One of the things I sometimes get grumpy about in Star Wars RPGs, compared to some others, is, when I start to build my character, I need to ask the GM:
- Are you allowing Jedi, or at least "lesser" Force-users?
- Will it be a more land-based game, or a "snub fighters in space!" theme?
Other games have their variety of classes, and "wizards, fighters, clerics, and rogues" basically fit in, regardless of what your game entails, while deciding if you will be a proficient rider, or if the game will feature much mounted combat, isn't a huge issue. In many Star Wars games, though, one needs to know, or at least I did, if we will fight Stormtroopers and thugs, or if we will fly X-Wings, and fight TIE Fighters. If you don't specialize in the one, you won't be as good, while if you aren't in the right theater, if you will, numerous of your abilities will be mostly useless (Wedge Antilles might be awesome, but I'm not looking to get into a bar fight, or have him help infiltrate an enemy stronghold, at my side). Saga Edition got to the point where, and I love them for it, they had to give additional rules for using various things in space scale, whether your personal ability could effect a ship, your ship weapons were the right variety to benefit from your abilities, and how the Force could effect you (anyone who saw the crap that was Battle Meditation in the core book probably cried, and this book only made it marginally better, considering what it was described as doing in the materials.), but they had to, as Ace Pilots were great at that, and crap at other things, with their fighteers taken away, and many of their talents then not applying. If you are a good pilot, landing on the enemy base, and having to leave the fighter, to go pistoleering the bad guys seemed a waste, while many land-based characters didn't have true skill flying anything, and only wanted a starship to take them from one field to another, possibly even piloted by an NPC, who might watch the ship, while you were off, being a hero.
So, how does this system handle this? Can you, somewhat easily, cover both "dungeon crawling" and dog-fighting in a ship, with the same character, or does your GM need to decide if you are "Rogue Squadron", or the Endor Infiltration Team, and then basically stick with it? I know that AoR gives you a squadron of Y-Wings as an option, or a shuttle (even though the Rebellion really only had one, or two, of those Lambdas), but then not having the other sort of locks you out, while the one is not really convenient for the other job. How varied can you get away with being, before you have too many fingers in too many pies, and aren't really good at any of them? I like fighter pilots, but I'm not sure how many varied builds they really need, and then the rest of the book feels more like it's there for when your group isn't pilots.
Your thoughts would be helpful, thanks. ![]()