on a ship fending off a pirate or a couple of goons. Giant bristling mass combat is likely not happening.
A while back I realized that this style of play ("play worlds, not rules") ought to actively inform expectations about danger. Anyone familiar with Star Wars will know that a lone bounty hunter is serious danger, while a lone stormtrooper (potentially wearing as powerful armor and weapons as the hunter) is chump change.
Either way, I, too enjoyed Classic Traveller and WEG Star Wars d6 1e, but I found that both held attachments to cruft I simply wasn't interested in. Rather than slowly house-ruling it all out, I just rebooted both concepts into these two games we're discussing now.
Oh, totally! I should clarify that I was expecting to have to retool a quite bit of Any Planet and in fact if anything I was mostly going to borrow and reskin the encounter system & setting tables as my kids very much enjoy sandbox-style play. They so often throw me a curveball I've long since given up any notion of "running an adventure module" - I have a paragraph of a story seed at most and I just let them run wild from there. So you are right - I'll probably start with the base of a Galaxy Far Away and tack on some bits to help me run the game my kids like. Thanks again for sharing this!
Delete100% get that. I agree, too. Maybe I'll use a module for inspiration, but I'm certainly not slapping rails on it. At least the last decade has managed to produce a lot of quality sandbox adventures and the like. I'm all for tables tables tables. Whip it up ahead of time or roll on the fly.
DeleteThis might be my favorite version of fkr!
ReplyDeleteThank you!
DeleteNow this is great, thank you!
ReplyDeleteVery cool, love this. Thanks for putting this together. Have you ran some sessions with this? I be interested in read about it if so, I scanned the blog but did not see any.
ReplyDeleteThanks, Matt! Yes, I've run several sessions of this for adult players in person and by forum, as well as a few sessions with my young son, which I've blogged here about in the "RPGs with Kids" series.
DeleteWorst NPC ever.
ReplyDeleteThis is pretty solid, thank you so much! Will defo give it a go!
ReplyDelete