X-Wing+WEG RPG

By Kyle Ren, in X-Wing

Hey, everyone!

I was super excited today that my reprint of the WEG RPG came in today! Looks really fun.

So I'm looking to come up with rules for combining it with X-Wing!

The reasoning behind this is that this RPG exists very cheaply in many places and is a good basic, low entry cost RPG that might combine with X-Wing for a fun HotAC-like experience rather well.

Maybe some of you would be interested in joining me and helping write the rules? I created a Discord server for that, please PM me if you're interested and I'll send you the invite link.

Also watch this thread, because if anyone's interested I'll be posting periodic progress updates here. :)

Still waiting for my copy, I suspect as with most of the books the U.K. release is later than the US release. There was a starfighter combat companion game (I have a copy somewhere) so adaptation shouldn’t be too tough.

Are you aiming for an RPG with the WEG system but using X-Wing as a replacement for the space combat rules? Or something more like HotAC that's all space combat with an RPG-style pilot advancement system? Either way I'm intrigued (but I probably don't have time to playtest). Were you planning to use second edition X-Wing as a basis, or first?

One thing to consider with this kind of project is the boundaries between the do-anything freeform nature of an RPG versus the cut-and-dried rules of a miniatures game. For instance, I had a campaign going of FFG Star Wars where I did custom X-Wimg missions for players a few times. One thing that came up was that after an enemy ship dropped a proximity mine, one of the players wanted to try to shoot the mine. That's not within the X-Wing game system, but it's the kind of thing that should be possible in a Star Wars RPG. Just a thought.

Meh. I've yet to see a SW RPG that satisfies me. FFG came close, but not close enough.

Ah, the D6 RPG. I've spent a LOT of time trying to reconcile what the WEG RPG said about the ships, with what we see on screen. I was surprised to discover that in their system the X-wing was actually MORE maneuverable than the TIE fighter (which coincidentally seems to line up with the production chart for RotJ) when all the subsequent systems (especially the X-Wing computer games and EU literature) made it the other way around.

This brings back fond memories of Star Warriors , the WEG SW ship game (played on a hex-map). It was a super fun game, and integrated directly with the RPG.

I love combining RPG with XWing miniatures. My only piece of advice is that if you're using the Xwing rules as a starting place for space combat, you need to give the players tons of advantages. For example, all player ships should get multiple actions and Regen and possibly a way to fix hull damage.

2 minutes ago, Incard said:

I love combining RPG with XWing miniatures. My only piece of advice is that if you're using the Xwing rules as a starting place for space combat, you need to give the players tons of advantages. For example, all player ships should get multiple actions and Regen and possibly a way to fix hull damage.

Or they just need to git gud :D

I went down the path of trying to combine X-Wing with The new FFG roleplaying system. It just wasn’t a good fit, as the RPG is more story based than tactical, even in combat. In the end, I still use the minis, but we’re using the RPG rules for battle. Movement and positioning are more narrative, and when more than a single character ends up on the same ship they all have things they can do. With the minion rules, I found I needed as many of each type of ship I wanted to use, as the ‘chaff’ in combat. I also use Armada ships for when the players are doing something involving larger ships. It’s nice that many of the X-Wing ships are represented at this scale as well. Also, FFG’s flavor of the RPG has stats for almost all the X-Wing and Armada ships.

6 hours ago, Dasharr said:

Are you aiming for an RPG with the WEG system but using X-Wing as a replacement for the space combat rules? Or something more like HotAC that's all space combat with an RPG-style pilot advancement system? Either way I'm intrigued (but I probably don't have time to playtest). Were you planning to use second edition X-Wing as a basis, or first?

Yeah, exactly, an RPG with X-Wing minis for space combat. Second Edition will probably be a great place to start since the bases have all the arcs printed so it's easy to explain outmaneuvering ships and such.

I'm not sure yet how much of X-Wing I'm going to incorporate honestly. Might work better to keep the arcs, maneuvers, and ranges from X-Wing but have all the statlines and combat dice be the same as in the RPG.

I still have my books from the ‘90s. Did the new release change anything?

1 minute ago, TreebeardTheEnt said:

I still have my books from the ‘90s. Did the new release change anything?

Nope, just gave us some nice new hardbound books of it! :)

I'm thinking a lot of people will see this sitting in the game store next to the X-Wing stuff now and maybe want to try it out, so it might be the ideal time to come up with simple, non-confusing way to combine these with X-Wing

4 minutes ago, TreebeardTheEnt said:

I still have my books from the ‘90s. Did the new release change anything?

I’m a bit of an RPG hoarder, and the WEG Star Wars game is a favourite. I still have pretty much everything they did. I’m still getting this version though.

10 hours ago, Major Tom said:

I’m a bit of an RPG hoarder, and the WEG Star Wars game is a favourite. I still have pretty much everything they did. I’m still getting this version though.

Yeah I still have all of my resource books. Of course my friends and I all much preferred the second edition of the RPG, which improved a number of things (the main one I remember is making attacks against things of different scales, like an X-Wing shooting a star destroyer). I really wonder why FFG chose to reprint the first edition rules... :huh:

Nostalgia at a guess. Plus if it sells they can bring out the second edition and devised & expanded second edition on their anniversaries...

?

First ed did some things better I think. The alien species rules in 1e prevented the 6d Strength Wookiee problem in 2e. 1e also had nice broad skills that fit Star Wars better than the highly specific skill list of 2e (where flying a swoop bike is an entirely separate skill from a speeder bike). If I were to ever run a Star Wars RPG again I think I would pass over both FFG's system and WotC's Saga Edition for a WEG hybrid of 1e and 2e d6.

The ONLY reason I would consider buying the WEG rpg is so I could burn it in a fire.

Personally, I think the FFG game is far superior.

1 hour ago, That Blasted Samophlange said:

The ONLY reason I would consider buying the WEG rpg is so I could burn it in a fire.

Personally, I think the FFG game is far superior.

I don’t think the WEG version is horrible, but our gaming group really embraced the play style of the new FFG line. If you haven’t tried it, I do reccomend it. Minis in this game are really just used to denoted players/ships locations. The mechanics of battle (shooting, moving, pursuit) are handled via the narrative approach, building a story. Still, it’s nice to have visual reference to the situation, and the X-Wing ships (and the old minaitures line) really add to the game even though they aren’t as neccesary as with other RPGs.

My brother and a friend are planning to start a hybrid WotC Saga/X-Wing campaign this, I'll let you know how it goes if I remember! As far as I know, it's just Saga for ground, X-Wing for space. We've been warned it will be bloody.

39 minutes ago, RookiePilot said:

I don’t think the WEG version is horrible, but our gaming group really embraced the play style of the new FFG line. If you haven’t tried it, I do reccomend it. Minis in this game are really just used to denoted players/ships locations. The mechanics of battle (shooting, moving, pursuit) are handled via the narrative approach, building a story. Still, it’s nice to have visual reference to the situation, and the X-Wing ships (and the old minaitures line) really add to the game even though they aren’t as neccesary as with other RPGs.

Honestly, my hate for the WEG stems mainly from the multitudes of people that go into threads/forums/websites devoted to different versions of Star Wars RPG’s and say how great the WEG game is. It was mediocre - so at least on par, if slightly better than WotC’s version, and clouded by nostalgia.

Having played every version of the Star Wars RPGs, I truly find FFG’s game is the best.

I think maybe the difference in the games has to do with how "open-ended" you want the experience to be. I'm usually the GM in my campaigns, and what bothers me about the FFG system is that the dice sort of tell you everything you have to do, so there's less options immediately available to the GM. There's not less creativity per se, but sometimes you really want to be able to influence things so that a particular set of circumstances don't derail the entire story and the FFG dice just don't let you do that. They also take a long time to set up the dice pool, roll, and interpret the dice pool.

My biggest problem with the FFG system though is the number of extra sourcebooks and rules for character progression and item crafting. One campaign I tried to run, a player spent hours and hours researching various rules and stats trying to powergame his character, and then when we played the game he told me I had to let him craft certain weapons certain ways and I had to let him do all kinds of other cheesy shortcuts to the campaigns because the rules said so. After that experience, I'm kind of done trying to play any RPG where the core rules are that complicated and/or are located across like 5 different sourcebooks.

Edited by Kieransi

West End Games was located just outside Scranton PA. The game store that bought out there stock still had piles of books and miniatures in the early 2000’s so I was able to get the few books I was missing. But having a non-ripped core book would be nice.

5 hours ago, Kieransi said:

I think maybe the difference in the games has to do with how "open-ended" you want the experience to be. I'm usually the GM in my campaigns, and what bothers me about the FFG system is that the dice sort of tell you everything you have to do, so there's less options immediately available to the GM. There's not less creativity per se, but sometimes you really want to be able to influence things so that a particular set of circumstances don't derail the entire story and the FFG dice just don't let you do that. They also take a long time to set up the dice pool, roll, and interpret the dice pool.

My biggest problem with the FFG system though is the number of extra sourcebooks and rules for character progression and item crafting. One campaign I tried to run, a player spent hours and hours researching various rules and stats trying to powergame his character, and then when we played the game he told me I had to let him craft certain weapons certain ways and I had to let him do all kinds of other cheesy shortcuts to the campaigns because the rules said so. After that experience, I'm kind of done trying to play any RPG where the core rules are that complicated and/or are located across like 5 different sourcebooks.

I have found the opposite with FFG’s dice system. Part of the issue I have found is most people are so used to the binary pass/fail system of many games.

If you have a group that is good at improv and thinking on your feet, the system opens up a lot.

Many games I've played you can say what you want to do in a round then you roll the dice to see if you succeed. The FFG system, you have to choose your core action (what skill to roll) and interpret how the dice modify the dice.

The skill roll is like drawing a storyboard for film/animation - (or more aptly a thumbnail) what you roll is how you actually film a scene, while the beats remain the same, minor variations alter how it shows - like filming a shot from different angles.

As to the powergaming tendancies of that player, once again, my experiences are someone like that will power game in ANY system you play.

As a GM, while I prefer the improv mantra of “yes, and..” there are times you get to say, dude, you are making this less enjoyable for me so please stop. Or NO! At least till I read everything myself. If you don't like that, I'm done, and YOU can run the game.

At the end of the day, if you enjoy weg, play it. But please don't come to the FFG forums and post nothing but “weg does it this way”, or “well in weg I can do this..”

1 hour ago, That Blasted Samophlange said:

As to the powergaming tendancies of that player, once again, my experiences are someone like that will power game in ANY system you play.

darths1675.jpg

1 hour ago, Ambaryerno said:

"It's a type of cheese"