I like almost everything I see from the new SW RPG. Even the taste of force powers (where you can invest XP into them) is great.
But for the strain mechanic.
This is a terribad mechanic. I got to see how painfully pointless it was in the Warhammer game (where it was more complex).
If you haven’t read it:
Basically, some situations will cause your characters stress and that will be applied against your Strain. Effectively, there is a hit point mechanic for your character’s stress.
Why it’s bad:
Because it is far too easy to get rid of. To the point that it serve virtually no effect in the game. Players can remove strain casually. Additional ‘boons’ on their rolls can remove strain. They get to attempt to recover strain after every encounter. And…after a good night sleep, it all goes away anyway.
There are several talents that provide a bonus if your character take’s strain. Things that will come up between interesting sessions, so they pose no actual impact to the character’s life, since they will recover all the strain gained before they actually could suffer from any ill effects.
Why it’s terrible:
Because when you take all your strain, you pass out. Solidifying this as your mental hit points, which is unbelievably dull. Also, not terribly thematic. I don’t really remember any character passing out because they had too much stress, but even if my memory doesn’t serve, it’s a dumb mechanic to have in an RPG.
To quote the Simpsons: You know what’s better than nothing? Anything.
Nothing is as boring as your character passing out. There are no more options available to them. There is no more role playing to be had. The player waits until they are told they are allowed to do anything.
Why it’s terribad:
Because it’s quite easy to avoid strain, the GM has to go out of their way to have it stack up, such as putting the characters into situations that keep stressing them out and not giving them any respite. This requires the GM to be a **** to the players. All for the purpose of throwing enough strain at the characters…to have them fall unconscious and unable to affect their surroundings or reflect upon their miserably situation.
What it should have been:
This could have been a perfect mechanic for engineering some more story, such as encouraging the players to make bold mistakes or foolhardy acts of heroism, to ‘buy’ off (manage) some of their strain.
One thing, as a long term GM, is that it is often hard to split a ‘party’ up. Yet the SW universe does this often and regularly. Luke goes one way and Han goes another. What strain could have been is a mechanic where you make these ‘bold mistakes’ because it seemed good at the time. It allows the character to be a master of their fate, makes strain something other than mental Hit points and gives strain some actual meaning to game.
My $0.02