X-Wing RPG

By Alphastealer, in X-Wing

Hi All,

What are the thoughts on a X-Wing based RPG.

My idea is to use the existing X-Wing game system. The RPG element comes in the form of missions and pilot/ship development over a campaign. Players would play either Co-Op or alone against other players and/or a GM.

As an example:

Players start with 25 points. With these they must purchase a ship with a generic pilot. There will be limitations on the type of upgrades available per round and the transition point to a named pilot. After a few missions players will have the option to either add a generic wingman or upgrade to a named pilot.

The GM will run each round. Players will have a common known objective, and each player will have a unique secondary objective.

Each round players will gain points to spend on upgrades or additional ships. The number of points will be based on mission completion. The points spread will not be too high per round to prevent some from falling too far behind. Rather, those who score more points than the than the threshold will bank them for later use.

Missions will be quick initially and get a bit longer as the points grow per round.

I am still to work out the specifics but as an overall idea what are the thoughts?

Check out one of the threads about Heroes of the Aturi Cluster. It's almost that exact thing

Edited by piznit

I've been working on a campaign, it totally works, but feels a bit dungeon crawly to me.

HotAC is what you're looking for - as the others have said, it's very good

Also, consider checking out the Age of Rebellion RPG by FFG. It doesn't use the X-Wing rules, but it is totally capable of running a pure RPG setting based around pilots. It's an excellent RPG. For bonus points, the X-Wing is pretty much the best starfighter in the game.

've daydreamed about using X-Wing for the flying bits between the "proper" sessions of the Star Wars RPG, not that I have the gaming group for that.

Also, consider checking out the Age of Rebellion RPG by FFG. It doesn't use the X-Wing rules, but it is totally capable of running a pure RPG setting based around pilots. It's an excellent RPG. For bonus points, the X-Wing is pretty much the best starfighter in the game.

Ywing disagrees. Action economy is king, and while the Xwing can carry a pilot and PC droid for two sets of actions, a Ywing can carry a pilot, gunner, and PC droid for 3 sets of actions.

Now if you just have 2 PCs, I'll grant that 2 Xwings with NPC droids beat 1 Ywing with an NPC droid.

The problem that i have ultimately had with HotAC cluster that doesnt truly make it an RPG is that you're not actually role-playing as a character. HotAC is not an RPG- it's a progression-based game.

The problem that i have had with Age of Rebellion is that it's starfighter combat isn't interesting.

So just... Have an Age of Rebellion campaign, but when you do space battles, play X-Wing/HotAC. This allows for a much broader experience, as ground combat for the characters is now possible as well, and the possibility of a sweeping, interesting story is possible as well. If you like the HotAC missions a lot and want to keep doing them, that's fine. Just create a backstory, set-up missions for them, and allow people the chance to truly play an RPG.

It's a win-win.

The problem that i have ultimately had with HotAC cluster that doesnt truly make it an RPG is that you're not actually role-playing as a character. HotAC is not an RPG- it's a progression-based game.

The problem that i have had with Age of Rebellion is that it's starfighter combat isn't interesting.

So just... Have an Age of Rebellion campaign, but when you do space battles, play X-Wing/HotAC. This allows for a much broader experience, as ground combat for the characters is now possible as well, and the possibility of a sweeping, interesting story is possible as well. If you like the HotAC missions a lot and want to keep doing them, that's fine. Just create a backstory, set-up missions for them, and allow people the chance to truly play an RPG.

It's a win-win.

You're on the right track, but you're not thinking big enough.

Use Age of Rebellion for the basic story.

Use Armada for the large space battles.

Use X-wing for Missions and small fighter battles in Armada involving the characters.

Use Imperial Assault for Ground Missions.

Aaaaand you've got enough to do for an entire week. :)

The problem that i have ultimately had with HotAC cluster that doesnt truly make it an RPG is that you're not actually role-playing as a character. HotAC is not an RPG- it's a progression-based game.

The problem that i have had with Age of Rebellion is that it's starfighter combat isn't interesting.

So just... Have an Age of Rebellion campaign, but when you do space battles, play X-Wing/HotAC. This allows for a much broader experience, as ground combat for the characters is now possible as well, and the possibility of a sweeping, interesting story is possible as well. If you like the HotAC missions a lot and want to keep doing them, that's fine. Just create a backstory, set-up missions for them, and allow people the chance to truly play an RPG.

It's a win-win.

You're on the right track, but you're not thinking big enough.

Use Age of Rebellion for the basic story.

Use Armada for the large space battles.

Use X-wing for Missions and small fighter battles in Armada involving the characters.

Use Imperial Assault for Ground Missions.

Aaaaand you've got enough to do for an entire week. :)

Well, my local group that's doing this is getting ready to mix in Armada for the big final space battle.

Although personally, i vastly favor AoR's ground combat system to Imperial Assault.

The way we do it, AoR provides the basic framework for gameplay, which is supplemented by X-Wing and soon to be Armada.

But, uh... if anyone's interested, i'm trying to start another campaign just like this for Tabletop Simulator. If you want to play, you should contact me on Steam. http://steamcommunity.com/id/razgriz25thinf

Edited by Razgriz25thinf