Hi !
I'm a "relatively new" GM when it comes to the FFG Star Wars RPG, having GMed for a few weeks about 42 hours of game time, but I have more than 10 years of GMing tabletop RPGs, from d20 games like D&D 3.5e and 5th (never 4th!) to Mutants & Masterminds 2e, d6 Shadowrun 4th and 5th Ed. as well as GURPS 4th and some oWoD and nWoD. That said, I am a number cruncher at heart, learning D&D on the illicit school benches of the Character Optimization Boards, but I enjoy *and* remain critical towards too much or not enough of it. I have seen the excesses of crunch and optimization in D&D, the rampant abuses made possible in Mutants & Mastermind, and the fiddly and almost broken mathematics of trying-too-hard-to-be-realistic GURPS. So I came to the Star Wars RPG with a relatively fresh mind, hoping to be able to put my number crunching mind to rest and enjoy the storytelling.
But in all honesty, I can't.
Don't misinterpret me in advance, I know the Gaming-Narrativist-Simulationist model, and its successors, and I'm perfectly aware of the intentional Narrativist slant of FFG's SW. I agree mostly with it, and it's a refreshing approach. But I'm finding it hard to let go of my mathematical mind when I must constantly re-balance everything during the game to avoid my campaign from crumbling because of rules ambiguities, easily accessible overpowered combos or constant randomness in life-threatening situations (such as the critical hits rules). And I don't blame my players for it, because appart from one MTG-style "Johnny" (tournament player kind), most of the group plays it very narratively. I blame the ruleset for asking GMs to constantly invent rules to fill the gaps, something I used to be able to do a lot less.
I use rules in a sort of contractual "I trust you on this one" kind of mindset. I want the rules to be reliable so that after 12 hours of continuous game time, at 5 AM, I don't have to come up with non-stop on-the-fly adjudications for everything, and then regret it the day after. Trusting the rules is important, it frees one's mind for the more important agenda: making the story as flowing as possible.
Now, it's not a catastrophe, most of the rules hold pretty well, and I can adjudicate a lot of those rules without breaking a sweat. I can live perfectly well with rules ambiguities, but I find them way too rampant for me and my groups enjoyment. Until now, I've managed to hold the floodgates and take bullets away from the ruleset when my player's suspension of disbelief was strained. After all, I'm the one who convinced them to trust me on this one and buy a bunch of cute little colored dice. I fully intend to continue my campaign, but I just need to vent my frustrations.
Why no clear rules on Stealth and Perception, its effects on combat? On the effects of Misdirect's "cannot be perceived" effects? Why do I have to adjudicate grenades when in a small room, when the rules should obviously have covered it? Why does the Autofire rule with Jury Rigged mean I can't have any Nemesis survive a single round, not to mention having a single Disrupter pistol/rifle with Lethal Blows auto-kill NPCs on a die roll? Why does cover do so little (1 or 2 setback dice) when it's strongly suggested PCs should be able to dress like Han Solo and Chewie?
Why do I have to check Wookieepedia more than the rulebook to tell if the team's ship should be equipped with a Hypertransceiver, I mean, if they are going to spend days in Hyperspace, I better be able to tell them if they can communicate with the exterior?
Why is it that a lightsaber wielder doing the cinematic Reflect of baster bolts has a higher chance of being disarmed through Triumph/3 Threats, and then killed, something we almost never see in the movies? And if someone replies: "well, as GM you can disallow it", then I say nay! I know I'll have to arbitrate stuff, but can I at least expect common case stuff being clearly explained? One does not simply adjudicate out of thin air, a GM needs a basic system with enough clarity to avoid having to invent stuff all the time.
My point is certainly not about the examples above. My point is beyond that. I'd like to avoid the discussions from becoming about whether or not such and such an example can be explained by this or that. This would only end in more examples, and would miss the point (and I can use the search function to read advice, which is what I've done for months before writing this). My beef is with a philosophy, one which confuses lack of rules with better Narration and clarity of rules with endless rules-layering and munchkinism. A philosophy where GM adjudication and arbitrary power to house rule everything is confused with GM empowerment, even when we all know that GMs will always house rule everything: we don't need to be told not to use rules we don't like. ![]()
If the suggestion always comes back to "as GM, if you don't like it, change it", we are not really having a discussion. Everybody knows (or should!) that they can write house rules or adjudicate. My point is that I can't NOT do it all the time. If I simply can't trust the rules, what's the point of buying books? I wrote an entire campaign using Wookieepedia, blogs and websites, after re-watching the movies, TCW, reading comics, etc. I'm super excited by the prospect of my players going through the adventures (including parts of published ones like Beyond the Rim). As far as fluff is concerned, I'm overjoyed. But I fear the rules won't hold.
I'm sorry if this rant was long. This is certainly not a case of "blah blah blah, I threaten to stop playing". Because I intend to use every ounce and inch of this game. I also happen to truly love too many things with this RPG (like the mixture of class and point-based character creation, pure genius!) to simply go the apathetic way and shut up about it. It's a testament of my appreciation for good game design that I'm writing this.
I'm also french, and ranting is... you get the point.
