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	<title>Empty Game Box &#187; Star Wars</title>
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	<description>An empty game box to fill with games.</description>
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		<title>Star Wars: The Game</title>
		<link>http://www.emptygamebox.com/star-wars-the-joke</link>
		<comments>http://www.emptygamebox.com/star-wars-the-joke#comments</comments>
		<pubDate>Wed, 17 Dec 2008 03:17:35 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Star Wars]]></category>

		<guid isPermaLink="false">http://emptygamebox.com/?p=31</guid>
		<description><![CDATA[Make Characters: Name Select Character Type &#38; note skills &#38; note number of dice to roll. Each group must have one 3 dice character type and can only have one 5 dice character type. Make up a Star Wars description Jedi Knights pick one skill from any other Character Type. Character Types Jedi Wanna Be [...]]]></description>
			<content:encoded><![CDATA[<h2>Make Characters:</h2>
<ol>
<li>Name</li>
<li>Select Character Type &amp; note skills &amp; note number of dice to roll. Each group must have one 3 dice character type and can only have one 5 dice character type.</li>
<li>Make up a Star Wars description</li>
<li>Jedi Knights pick one skill from any other Character Type.</li>
</ol>
<h2>Character Types</h2>
<p>Jedi Wanna Be (3): Lightsaber, Pistol, Muddle Way, Move Stuff</p>
<p>Jedi Knight (4): Lightsaber, Move Stuff, Think Ahead, Mind Tricks</p>
<p>Jedi Master (5): Lightsaber, Jedi Powers, Electric Fingers, Give Good Advice</p>
<p>Trooper (3): Blaster, Get Shot At, Learn Lesson, Advance</p>
<p>Smart-Ass (4): Fly Really Really Good, Blaster, Smart-Ass Remark, Good Luck</p>
<p>Leader (5): Battlescars, Blaster, Command, Pilot</p>
<p>Wookie (4): Growl, Crossbow, Growl Some More, Be Adorable</p>
<p>Trustastafarian (4): Look Royal, Big Ship and Stuff, Diplomacy, Escape Capture</p>
<p>Bounty Hunter (4): Connections, Set Traps, Blaster, Pilot Own Ship</p>
<h2>Resolution Mechanic</h2>
<p>Roll the number of dice indicated by the character type. A result of a 5 or 6 on any dice rolled means success &#8211; 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.</p>
<h2>Using the Force</h2>
<p>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.</p>
<h2>Using the Darkside</h2>
<p>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.</p>
<h2>Scenes</h2>
<p>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&#8217;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.</p>
<h2>Types of Scenes</h2>
<p>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.</p>
<ol>
<li>Running</li>
<li>Chasing</li>
<li>Fighting</li>
<li>Training</li>
<li>Charactering</li>
<li>Negotiating</li>
<li>Investigating</li>
<li>Escaping</li>
<li>Trapping</li>
<li>Farming</li>
</ol>
<h2>Special Scenes</h2>
<p>Opening Scenes (GM lays it out.) Think opening blurb to each Star Wars movie or Clone Wars TV Show.</p>
<p>Ending Scenes (Players wrap it up and set up next game.) Each game starts with an Opening Scene and Ends with an Ending Scene.</p>
<h2><strong>Winning or Losing</strong></h2>
<p>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.</p>
<ul>
<li>&gt;Success = Ends like Episode IV &#8211; Kind of happy, but a little dark.</li>
<li>&gt;Bad Way = Ends like Episode V &#8211; All seems lost.</li>
<li>All Success = Ends like Episode VI</li>
<li>All Bad Way = Ends like Episode III</li>
<li>= Ends like Episode II</li>
<li>Everyone quit early = Ends like Episode I</li>
</ul>
<p>May the Force Be With You.</p>
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		</item>
		<item>
		<title>Star Wars: The Game</title>
		<link>http://www.emptygamebox.com/star-wars-the-game</link>
		<comments>http://www.emptygamebox.com/star-wars-the-game#comments</comments>
		<pubDate>Sat, 29 Nov 2008 01:40:30 +0000</pubDate>
		<dc:creator>Bryan</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Star Wars]]></category>

		<guid isPermaLink="false">http://emptygamebox.com/?p=30</guid>
		<description><![CDATA[Play structure: Make characters: 1. Name. 2. Type: Jedi Wanna-be, Jedi Knight, Jedi Master, Troop, Troop Leader, Wookie, or Smart-Ass 3. Description 4. Pick 4 skills that character will always fall back on. Resolution Mechanic: Roll d6. If Jedi Wanna-be, Troop, or Smart-Ass then 1-3 equal success. If Jedi Knight, Wookie, Troop Leader then 1-4 [...]]]></description>
			<content:encoded><![CDATA[<h2><em><strong>Play structure:</strong></em></h2>
<p><strong>Make characters</strong>: 1. Name. 2. Type: Jedi Wanna-be, Jedi Knight, Jedi Master, Troop, Troop Leader, Wookie, or Smart-Ass 3. Description 4. Pick 4 skills that character will always fall back on.</p>
<p><strong>Resolution Mechanic</strong>: Roll d6. If Jedi Wanna-be, Troop, or Smart-Ass then 1-3 equal success. If Jedi Knight, Wookie, Troop Leader then 1-4 wins. If Jedi Master 1-5 wins. If fail, $hit hits the fan. The GM ends scene in a bad way and starts a new one. PCs never die. Each group must have one 1-3 success type and can have only one Jedi Master. Everything said by a player happens, but if the roll fails it didn&#8217;t do enough to influence the scene.</p>
<p><strong>Scenes</strong>: Action happens in scenes. The GM describes the scene. Picks a number for how many successes are needed to complete the scene, writes it on a hidden piece of paper. GM makes $hit happen. Players respond using their character&#8217;s skills. If successes pass the number to complete scene, move to next scene.</p>
<p><strong>Types of Scenes</strong>: Running, Chasing, Fighting, Training, Charactering or Negotiating. Each game must have 4 of these.<br />
<strong>Special Scenes</strong>: Opening Scene (GM lays it out), Ending Scene (Players wrap it up and set up next game.) Each game starts with an Opening Scene and Ends with an Ending Scene.</p>
<p><strong>Winning or Losing</strong>: 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.</p>
<p>&gt;Success = Ends like Episode IV &#8211; Kind of happy, but a little dark.<br />
&gt;Bad Way = Ends like Episode V &#8211; All seems lost.<br />
All Success = Ends like Episode VI<br />
All Bad Way = Ends like Episode III<br />
= Ends like Episode II<br />
Everyone quit early = Ends like Episode I</p>
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