I'm curious if anyone has tried running combat narratively i.e. not using structured time. If so, how did it go? What changes, if any, did you need to make to the rules to make it work?
I've found that nailing the cinematic feel of Star Wars combat has been tough for me and I'm feeling that structured time might be playing a part in that, particularly the concept of actions and maneuvers. It's tough to pull off cool things when you're limited to, essentially, move and shoot or move, aim, and shoot. I'm wondering if opening it up to more free form ideas (e.g. I run up to the Stormtrooper, knock him over, grab his gun, and shoot the other Stormtrooper with it) could help the game feel more dynamic. That particular example would require several rounds to accomplish with the RAW system and the Stormtrooper would have at least 1 full turn somewhere in there.
Anyway, thoughts?
Edited by ddbrown30