I was dismayed, I admit, that the F&D iteration did not center on the prequel era. But the more I play it, the more I appreciate its subtleties and charms. The Order of Romund is kicking ass protecting the downtrodden and exploring cool vergences. Just wanted FFG to know.
Won me over
I was dismayed, I admit, that the F&D iteration did not center on the prequel era.
I'm betting your probably alone there ![]()
And even if you're not, it's a no-brainer that FFG would choose the least contentious era over the most contentious one. Very few gamers are not passingly familiar with the original movies, while almost half of my group haven't seen the prequels or sequels.
But srsly, the game is fairly agnostic in that regard, and its' dead easy to set it in some other era or one of your own making. A name change or two for the Good Guys and Bad Guys and you're playing in the Disney era. It takes small tweaks and a few house rules to play in the prequel or Old Republic era. The Force is still the Force, there's always an Evil Empire with armoured minions and plucky rebels of some description.
I made my campaign from scratch. Other people have converted it to Fantasy or the like.
Edited by MaeloraWhat Maelora said. The devs have flat out said, from the start, that the game line is set between Episodes 4 and 5. So it's not a real shock with F&D that they did this. But they've also said, multiple times, that there is nothing at all stopping you from using the rules in other eras. In fact, I would say that F&D is actually super easy to reskin for Old Republic, as several of the classes are basically right from the game era, even by name.
My campaign is set in Old Republic times, and given the fact that most of Star Wars stuff is reskinning the original movies, you, sadly, don't have to do much at all to make it fit other eras. Old Republic still has Star Destroyer shaped ships for the Bad Guy Empire. The Republic has trooper soldiers who look pretty much identical to the clone troopers...even though it's 5000 years ago. The Republic still uses Jedi, and Protocol Droids, and Astromechs and Wookies as copilots for Smugglers. Still uses those weird aliens in that band from the cantina, still uses Hutts to be crime bosses, etc etc, you get the idea.
There's really not much in the way of anything "new" with Star Wars, no matter what era you look at. So feel free to use it however you want. The rules and tech work just fine. You basically just need to rename some of the organizations, that's about it.
I was dismayed, I admit, that the F&D iteration did not center on the prequel era. But the more I play it, the more I appreciate its subtleties and charms. The Order of Romund is kicking ass protecting the downtrodden and exploring cool vergences. Just wanted FFG to know.
I was kinda wondering why they didn't have the prequel books as well. Maybe it's something for the future I suppose.
The three lines should be compatible and once you go into the prequel area it becomes complicated as the clone troops become to good and not so good guys, the republic is lead (spoilers!) lead by the sith, the separatist are lead by the sith as well. The manolariens are pacifists who lead 2000 neutral worlds who all say "let the separatists go". It becomes complicated and everything is overshadowed by the clone wars which are in scale much, much bigger than the galactic civil war, and in all irony the clone wars are the real civil war as the rebellion against the empire is more of an interlude and follow up to the clone wars.
Edited by SEApocalypseI doubt it. They've said pretty clearly they are keeping the line Post-New Hope. I'm not really sure what they would need to specialize about the prequel era anyway? I mean, we have plenty of source material for it. The prequel movies, the clone wars cartoon, Rebels. The mechanics won't be different, just the names of some of the unique NPC's, and some of the organizations. That's about it really.
And that's easily handled by the GM.
KungFuFerret is quite right on this one, and I'll back him up.
I've run KotOR era games with these three lines just fine. Stormtroopers are Sith Troopers, and I never let a Mandalorian be anything less than a Rival (person decision). The Jedi work fine, lightsabers work fine, scoundrels and spaceships work fine - everything works if you just ratchet down the expectations of power level... Same goes for the Prequels - rename some stuff and don't expect god-like PCs, and it works great. If the SCALE is your objection, and you love mass battles, and heroes fighting a hundred battle droids and winning unscathed, then you're trying to bolt something onto the system that FFG never intended, and I would highly recommend D20's power curve to match your desires.
Honestly, Star Wars has been reborn and re-envisioned a million times but it's always the same: soldiers in armor and triangular capital ships, cowardly officers, the Jedi are good, the Sith are bad (and behind all the armored armies), scoundrels still fly hunks of junk on the fringe, politics still bog everything down. You just re-flavor some stuff and go on, and keep the stories about the characters.
KungFuFerret is quite right on this one, and I'll back him up.
I've run KotOR era games with these three lines just fine. Stormtroopers are Sith Troopers, and I never let a Mandalorian be anything less than a Rival (person decision). The Jedi work fine, lightsabers work fine, scoundrels and spaceships work fine - everything works if you just ratchet down the expectations of power level... Same goes for the Prequels - rename some stuff and don't expect god-like PCs, and it works great. If the SCALE is your objection, and you love mass battles, and heroes fighting a hundred battle droids and winning unscathed, then you're trying to bolt something onto the system that FFG never intended, and I would highly recommend D20's power curve to match your desires.
Honestly, Star Wars has been reborn and re-envisioned a million times but it's always the same: soldiers in armor and triangular capital ships, cowardly officers, the Jedi are good, the Sith are bad (and behind all the armored armies), scoundrels still fly hunks of junk on the fringe, politics still bog everything down. You just re-flavor some stuff and go on, and keep the stories about the characters.
Uhm the prequels show the jedi is rotten to the core. Corrupted by the dark side and the war, arrogant already before the war, failing to protect the innocent and becoming a symbol of death and destruction. The only reason why Palpatine did not adopt downright the whole order was the rule of two, and he even kept the temple guard as his high inquisitor …
Barriss was absolutely right. An army falling to the dark side, failing to protect.
I would say the broad group didn't live up to it's ideals, but TCW showed that, when on their own, a lot of them were pretty upstanding. Pretty much, every time an episode featured a master, they all embodied many of the principles that the order taught.
Honestly, Star Wars has been reborn and re-envisioned a million times but it's always the same: soldiers in armor and triangular capital ships, cowardly officers, the Jedi are good, the Sith are bad (and behind all the armored armies), scoundrels still fly hunks of junk on the fringe, politics still bog everything down. You just re-flavor some stuff and go on, and keep the stories about the characters.
Our Sith are okay, if pretentious, and our Jedi are utter scumbags... (Well, not completely, but we got to see what happened if Order 66 hadn't allowed them to reboot from scratch...)
But otherwise, yeah, MM and KFF are quite right.
Star Wars always reuses the same old tropes, for good or ill. One of the benefits is that it's very easy to run games in other eras if you wish.
I think they just went with the original era because everyone likes it, and Disney will want to keep the focus on that, or their current stuff.
Edited by MaeloraI would say the broad group didn't live up to it's ideals, but TCW showed that, when on their own, a lot of them were pretty upstanding. Pretty much, every time an episode featured a master, they all embodied many of the principles that the order taught.
You mean like when the tortured a that guy with mind-control? Or all the times when ani strong-armed people to do his bidding while Obi-Wan telling him afterwards how Naughty he was. but not even Blinking when that lightsaber was on the throat of some witness / unarmed captive? Or the time when Windu wanted to execute the elected chancellor of the republic without trial for his religion? Or that time when Yoda admit that his whole lead of order was based on his fear and this was his mistake during the whole clone war? Or the time when Yoda dismissed the will of the force and refused to train the chosen one? Or the time when General Pong Krel decided the kill as many clones as possible to join Doku. The list goes on and on. It starts already before the clone wars and the longer that war last the weaker the connection of the jedi to the light side becomes.
I say it again: Barriss was absolutely right. In the end the jedi were so dull to the suffering of others that even CT-5555 self-sacrifice and warning from Order 66 was ignored. Someone ******* told them about the bio-chips and begged the jedi to help his brethren. Damnit Fives was a greater man than any Jedi of his era, believing in his friends, brothers, commanders and the republic till the end, fighting for them and dying for them.
KungFuFerret is quite right on this one, and I'll back him up.
I've run KotOR era games with these three lines just fine. Stormtroopers are Sith Troopers, and I never let a Mandalorian be anything less than a Rival (person decision). The Jedi work fine, lightsabers work fine, scoundrels and spaceships work fine - everything works if you just ratchet down the expectations of power level... Same goes for the Prequels - rename some stuff and don't expect god-like PCs, and it works great. If the SCALE is your objection, and you love mass battles, and heroes fighting a hundred battle droids and winning unscathed, then you're trying to bolt something onto the system that FFG never intended, and I would highly recommend D20's power curve to match your desires.
Honestly, Star Wars has been reborn and re-envisioned a million times but it's always the same: soldiers in armor and triangular capital ships, cowardly officers, the Jedi are good, the Sith are bad (and behind all the armored armies), scoundrels still fly hunks of junk on the fringe, politics still bog everything down. You just re-flavor some stuff and go on, and keep the stories about the characters.
Uhm the prequels show the jedi is rotten to the core. Corrupted by the dark side and the war, arrogant already before the war, failing to protect the innocent and becoming a symbol of death and destruction. The only reason why Palpatine did not adopt downright the whole order was the rule of two, and he even kept the temple guard as his high inquisitor …
So how does that warrant new mechanics, specs, stat blocks, etc? You say you want a source book, but only quote narrative changes as reason for it. So I'm kind of confused... Could you explain your reasoning behind why there needs to be a Prequel-specific sourcebook?
So how does that warrant new mechanics, specs, stat blocks, etc? You say you want a source book, but only quote narrative changes as reason for it. So I'm kind of confused... Could you explain your reasoning behind why there needs to be a Prequel-specific sourcebook?
I did not say I need a source book to play in that era. A GM can perfectly fine rune any of the 3 current lines already with just one CRB. The rules are the same in all of them, the narrative and how this translates to style, flavor, fluff, etc … the lines are a lot more blurred in the clone wars, the Jedi Order does not send apprentice alone either, the clone war itself overshadows the scum side of the galaxy much more as well, with Maul relaying all the major syndicates under his banner, while Palpatine and Dooku taking control of separatist and the republic. Hard to build a new line on that mess, hard to compress it into a few source books either. Besides, don't you think it is silly to say that narrative reasons are not enough for a source book? Especially in a system for core mechanics are narrative.
What I did say was that building stories within the clone wars area are much more overshadowed by the war than anything in the galactic civil war area. It a messy area, much more chaotic and unstable. Things can escalate much quicker and overall I don't think it would be a good area for FFG to start a line. The galactic civil war has much more room for players imho and a good amount of lower power-levels as well. If a group wants to dive deep into the clone war era they can still do so, they will find a much less black/white world with more villains and corruption than the empire ever had and with a lot forces which can challenge vader and even palpatine.
Would a clone wars splatbook on the background be helpful? I guess so, but I don't see it worth the trouble, I don't see if worth the trouble for FFG. And as rich and full of greys, corruption, secrets and intrigue the whole thing is, it would not be an easy task to write properly either. Completely different from the light material which FFG is releasing which silly tables for crafting and flying and full with gadgets sprinkled over all publications. Though I admit the clone wars have enough special gear and equipment to fill a whole book on their own, but that would be the most boring way to approach the clone wars … and I would really hate to see such a simple book.
I am running a campaign set 25,000 years before the movies. It's about the first Jedi (Je'daii) and takes place on the planet Tython. The setting is a mashup of different styles, Eastern Martial arts (Traditional Je'daii garb), New West (Imagine Firefly; also the poorer class), and steampunk Victorian (Upper class). Also the technology is Steampunkish, but instead of steam it's based off the Force and crystals. There is no light or dark, only maintaining a balance.
It's actually the second time I have run this campaign. I got the original idea out of the old Star Wars Chronology book from a paragraph about the origins of the Jedi. I ran my first campaign about 10 years ago and it was fantasy based. This new one takes place 1000 years after the first campaign, and there are even descendants of the original characters in the game that the players are playing.
I am running a campaign set 25,000 years before the movies. It's about the first Jedi (Je'daii) and takes place on the planet Tython. The setting is a mashup of different styles, Eastern Martial arts (Traditional Je'daii garb), New West (Imagine Firefly; also the poorer class), and steampunk Victorian (Upper class). Also the technology is Steampunkish, but instead of steam it's based off the Force and crystals. There is no light or dark, only maintaining a balance.
It's actually the second time I have run this campaign. I got the original idea out of the old Star Wars Chronology book from a paragraph about the origins of the Jedi. I ran my first campaign about 10 years ago and it was fantasy based. This new one takes place 1000 years after the first campaign, and there are even descendants of the original characters in the game that the players are playing.
This is awesome. I don't know whether to say "high five" or "may the force be with you."
I am running a campaign set 25,000 years before the movies
So you best be starting a thread and posting your game notes. Lets see your groundwork!