Ok, I've gotten a few play tests under my belt, with this supplement, now. Here are my findings, and what “my group” did, and did not do.
First let me start off by saying the "supplement" was very well constructed. One can tell that a lot of Star Wars love went into this. A lot of thought, etc… I fully applaud the project and outcome.
That said, as a GM, turning my players loose on this, kinda kicked the hornets nest. (Please note, we suspended our real campaign for these tests; I did not let my players run amok in our usual story, I advise other’s to do the same, at least until you get a feel for it).
The first game played, using these supplemental rules, new characters, etc… just basically stress testing this doc. Had a limit of one of the new classes, and the player chose jedi initiate.
It fundamentally changed the focus of the campaign, or EtoEs base setting. The story was much less centered on navigating the outer rim, and much more centered around “protect the jedi”. To that end, the Jedi did end up using his powers in public (because what’s the purpose of having cool powers if you can’t use them?), which directly led to reports to the IMPs and lynch mobs, etc… *Understand, this won’t affect all games, I can’t emphasize this enough. I tend to run mine with an IMP fist as to the logic of things. My group is composed of star wars purists, and they like the challenges of it.
In the setting: The population fears the jedi, as that is what they have been told for the last 20 years…”The jedi caused all this mess”. The population is poor and desperate run by gangs and crime lords (outer rim). I use Mad Max movies as examples of a backdrop, as well as some other movie types showing an oppressed, lawless, society. There is a certain amount of “ghetto” ignorance, to add to the IMP propaganda machine. The rewards (financial) were/are too great to resist for the jedi capture/death. Different games won’t face these issues, as some GMs/groups will disregard the time period and connotations of the lore.
Other notes that came up: how to play a full on jedi in a group composed of scum and villainy. Understandably, the group could be more the Robin Hood types, but the jedi doesn’t see good and bad crime, only crime (coin of phrase, theft wasn’t really a big issue to our jedi). Many times, events of the group, led to either the Jedi turning a blind eye to the happenings (and thus losing experience, though I came up with an “ease of darkside” mechanic that worked to represent their ignoring the code), or the jedi’s moral compass proved too great for the group to consider certain actions. For instance, the Black Sun wanted slaves transported from planet A to planet B, the group wasn’t for slavery but they were broke and obligated to the BS. This put the party in a bind. Long story short they agreed to do it. The jedi had other plans….. The BS is now looking for the group…. In addition to all the other crap they have to worry about. It also knocked out wetwork, and a host of other “scum” underhanded practices.
I couldn’t just have bounties posted, the jedi wanted to know “why?” there was a bounty on the individual. Who wanted them, etc… If they committed a crime then the jedi allowed the group to pursue it, if it was for “questioning” from a hutt cartel, the jedi wouldn’t partake in it, and would threaten to defend the subject of the bounty. This put our bounty hunter is an enormous bind, however all parties agreed that the jedi was doing what a jedi should be doing.
Speaking of obligation, I had a very hard time finding a reasonable obligation that a jedi could stay within code, and be held accountable for. I had to use a local security group, and even that was sketchy.
The second run, the characters were almost the same, but I had two jedi initiates. It’s worth noting that the “force exile” became a non-option in the opinions of my players.
One of the jedi had light saber construction skill, the group came into some money, and BAM, my entire dam group was running around with lightsabers, because arguably the jedi could teach them the simple mechanics of stances, and make the sabers go off brawl, so the other characters could use them and spend the xp to be “trained” users. That didn’t negate all negative effects of being non-force users, but it certainly minimized them. I had to put a stop to this practice, as the game was getting out of hand and the damages the trando marauder was dishing out were “one hit rancor killers” (not really, but huge, so you get the point).
Third game, had a dark side acolyte. That game got very far out of hand, very quickly. She took the Gand subspecies that didn’t have lungs. The first hint of hot and heavy opposition, they encountered, was aboard their freighter. She isolated herself from the rest of the beings and used her lightsaber to “open some windows”, eventually killing everyone on board, including the other characters. She said, “heh, I’m dark side, I’m gonna act like it!” She took some minor damage from vacuum exposure; however she was prepared for it and was able to minimize it. She and the droid character were all that was left for the PCs (group of 6) and the droid managed to hack the cockpit door, they killed the pilot, repressurized, that compartment, and flew to the next space station. End of game. It is worth noting that the dark side class was very easy to integrate into EtoEs current setting. Players didn’t have to address character short comings, or questionable behaviors. Game lasted less then an hour.
That was the last we messed with it, and was this past weekend. The purpose of this write up is in no way meant to bash the supplement, nor its author (D.M.), it is very well done… almost too well. It notes in the supplement that a GM should be wary of what the new material can bring to the table, and it is no lie.
It gave us(myself/my group) a serious glimpse as to why the jedi/sith have been largely ignored in this setting, and the kinds of oomph/drama they supply to the story. I’m afraid for my group to make much use out of it, there would have to be too many GM limiting factors for it to be worth our while, however it does supply me a ton of useable, game balanced info for NPCs.
If you have players that only want to play jedi, then this works great, if you’re trying to get players to realize why jedi might not be the best option for player characters, in this setting, then this works great, as well. If you’re looking to have some lower powered nemesis running around for your party, again great addition. If you just want to give players more options…. IMO/experience it brings way too much baggage with it.
Hope it helps.
Be well,
Reason for edit. I would like to point out that mechanics was never mentioned in this post (another testiment to it's well thoughtout construction), and in fact we never ran into any real issues with them, our issues came from "role playing" from an old school star wars perspective. EU advocates will find a very different outcome.