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How do you make your D6 game/How do you argue?
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garhkal
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PostPosted: Sun Mar 27, 2011 3:25 pm    Post subject: Reply with quote

Quote:
I’ve seen enough contradictions in West End’s material [sometime on the same page!] that I developed the following rules for resolving contradictions…


Got an example?
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Ankhanu
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PostPosted: Sun Mar 27, 2011 3:37 pm    Post subject: Reply with quote

Alright, let's tackle this again… writing in a text editor this time Razz
Bren wrote:
... Computers, why can't they just be perfect?


Oh, it was perfect; it did exactly as it was told... I just shouldn't have told it to do what it was told until after I saved or submitted what I was writing Wink

Now, to the topic at hand...

My approach to Star Wars is a little different from others presented above, though not radically. For starters, my go-to for rules is Star Wars 2nd Ed., not R&E. I use R&E, but most of my rules come from 2nd Ed.
From there, it moves, as with most of you, to the Original Trilogy and some selections of the WEG source material that preserve the Star Wars setting; I like my Star Wars as it was first envisioned: dirty, in decay, with fantastic, though largely analogue technology; knobs, dials, levers that move physical components, rather than our modern digital technologies. It's the unique combination of high and low tech that set Star Wars apart to me. Some of the WEG material moves away from this idea, much like the Prequels did. They don't see as much use.

From there, I use the EU material that, again, preserves the base concepts of Star Wars. A lot of EU material doesn't do so, falling into the temptations to update the setting based on current real-world technology. That stuff is either eliminated or falls into the same category of "updated" WEG source material.

From there, we get the Prequels and fan-sourced material.

My games almost never include well known locations, events or personalities, we tend to avoid the big names. This offers up more freedom in storytelling; the games happen in parallel to the big events, rarely intersecting, though they are influenced by the galactic scale events as one might expect.
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JT Swift
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PostPosted: Mon Mar 28, 2011 10:41 am    Post subject: Reply with quote

Examples?

Well I haven't gazed upon most of them for literally a decade. [I've only recently dug out my Star War RPG stuff and started running it again].

So all of this is IIRC...
There was a missile weapon in the CSA Sourcbook. The text says it has three shots and then you chuck it and buy a new one. The illustration clearly shows FOUR barrels.

The TIE fighter is described as incredibly manuverable due to its small size. But they give it a 2D - which is about average for a much larger starfighter.

They describe those dish guns on Hoth as having a low rate of fire but that the pack a mean punch - occationally even taking out AT-STs. But they damage code for that massive gun is the same or less then the pistol sized gun on a speederbike.

The riot gun is described as very inaccurate, but its range codes are the same as any blaster rifle.

There were others. I just scribbled corrections to the stats in my game book and moved on.

That said, 90% of West Ends stats work fine with their flavor text and there's no need to change them at all.
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Grimace
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PostPosted: Tue Mar 29, 2011 2:44 am    Post subject: Reply with quote

Well the TIE fighter, when it came out, was pretty good compared to what was available for others (Z-95, for example). So I guess what they said was true, from a certain point of view. Laughing

As for the dish shaped artillery on Hoth...you got you weapons mixed up. The dish shaped one says it's an outdated and suffers from a low rate of fire, but is rugged and could survive the temperature extremes on Hoth. The one that says it can be a threat to AT-STs was the Golan Arms DF.9...the one that looked like an enclosed turret. It did 4D Speeder scale damage. Definitely enough to be a threat to an AT-ST. In fact, that's what it's write up mentions. "While the Golan Arms DF.9 posed a threat to smaller AT-ST walkers, its effect on AT-AT was negligble."
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garhkal
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PostPosted: Tue Mar 29, 2011 3:33 pm    Post subject: Reply with quote

4d speeder is only 6d character. A wookie with a vibro axe is doing more!
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Grimace
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PostPosted: Tue Mar 29, 2011 5:21 pm    Post subject: Reply with quote

That's not the point, garhkal. The point is the turret was the one stated as being decent against AT-STs, which it just barely would be. I won't debate the Wookiee with any weapon and how it stacks up using R&E scale rules because they don't work well.
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Bren
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PostPosted: Wed Mar 30, 2011 1:19 pm    Post subject: Re: How do you make your D6 game/How do you argue? Reply with quote

Esoomian wrote:
We're all here because we like the WEG d6 system for the Star Wars setting but some of the recent posts have got me thinking.

What value do you give to the myrid of different contributions that make up the nature of Star Wars and how does that work in with your game?
I just had to say thanks to Esoomian. I have come to appreciate the thought that went into this post more and more as the days go by.
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mdlake
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PostPosted: Thu Mar 31, 2011 6:20 pm    Post subject: Reply with quote

In the write-up for my proposed campaign, I've told my players that I'd rely in descending order on:

1. The tone of Episodes IV-VI
2. Helpful suggestions and background from the rulebook
3. Official Episode IV-VI canon
4. Other Star Wars material, insofar as I'm familiar with it, which isn't much.

We're old enough to remember the first trilogy fondly and have mixed feelings about Ep I-III, and I have no interest in reading all the franchise-milking novels or "Essential Encyclopedia of Star Wars Costumes," so the original trilogy rules my table. If Lucas couldn't be strictly, compulsively 100% consistent with his own vision, I don't see why I should match it in every detail. But all of it takes a back seat to whatever I might need to keep THIS story moving.

It has to. I'm cloaking a western gunfight movie in Star Wars garb.
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Riij Skootu
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PostPosted: Sat Apr 02, 2011 9:45 am    Post subject: Reply with quote

I just wanted to say hello, to those of you that remember me, I am back.

To answer the question at hand, I would say I am somewhere between mdlake's ideas and Ankhanu's.

1. Episodes 4-6
2 WEG - nothing that bogs the game down
3. Other Material: that has nothing to do with Anakin going to the Darkside
of the force. (Which in my humble opinion is ridiculous, seriously Lucas what were you thinking?)

I enjoyed SWRPG in seminary with my friends. It reminded me of the originals. I want to replicate that in my games. Something like the chase scene in the Asteroid field. Very Happy
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Fallon Kell
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PostPosted: Sun Apr 03, 2011 2:52 am    Post subject: Reply with quote

Ankhanu wrote:
I like my Star Wars as it was first envisioned: dirty, in decay, with fantastic, though largely analogue technology; knobs, dials, levers that move physical components, rather than our modern digital technologies...My games almost never include well known locations, events or personalities, we tend to avoid the big names. This offers up more freedom in storytelling; the games happen in parallel to the big events, rarely intersecting, though they are influenced by the galactic scale events as one might expect.
I'm of much the same school of thought. That's why I look to Firefly and run my campaigns out in wild space. There's this big, vasty galaxy, full of trillions of beings, and everything happens on a desert backwater like Tatooine? We can make our own desert backwaters and fill the holes in it with something far more deadly than a stationary mouth with tentacles and an optional beak.
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Bren
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PostPosted: Sun Apr 03, 2011 10:43 am    Post subject: Reply with quote

Fallon Kell wrote:
...That's why I look to Firefly and run my campaigns out in wild space. There's this big, vasty galaxy, full of trillions of beings, and everything happens on a desert backwater like Tatooine? We can make our own desert backwaters and fill the holes in it with something far more deadly than a stationary mouth with tentacles and an optional beak.
I'm curious, is there a reason you don't just run Firefly?
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Fallon Kell
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PostPosted: Sun Apr 03, 2011 5:35 pm    Post subject: Reply with quote

Bren wrote:
Fallon Kell wrote:
...That's why I look to Firefly and run my campaigns out in wild space. There's this big, vasty galaxy, full of trillions of beings, and everything happens on a desert backwater like Tatooine? We can make our own desert backwaters and fill the holes in it with something far more deadly than a stationary mouth with tentacles and an optional beak.
I'm curious, is there a reason you don't just run Firefly?
Good question. I prefer the space afforded by FTL travel and a big galaxy. I Have a lot more understanding of the Star Wars universe. Blasters are more impressive than pistols. I think SW is the right universe for me, but I want to flavor it with Firefly. I think Firefly has in large concentrations, what has been missing from Star Wars for a decade or two. It's kind of like taking vitamins...
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CRMcNeill
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PostPosted: Sun Apr 03, 2011 5:40 pm    Post subject: Reply with quote

I agree. While I like playing in the SWU, Firefly offers a very detailed picture of what life could be like in the Outer Rim, with the combination of different tech levels and the gritty, dirty feel of people just trying to get by. I used a floorplan from the Firefly RPG for a ship in an SW-RPG campaign, and it worked out rather nicely.
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Bren
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PostPosted: Sun Apr 03, 2011 6:04 pm    Post subject: Reply with quote

Fallon Kell wrote:
I prefer the space afforded by FTL travel and a big galaxy. I Have a lot more understanding of the Star Wars universe. Blasters are more impressive than pistols. I think SW is the right universe for me, but I want to flavor it with Firefly. I think Firefly has in large concentrations, what has been missing from Star Wars for a decade or two. It's kind of like taking vitamins...
Good answers. Never could get that excited about sci-fi in space with gunpowder weapons myself. The Firefly jargon just seems too English'Chinese earth-based for me to adopt it in Star Wars. But I agree the mix of tech on the edge seems to fit what we see on Tatooine in Star Wars before the redone ANH film.
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Fallon Kell
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PostPosted: Sun Apr 03, 2011 6:08 pm    Post subject: Reply with quote

Bren wrote:
Good answers. Never could get that excited about sci-fi in space with gunpowder weapons myself. The Firefly jargon just seems too English'Chinese earth-based for me to adopt it in Star Wars. But I agree the mix of tech on the edge seems to fit what we see on Tatooine in Star Wars before the redone ANH film.
Yeah, I don't use any chinese, but the rest of the firefly jargon seems a reasonable result of a bunch of correllians riding sleeper ships out to the edge of the galaxy and then sitting around talking to eachother for a thousand years.
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