X-Wing Saga RPG

By Ulf Beorstruk, in X-Wing

https://drive.google.com/file/d/0B_Ialxdpp9QBNEQzSURyN0Q3X0k/view?usp=sharing

X-Wing Saga is an attempt to introduce an RPG element into X-Wing, specifically calling back to the Star Wars Saga roleplaying system. The intention is that the vast majority of the in-game combat will take place using the X-Wing system, which remains largely unchanged. Character statistics and skills are introduced to provide a framework for roleplaying outside of combat, while talents and class abilities allow your character to become a more skilled and dangerous pilot throughout their career.

It is important to note that this system takes on a more cinematic approach to characters, treating them as heroes far beyond in ability what even elite aces can do a standard X-Wing game. These are not meant to be balanced in the way a competitive game must be. While heroes have a wide suite of abilities, they are also often facing off against overwhelming odds or seemingly impossible tasks, or might suddenly find themselves up against an enemy Non-Player Character every bit as skilled as them. This is not a game about competitive balance, but storytelling within the X-Wing system.

These rules also draw inspiration from EU sources such as the Rogue Squadron and Wraith Squadron novels, and flight sims such as X-Wing and Tie Fighter. Some changes have been made to better reflect these sources, including placing a greater emphasis on munitions and making ion weapons far more dangerous.

The rules as presented assume some familiarity with both the X-Wing and Star Wars Saga roleplaying system, although it should be recognizable to anyone with experience with a d20 game. Most of the actual gameplay rules of the Saga system are not referred to as combat is intended to be almost entirely using the X-Wing system. However, it can be integrated into a more full version of the Saga RPG very easily.

Initial alpha testing has been done, but we would greatly appreciate any feedback or comments.

So basically it's X-Wing plot armor edition.

Edited by incinerator950

So basically it's X-Wing plot armor edition.

Heh, no. You'll die. A lot.

It's an RPG game that uses X-Wing as the combat mechanic, instead of grid or hex based systems.

Looks fun!

That definitely looks cool. I guess it hinges on what the missions / encounters / modules are like. Do you have any made up we can try?

So basically it's X-Wing plot armor edition.

Heh, no. You'll die. A lot.

A less casual Aturi Cluster, lol. It's almost impossible to die in HotAC

I'll definitely check it out. Vehicle mechanics have definitely always been a weak point of Star Wars RPGs (or RPGs in general).

On 2016-12-06 at 11:21 AM, No Pickles said:

That definitely looks cool. I guess it hinges on what the missions / encounters / modules are like. Do you have any made up we can try?

I am working on a module right now, based on one of the sidequests we played through in our alpha-testing campaign.

Having a GM running the NPCs makes a big difference in difficulty, as even the best AI procedural system has limits. The enemy's cards being hidden also makes it a lot harder than you might think, as even a humble Scyk could suddenly have a lot of difficult options. There are definitely things on the players' side, like more munitions, but one of the aims was to make PCs much more skillful, but not a whole lot more survivable.

Edited by Ulf Beorstruk

I have a module for anyone that wants to give it a try.

Dragons of Mandalore

Journey deep into the Mandalore system to meet with an underworld contact and recover a lost technology. Hutts, pirates, warriors and an ancient guardian stand between you and your prize. Go in guns blazing, or use stealth, diplomacy and deception to overcome the Dragons of Mandalore.

https://drive.google.com/file/d/0B_Ialxdpp9QBTHpDaVdTY2ZkSUE/view?usp=sharing