Star Wars is my favorite universe. I have read most Star Wars novels, I have played a generous portion of the games and of course watched all the movies. When my friend was trying to get me into roleplaying games he thought buying me the newly published Star Wars Roleplaying game by WotC would do the trick. Which it helped a lot. I have played in and run several Star Wars games since then. None of these campaigns were long nor did any of them run to the completion of the story arc. Which has me wondering, what does it take to have a fulfilling Star Wars campaign? Is it a good set of RPG rules, an epic story, accepting players or an engaging GM? Well since I am asking the question it might be a good idea to break it down.
RPG rules
West End Games, Wizard of the Coast, and now Fantasy Flight Games have all had the license to create Star Wars RPG’s. Currently the fan favorite that I hear time and again is the d6 rules. Which honestly I did enjoy the games I have played in using that ruleset, however both were run by the same GM. I think Wizards of the Coast was heading in the right direction with Saga Edition, but do to fans who were A) WotC haters and B) WotC making bad decisions WotC decided to not renew their license. Which leave Fantasy Flight Games a company to breath new life into the franchise. The games I have previously played by Fantasy have been pretty cool which leaves me excited for the Star Wars RPG.
An Epic Story
What makes an Epic Story? The length of time it takes to complete the main quest? Traveling to a library? Magic? To me this is not an easy question. I can look at Lord of the Rings and say that is an epic story. The same goes for the Star Wars films. As I type this I realize what do all of these have in common? World or Galaxy changing events! When Frodo throws that ring into the Volcano it marked the end of Sauron. When Luke fired those torpedoes at the exhaust port it marked the end of unimaginable strength of the Empire. So I think Epic means world changing.
Accepting Players
To make this not a whopper of a post I want write all my opinions about how accepting players need to be. I think it is important though that players feel they are connected to the setting and their characters. On top of that the players need to personally agree with the moral stances in the setting. With out players their isn’t much of a game.
Engaging GM
I have played with several GM’s. Some of them good, some of them okay, and some of them awesome. I am a rules lite GM. If I know the rule, great if not we will look it up later. I hate seeing rulebooks come out during game. We should not be spending 15 to 20 minutes looking up rules during game. This stopping of the game grinds it to a halt. A couple of GM’s would be great GM’s if they didn’t worry so much about the “RULES”. Some GM’s are lazy, they have no excitement for their game and it shows. Great GM’s get excited about their games they show energy which then the players will be more engaged.
Now that I have written these out I think I have a better understanding of what my Star Wars games lack. Tell me what you think.