Whatever Happened To Star Wars MU*s?



  • FFG is a great system, if you have a strong GM that can quickly address complications and boons as they arise OR you have a wide set of viable options for people to choose from. However, this pushes conflict resolution into a heavy GM dependent method, otherwise you end up as mentioned players sitting around attempting to resolve the situation which can get messy.

    A game system needs (imo) to be easy for people to implement and utilize, or you need to provide training/resources to run it to those that want to. My suspicion is the latter may have been the shortcoming with the FFG game



  • I think it also depends on the kind of game you're running. For instance on most of the games I've been on, players almost never rolled skills against each other in any meaningful way outside ST-driven plots. (I'm not counting the odd baking contest or pyramid game.) So the nebulousness of the roll mechanics wouldn't really have been a big issue.

    There is no perfect system. It's all about picking the one that fits your vision for your game.


  • Pitcrew

    Two random thoughts:

    1. As non-GM staff on Chontio, I felt like FFG was rough. I stuck to storytelling via my NPC or staff PC characters, because man I found the advantages and stuff to be an extra layer of difficulty. I imagine experienced GMs have an easier time with it, but I was very much lol no.

    2. I thought it was really interesting that even though we had no restrictions on playing a Force Sensitive character, not everyone did! In fact, I would guess that most characters did not. I have no point here, I just thought it was interesting. Maybe it was our setting and theme?



  • @Paradox said in Whatever Happened To Star Wars MU*s?:

    FFG is a great system, if you have a strong GM that can quickly address complications and boons as they arise OR you have a wide set of viable options for people to choose from.

    Yeah, this system is very dependent on having a caffeinated GM and creative engaged players.

    I used to run their warhammer game for my tabletop group, and when it was just me and two of my more invested players, it was probably the some of the most fun RPG sessions I've ever played. When the rest of the group joined it got bogged down--being on the ball for creative complications and boons is more difficult for five players than it is for two especially when some of the players might not be as all in as some of the others.


  • Pitcrew

    @tek Late to the party on this one, but I think the biggest issue with AoA is that 99% of the story is player driven, there is no staff run story at all. So you have to be in one of the few groups that runs story, or you're left out of a lot of it. Staff has a very loose hand at designing plots for the Resistance, but all the plot running is done by players.


  • Pitcrew

    @fairyknifefight except the "plot" is like an episodic 1970s tv show because there's virtually no way to actually influence the game world and characters don't die unless they 100% want to, so it's zero stakes. Like, it's fun to play fighter pilot with your buddies, but the static nature of the overall game world just gets old



  • I am shocked that there's not really the usual spike of visible/verbal interest that usually comes with new media. We've got the Mandalorian, the new Jedi game, and Episode 9 like... 33 days away.



  • @Jennkryst There's only so many times you can be set on fire before you stop asking people to set you on fire.


  • Pitcrew

    I would love an Old Republic era game, but...le sigh.



  • @Sunny All urban fantasy games are just Star Wars games in a Pre-Old Republic era. >_>



  • @Tinuviel I do not remember any sexy shirtless werewolves in Star Wars.


  • Pitcrew

    @Packrat said in Whatever Happened To Star Wars MU*s?:

    @Tinuviel I do not remember any sexy shirtless werewolves in Star Wars.

    Chewbacca.




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