Star Wars: The Game

Make Characters:

  1. Name
  2. Select Character Type & note skills & note number of dice to roll. Each group must have one 3 dice character type and can only have one 5 dice character type.
  3. Make up a Star Wars description
  4. Jedi Knights pick one skill from any other Character Type.

Character Types

Jedi Wanna Be (3): Lightsaber, Pistol, Muddle Way, Move Stuff

Jedi Knight (4): Lightsaber, Move Stuff, Think Ahead, Mind Tricks

Jedi Master (5): Lightsaber, Jedi Powers, Electric Fingers, Give Good Advice

Trooper (3): Blaster, Get Shot At, Learn Lesson, Advance

Smart-Ass (4): Fly Really Really Good, Blaster, Smart-Ass Remark, Good Luck

Leader (5): Battlescars, Blaster, Command, Pilot

Wookie (4): Growl, Crossbow, Growl Some More, Be Adorable

Trustastafarian (4): Look Royal, Big Ship and Stuff, Diplomacy, Escape Capture

Bounty Hunter (4): Connections, Set Traps, Blaster, Pilot Own Ship

Resolution Mechanic

Roll the number of dice indicated by the character type. A result of a 5 or 6 on any dice rolled means success – what happens in the fiction is what the player wanted to make happen with the skill used. Else fail. If fail, crap hits the fan. The GM rolls 1d6 (1-3 scene ends or 4-6 complicate the scene). If scene ends it ends in a bad way and the GM starts a new scene.Complicate means add half again to the number of successes needed to complete the scene.

Using the Force

A player can use the force to make something happen. Using the force removes one die from the character for the duration of the game. These dice go into the middle of the table. The current action is won and the player tells how.

Using the Darkside

A player can grab a die out of the middle of the table (change the color). This is added to his character. Each time the die is rolled if it comes up 1, the player fails at the action unless he makes the character act dark.

Scenes

Each game is made of of scenes. Each scene has one major problem that must be solved. Action happens in the scenes. The GM describes the start of the scene, picks a number for how many successes are needed to complete the scene (easy stuff equal less successes needed)(maybe # of scenes x # of players for total number of successes per game), writes it on a hidden piece of paper. GM makes $hit happen. Players respond using their character’s skills. Before a player can act again, another player must act. If successes rolled by players equals the number selected the scene is won, players say how, move to next scene.

Types of Scenes

Each game must have 4 types of scenes in it. Therefore, the shortest game can be 4 scenes (plus the opening and ending). Roll a d10 to determine type of next scene to play.

  1. Running
  2. Chasing
  3. Fighting
  4. Training
  5. Charactering
  6. Negotiating
  7. Investigating
  8. Escaping
  9. Trapping
  10. Farming

Special Scenes

Opening Scenes (GM lays it out.) Think opening blurb to each Star Wars movie or Clone Wars TV Show.

Ending Scenes (Players wrap it up and set up next game.) Each game starts with an Opening Scene and Ends with an Ending Scene.

Winning or Losing

Pick a number of total scenes you want to play. Each scene probably takes 7 minutes. Tally number of scenes ended in a bad way and number success scenes. Then play end scene.

  • >Success = Ends like Episode IV – Kind of happy, but a little dark.
  • >Bad Way = Ends like Episode V – All seems lost.
  • All Success = Ends like Episode VI
  • All Bad Way = Ends like Episode III
  • = Ends like Episode II
  • Everyone quit early = Ends like Episode I

May the Force Be With You.


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