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Star Wars Roleplaying Game — Saga Edition 206

A long time ago, in a galaxy far, far away, a ... company called Wizards of the Coast abandoned Star Wars fans who enjoyed their tabletop roleplaying game to an awful fate: product death. The Star Wars d20 product line, which saw print from 2000 to late 2004, attempted to capture the epic adventure that is the Star Wars setting within a simple quantifiable ruleset. Unfortunately, the d20 rules (circa 2000) were far too clumsy to make the RPG 'feel' like Star Wars. Even a 2002 Revised Core Rules book did little to create an intuitive play experience. Now, in time for the setting's 30th anniversary, Wizards has released a brand new edition of the rules, marking a relaunch of the product line. Dubbed the 'Saga Edition', it has completely revamped the d20 rules to meet with demands for Star Warsyness. Read on for a review of the changes, which may finally bring the fun to the galaxy far, far away.
Star Wars Roleplaying Game Core Rulebook, Saga Edition
author Christopher Perkins, Owen K.C. Stephens, Rodney Thompson
pages 286
publisher Wizards of the Coast
rating 9/10
reviewer Zonk
ISBN 0786943564
summary The newest edition of the Star Wars tabletop roleplaying game.
The first notable thing about the Saga edition of Star Wars d20? It is small. Instead of the normal 9 x 11 footprint of almost every other gaming book, Saga Edition looks more like a coffee table book, measuring a petite 9 x 9 inches. It's over 100 pages thinner than 2002's Revised Core Rules book, too. A few pages in, and it's obvious that the loss in size and thickness has not come at the price of production quality. The entire tome is full color glossy paper throughout. While there is quite a bit of art reused from previous products, there are also a number of notable original works peppering the pages. What's not there, to my relief, are the needlessly huge quotes from the movies. There are quotes, to be sure, but they're used sparingly. It is laid out to provide the maximum amount of information in the minimum space; a significant improvement over previous main books.The Revised Core Rules seemed to have a half-page-sized quote every three pages, turning most of its 400ish pages into wasted white space. Saga Edition is a tight, well crafted book.

That attention to detail extends to the rules as well, which may be the most refined version of the d20 mechanic yet released in an official Wizards product. Gone are the cumbersome concepts of Armor Class, Defense, Vitality points, and Saving Throws used by other products. The game takes a simple approach: every Star Wars character is a hero. As such, it's possible for every character to take part in every scene, to one degree or another. Character Level, then, becomes the tie that binds every other mechanic. Almost every d20 roll you'll be making is modified by your character's level; neurotically min/maxing every aspect of your character is no longer a requirement.

The difference, of course, is that your choice of class determines your character's specialties. Everyone can participate in the scene where the party flees from the Imperial Star Destroyer in a cargo ship. The star of the show, though, is the Scoundrel at the helm. Classes have been revamped to allow for several 'builds'. Seemingly taking a cue from Blizzard videogame titles, every class has a trio of talent trees. Talents accumulate from these trees as characters gain levels, allowing for my Scoundrel to be completely different from your Scoundrel. Further customization is encouraged by allowing free multi-classing. Prestige classes further this idea of customization by allowing access to novel talent trees, as well as mixing and matching talent trees from multiple base classes. The Officer, for example, allows access to trees from the Soldier and Noble classes.

The best part is, as far as I can tell, none of these classes are completely useless. The Noble, which had a poorly-understood role in previous editions, has become something of a social hacker/bard character. Smooth talking abilities and talents that improve the capabilities of her fellow characters combine into a highly effective support class. The designers have as much as admitted that these changes were prompted by the Jedi. Instead of tuning everything so that the Jedi beat everything else, the Jedi is the baseline all other classes were tuned to. Every character made under Saga Edition rules is going to be some kinda badass.

Badassery in combat is the focus of many class abilities, of course, and it's going to be easier than ever to convey that to players. Combat is dirt simple. There are very few ways to modify in-combat die rolls. The endless hunting for a +1 to hit here or a +2 to hit there will not longer be required. Even better, every character only gets a single attack per combat round, regardless of their level. High level D&D games are marked by endless dice rolling, as characters make a ludicrous number of attacks in a frighteningly short amount of time. And if you really want to attack more than once a round in Saga Edition, you can; you just take penalties for it, penalties more easily compensated for at higher levels.

An additional decrease in the fiddly-factor comes from skills. Instead of requiring you to track skill points, which must be slotted into a dizzying array of strangely over-specific disciplines, skills in Saga Edition are a binary state. Either you're trained or untrained in a skill. Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it. This mechanic, then, allows even the Princess Leia to fly the Falcon for a short while, or a merciless bounty hunter to sweet talk a taciturn guard; or, at least, it allows for the possibility of such a thing happening. There are far fewer skills as well, with specific uses outlined in the book. The skills Spot, Listen, and Search have all been combined into Perception, for example. This one skill also allows a character to ascertain an object's wealth (Appraise) and see through duplicity from another character (Sense Motive). Thus, with fewer skills to keep track of, players and GMs are encouraged to make heavier use of the few that still remain. Fun without the fuss is the order of the day.

The rules section that benefits most from these rule revamps is the vehicle combat section. Formerly an arcane labyrinth of edge cases and complex maneuvers, simple skill checks and combat tests now allow dogfights and space-based combat to drop neatly into the middle of a Saga Edition campaign. For example, ships are now functionally creatures; characters inside the ships alter die modifiers, and can act independently, but there is no longer a need to keep elaborate track of ship statistics as opposed to crew statistics. The two are now one and the same.

Though I've yet to have the chance to roll dice in a Saga Edition campaign, it's hard not to be impressed by the rule changes this book represents. Essentially the cutting edge of tabletop RPG rules, Saga Edition has the benefit of more than seven years of modern roleplaying design and dozens of gaming books to prove out ideas. The book was helmed by Chris Perkins, a Dungeons and Dragons R&D veteran, and it really shows. It's been a long time since I read through an RPG manual with such enthusiasm; the clarity and precision with which the designers have conveyed their ideas does nothing less than inspire excitement. Based on a tried and true mechanic, eschewing complexity for approachability, and integrating tightly with the miniatures game for even more simplicity, this may be the best product WotC has put out in years. While I'm not eager for a D&D 4th Edition, more products like this make such a concept seem much less repugnant. Highly recommended for tabletop playing Star Wars fans, and anyone interested in the future of d20 game design.


You can purchase Star Wars Roleplaying Game Core Rulebook, Saga Edition from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
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Star Wars Roleplaying Game — Saga Edition

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  • by magarity ( 164372 ) on Tuesday June 12, 2007 @01:29PM (#19479921)
    Instead of the normal 9 x 11 footprint of almost every other gaming book, Saga Edition looks more like a coffee table book, measuring a petite 9 x 9 inches.
     
    Aren't "coffee table books" the really big ones? How is more petite more like a ctb?
  • by Anonymous Coward on Tuesday June 12, 2007 @01:40PM (#19480111)
    neurotically min/maxing every aspect of your character is no longer a requirement.

    It was a requirement before? The amount of fun you could have in a game was determined by how high a certain attribute was, as opposed to the interaction you had between the players and the GM? I guess if you measure success by "I can do more damage in less time than you, therefore my character is cooler and I win the game" it's a requirement...

    The endless hunting for a +1 to hit here or a +2 to hit there will not longer be required.

    See above. It doesn't matter if you can get a +1 for a flank attack or +2 because you're within 10' of the target. The dice really, honestly, seriously don't matter that much. Why undergo "endless hunting" to get a bonus to a roll? Just roll the die, see what happens, and take it from there. The GM's not out to get you, and if he is, he's a bad GM.

    Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it.

    "That's it," spoken like it's really simple. Simple in comparison to cross-referencing the results of four die rolls on six tables, sure, but that's still needlessly complex.

    This is one thing that has always bemused me- how some people are so focused on the mechanics and gaming the system that they miss the fact that they're playing a game with friends. You're telling a story together, you're solving puzzles together, you're (get this) role-playing together. Yes, of course, there's no one way to play a RPG, who am I to tell people how to have fun in a game, but it seems all too often people misspell the first word in the abbreviation: it's role, not roll. Kudos to WOTC for making this "fun without fuss," at least.
  • Uncanny! (Score:3, Insightful)

    by Bieeanda ( 961632 ) on Tuesday June 12, 2007 @02:07PM (#19480449)
    I was just discussing with a friend the other day, why I can't stand to play D&D any more. Frankly, it's all the number crunching and the min-maxing. Back when I started with 2nd Edition, that kind of thing was considered anathema-- "munchkin" to borrow the term that was used. When 3rd came out (and with it the first printing of the new Star Wars game), I was leery at first-- but the simplified mechanics won me over, because I can't stand doing math when I'm trying to have fun. Unfortunately, the number crunching came back with a vengeance-- 3rd and 3.5 had design aesthetics that strongly matched that of CRPGs (the concept of item 'slots', and a wide variety of 'buffs'), including the concept of character 'builds' tweaked for maximum efficiency. Munchkinism was no longer anathema, but virtually required.

    This vaguely excites me, if only because they've stripped the numbers down again and apparently made an effort at developing a game that's fun, instead of an exercise in spreadsheet manipulation. Unfortunately, I don't think it's likely to last, because mudflation, feature creep and rule proliferation is pretty much necessary to sell additional sourcebooks. Nobody wants to buy the Complete Book of Twi'leks unless it comes with rules (and illustrations) for Doing That Thing That You Do With Your Lekku.

  • by v3lut ( 123906 ) on Tuesday June 12, 2007 @02:11PM (#19480497) Homepage
    If you can't play Star Wars without a chart to tell you if a heavy blaster kills you more than a light rifle, you've missed the entire point of roleplaying games.

    The Story.

    Don't get me wrong. I understand some people need structure in their gaming experiences, and sometimes GMs need structure to control the players. But you don't need to spend 30-50 bucks on a main book and a hundred dollars on More Books just to play Star Wars. When you were a kid, you probably did it with sticks and no dice at all.

    Imagine watching d20 Star Wars on the big screen. Before Luke and Leia go for that famous swing, there'd be 10 minutes of measuring the distance of the swing, checking the working load on the cable, verifying the sturdiness of the pipes the grapple attached too, checking Luke's strength vs Leia's weight, and rolling constantly for the Stormtroopers trying to open the door.

    At that point, I've stopped eating popcorn.

    Write your own system. Throw out the charts. Tell stories. It's more fun, more memorable, and a heck of a lot cheaper.

    If you like spending money, then take that 150 bucks and buy 10 indie games you've never heard of, and spend some time reading their systems and learning how to take a few rules a long way. Check out octaNe or Dust Devils or Shambles or any of a hundred others.

    Money, and time, well spent.
  • Screw the RPG (Score:3, Insightful)

    by Cyno01 ( 573917 ) <Cyno01@hotmail.com> on Tuesday June 12, 2007 @02:39PM (#19480853) Homepage
    Wizards killed the Star Wars CCG, bastards...
  • by Valdrax ( 32670 ) on Tuesday June 12, 2007 @03:20PM (#19481321)
    I'm not suggesting that the balance in Star Wars needs to be set at the same place as it was in Shadowrun.

    It doesn't matter where the balance is, it's simply a matter of the fact that Jedi don't get fatigued from using the Force in the movies. Yoda doesn't get tired after lifting an X-Wing or bouncing about like a weasel on methamphetamine. Qui-Gon shows no fatigue from throwing about droids or running all over the place. The Emperor shows no sign over ever running out of lightning bolts to toss at Luke. Not once that I can think of does a Jedi or Sith show fatigue from the use of the Force.

    It's not a manner of tweaking the balance -- it's a matter of the mechanic being utterly inappropriate for simulating the game world you're trying to play in. A fatigue system for Jedi makes about as much sense as a Vancian magic [tvtropes.org] system does. Force powers are not exhaustible in the setting.

    On a related note, neither is physical stamina. Heroes in Star Wars never seem to get tired no matter how much they push themselves. They might complain a little, but when the action is running, they don't get out of breath and slow down. Exhaustion is not an appropriate mechanic for a pulp/space opera setting as it violates the genre's style conventions on heroic action. Exhaustion mechanics belong in "grittier" settings such as noir or low fantasy.
  • by Anonymous Coward on Tuesday June 12, 2007 @03:59PM (#19481833)

    Highly structured gaming systems are best left to computers; if I want my fate to be ruled by mechanisms and random numbers, then I can sit down at my PC. Humans can tell stories, and should.
    Nice logic! I'm a great fan of the "false dichotomy" fallacy.

    The reality is that very few people want their fate to be ruled purely by mechanisms and random numbers, which is why human DMs are so much better than any computer RPG - the human DM can tweak fate and adjust the pace to keep the game going well and make sure everyone has fun.

    And very few people merely want to tell a story. There's a reason why people tend to stop playing make-believe at a very young age - it's easy to do with short and simple stories that a three-year-old will find satisfying, but adults crave sophistication and depth, which is hard to do well. Rules and mechanisms provide the structure to hang a story on. Random numbers protect the story from the risk of becoming a mere vehicle for wish fulfilment.

    You feel free to play your primitive computer RPGs or listen to your tedious stories. The rest of us will continue to enjoy the unparallelled experience that only pen-and-paper RPGs, with their mixture of randomness, rules, and human creativity, can provide.
  • Rules Matter (Score:4, Insightful)

    by ChaosDiscord ( 4913 ) * on Tuesday June 12, 2007 @04:12PM (#19482003) Homepage Journal

    Rules matter.

    The rules tell you what the game is really about instead of what it claims to be about. A game might promise "exciting pulp action," but if the conflict system is highly lethal you're not going to see lots of exciting pulp moments in actual play. The heroes will either die quickly and pointlessly, or they'll become cautious. The very tone of the game is set by the rules.

    The rules impact a player's success at fulfilling their vision for their character. To take Star Wars for example, say I want to be a great pilot. However, the rules set has enough complexity and tradeoffs that I accidentally build a decidedly sub-optimal pilot. As a result, another character, for whom "be a cool pilot" wasn't their goal but who is better at working the system, is the best pilot on the team and regularly outdoes you. That's no fun. Or maybe your vision is a dangerous Jedi, but poor choices in character generation mean a lone storm trooper is a major threat and a pair is insurmountable. Not terribly fun. Ultimately, having to resign yourself to being the hanger-on to the team because of lack of rules master isn't fun. A player should play a bumbler because they want to, not because they are forced to.

    Now, a GM can fudge or outright ignore the dice to lead to more desirable results, but then why are you rolling? Your success and failure ends up having little to do with your preparation and design and is in the hands of the GM fiat. The resulting success is hollow.

    A GM can modify the rules to try and improve things, but then you're playing a new game. If the rules need to be modified to make it better, surely the publisher should try to improve their source material so their customers don't need to do so. At the very least it will same countless GMs from wasting their time fiddling with the rules.

    This is why the Star Wars overhaul is important. If it works, there should be fewer cases of PCs failing to meet expectations. The new tone of the rules says, "You're really cool all the time." The old set of rules said a bunch of things, including "You can be exceptionally cool in some ways if you've mastered the rules, but if you haven't you have a real chance of being just mediocre," and "You can be really cool in a few areas, but totally useless in others, or you can be unexceptional in a bunch of ways." Neither one of those seems to reinforce the pulp space-opera feel of Star Wars. The new rules help balance the playing field. A group of players, some of whom are love studying and using rules, and some who don't, have a more even chance of satisfying their visions for their characters.

    Ultimately the focus on "role" play instead of "roll" play is the entire point of these changes. The resulting system, if the changes work, will encourage role-playing. If it works, it's a huge win for everyone.

  • by ArsonSmith ( 13997 ) on Tuesday June 12, 2007 @04:16PM (#19482059) Journal
    You mean you couldn't follow orders and heard the rebels back to their ship as part of the plan? As a quote from the movie Tarkin, "This better work, Lord Vader, I'm taking an awful risk." It did work, they tracked the ship to the rebel base. If not for the luck of blowing up the deathstar that would have been the end of major support for the rebellion.

    Instead go back and watch again. Both the opening scene and the sandcrawler scene. Blast open the ship door way and begin blasting rebel fleet troopers, or the quote from Ben, "Only Imperial Stormtroopers are so precise."

    Stormtroopers can shoot. They hit when they are suppose to. They miss when they are suppose to.
  • by mcvos ( 645701 ) on Wednesday June 13, 2007 @04:31AM (#19488081)

    i agree that d20 was in improvement because it lightened the load of rules that stood in the way of getting people to play compared to 1st and 2nd edition AD&D or many other rules systems. it also paved the way for more social and RP centric players (i.e. girls). however, for a good many people, especially introverted types, trolling the rules was a way for not exactly social creatures to play and be an effective part of the game.

    Social RP in d20? The system is quite explicitly designed around tactical situations and min-maxing. If you want something other than that, use GURPS or White Wolf or something.

    Some people seem to think d20 is a generic system, usable for any setting, any kind of play. It's not. It's still, like the original D&D, designed for a balanced party doing combat and other tactical situations. It has more options now, but that doesn't mean it's anywhere near as flexible as some other systems.

    Play d20 if what you want to play is basically D&D in a different shell. Play Star Wars d20 if you want to play D&D in a Star Wars setting. If you want to play real Star Wars, play WEG Star Wars. If you want to play something else, use the appropriate system. If there is none, use GURPS and adapt until it fits.

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