MarthWMaster said:
Here are some themes that I think express Star Wars particularly well, and should be reflected in any system built around the setting:
- The Force moves through all things. Even if it can't be seen by non-Force-sensitives, it is ever-present, guiding the course of events to either the light side or the dark side.
- The Empire has far greater might than the Rebellion, and is able to frighten worlds into submission with the threat of its massive fleets. Effectively, the Star Destroyers themselves wield political influence, merely by being present.
- The Rebellion is weak, but is growing stronger as it secures alliances with sympathetic worlds. What it lacks in brute strength, it makes up for in its tenacity, being all but impossible to stamp out of existence entirely. Their war against the Empire will always be a long-fought battle, but should become easier as they develop stronger ties with the groups opposed to the Empire's existence. Thus, a typical game ought to favor the Rebellion the longer they survive.
- Heroes and villains are at the core of the saga. Though both Rebellion and Empire alike employ large numbers of conscripts, it's the named characters who dominate the scene. Though it should be possible to build a deck entirely around mooks (especially for the Imperial player should there be that option), design should be built to encourage the use of unique characters. Also, given the fact that death is a somewhat minor theme in the saga, there should not be a separate "dead" pile in Star Wars like there is in Thrones. Again, the latter setting is all about bad stuff happening to your favorite characters, and so having a dead pile suits that game, but the same thing would be wildly inappropriate for a Star Wars game. I suppose there could be a card called "Noooooo!!" that removes a killed character from the game, but this would be a card effect, not a base function of the system.
Yes x 1000
