All manner of scifi/fantasy/nerdness: RPGs, comic books, Firefly, RPGs, Community, Buffy the Vampire Slayer, RPGs, Avengers, Doctor Who, And RPGs. And comic books. And RPGS. Not a "fandom" blog, unless D&D alignments count as a fandom.
Darth Maul - Maybe I rank him highest just for being the only saving grace in Episode I, but he was just so awesome. I mean, I’m not sure kids today understand the jaw-dropping awe-inducing collective gasp we all made when, after waiting for anew Star Wars for almost 20 years, we saw that first Phantom Menace trailer and all of a sudden.
The horns, the face tattoos, the light saber…. he’s just amazing.
Darth Vader - I do feel a little guilty putting the original in second place, but I promise it’s not by much. That James Earl Jones toe-curling voice, the ominous black outfit, the vaguely skull-like helmet. Yeah, he’s amazing.
Darth Krayt - because going from a Tusken Raider chief to ultimate badass of the galaxy is pretty ambitious, plus his outfit is super-sweet.
Darth Revan - I never got into KOTOR, so I just don’t know that much about him.
Darth Tyranus is dead last because I just wasn’t ever really impressed with him. I mean, Christopher Lee is an awesome bad guy, but Dooku just felt like he had escaped a 1950s horror movie. Every time he opened his mouth I was more inclined to giggle than to actually be afraid.
After visiting my hometown for a wedding, I am proud to say that my parents finally let me have their copy of the original Star Wars trilogy.
That’s right folks. I don’t care if it is on VHS, Han Shot First and Luke remains blissfully unaware of Hayden Christensen’s existence.
"come sit with us," star trek fans say to their star wars brethren, whilst we all gather for warmth around the flaming pile of shit that is the star wars vii casting.
if anything can bring trek and wars fans together, it’s the absolute messes that are the new generation of movies
It’s almost like everyone hates what JJ Abrams does to beloved franchises. I mean com’on, did you see Mission Impossible 3?
"There’s only one female in the new cast!!" Star Wars fans cry out in disbelief and anguish. Slowly the Star Trek fans turn around, their faces ashen…haunted..
"We know", they chant together in perfect harmony. "We know..”
They take the Star Wars fans in a tight embrace, whose forms are wracked with hiccuping sobs. The Star Trek fans shush them, and softly start to hum the Original Series theme song.
They huddle together for warmth, and wait for the lens flares to descend.
So I’ve never played Saga Edition, nor the newer one by Fantasy Flight Games, “Edge of the Empire.” The edition I’ve always used is the Revised Core Rules (RCR), which came out in 2002. RCR was also made by WotC, so it’s got a lot of similarities with Saga Edition. I don’t usually run any kind of modules for Star Wars so I really don’t know what is available out there. So all of my advice comes with those caveats; your experience WILL be different from mine. That being said, here’s a list of a few things I always try to watch out for when running Star Wars:
a) Every campaign that I run now is either All Force Users or No Force Users. In the early levels it’s not that big of a deal, but by the time you get to mid-range (levels 8-12) there really starts to be a gap between Jedis and the other classes. And really, that makes sense to me. Class balance, while important in game design, would really take away a lot of the reasons most people want to be a Jedi. I mean, does it really make sense that these guys…
should be “balanced” with somebody like
No? Then you see the problem. Any non-force using class or build will be outclassed by the force-using equivalent. So your soldiers will eventually start to feel useless when compared to the Jedis in the group. As a result, I have my players decide at the beginning of my planning stages for a campaign whether they all want to play Jedis, or whether they want to play an all-muggle campaign.
My second piece of advice is… skip aerial combat. I know Saga Edition tried to include some options to streamline it, but unless it is just a completely different animal or your players are REALLY eager to do it, I would skip it entirely. The problem is in a single ship, you have only 1, maybe 2 turrets for people to fire from, plus 1 person being the pilot. That means at MAX you have stuff for 3 people to do. Meanwhile, anybody else is stuck trying to do “repairs” during combat. So you’ve got some people that are all
whereas everybody else is
And my last bit of advice is system-agnostic, so it doesn’t really matter what version of Star Wars you play. Droids in Star Wars are super useful, but if you don’t manage them as a GM they can cause lots of problems. They are more ubiquitous than minions or apprentices in other RPGs, so your players are most likely going to want to have some at the start of the game or soon thereafter. Let me caution you that it’s really easy for them to see droids as a way of overcoming their own limitations.
Are we bad at diplomacy and/or make enemies whenever we open our mouths? Get a protocol droid! Are we not strong enough in combat? Get some combat droids! Bad piloting? R2 unit! It is technically possible for them to accumulate enough droids that they don’t actually have to risk anything or go on adventures, they can just let the droids do it for them!
The best way I’ve found to keep that from happening is to run any droid they buy as an NPC YOU control. In Star Wars, droids shouldn’t be mindless automatons that simply obey whatever commands they are given. Droids in Star Wars are sometimes stubborn, sometimes agreeable, sometimes efficient, sometimes incompetent, sometimes useful, and sometimes more trouble than they are worth. Create a personality and voice for any droids your characters get and MAKE THEM INTERACT WITH THE DROID. Don’t let it just be a “translator droid” that lets them bypass any languages they don’t know.
In my current campaign, I had a player (who plays a space pirate) create a translator droid (shaped like a parrot) because he’s a Wookie and his character couldn’t speak basic. The player wanted all the rage and combat bonuses of a Wookie, and assumed the parrot would take care of all that unimportant “talking” for him. Much to his chagrin though, I control the parrot (not him). He doesn’t get to use it as a transparent communicator that just says what he wants. If he’s talking to an NPC, he has to say what he WANTS to say, and then the parrot (aka me) translates for him. And in this particular case, I decided to use Iago from Aladdin as my guide. His parrot is argumentative, dismissive, and has pretty open contempt for everyone around him. Sometimes it’s annoying for the players, but usually it turns out to be really funny. In either case it doesn’t allow the player to overcome the challenges that his character is supposed to wrestle with. Don’t let the players use droids as “Easy Mode.”