What makes Star Wars Star Wars?

By Bathrobe Jedi, in Star Wars: Edge of the Empire RPG

Then you might want to watch some of the behind the scenes stuff for the Star Wars movie. The dogfighting between the X-wings and the TIE fighters was based on WWII fighters and dive bombers going at it.

Of course... but the results on screen look very very different than dogfighting scenes of WW2 fighters. If it was by intent or just because they where not able to do it "right" I do not know. However it is pretty consistent throughout all episodes.

Cinema

It's how most of us know about Star Wars. So... try use cinematic principles in your verbiage. This keeps it visual. "Soft wipes" to change scene or time, the "camera as viewpoint", as in "The camera whizzes through the Coruscant traffic, trying to keep up in your air taxi.", "cut to..." to what the enemy or NPCs are doing as either session starters or enders (perhaps with script dialogue for the players to read), "slowmo" (its more Michael Bay than Star Wars, but for the final shot in a hard won encounter or for the tragic fall of a hero's loved one from a ledge... it's good to slow it down in the description and make each. word. hit. This stuff is more tonal than substantive (like other's recommendations in this thread), but it can help your game become more cinematic... the first source for what we know and love as Star Wars.

I'd also keep it energetic (keep the scene moving - don't dawdle, don't let the players spend 30 minutes figuring out their shopping lists, don't let them over-think and over-discuss everything AND also reward players that instinctively act), colourful (describe more than just the aliens, each location can be sumptuous in detail and/or colour, the clothing... find that one thing that is visual in the scene), be bold (I don't think EotE heroes go out and kill kobolds in the nearest dungeon on their first adventure, or whatever D&D low level introductory adventure is analogous - right out of the gate play for high stakes, make it important...), but keep it personal (high stakes doesn't mean Darth Vader is there in session 1, it means that what is going on means a lot to the player(s)... I'd use their personal obligation/motivation... their starship... their family... those kinda high stakes). And don't forget they are heroes, even if this is the grittier side of the universe, meaning... they can do cool stuff, so make sure someone is describing that cool stuff cinematically. Ask them to when you thinks it is appropriate, or take over and describe to the other players the awesome action of that character. Make it visual.

One last word... not necessarily Star Wars dependent on you and your players, have a campaign sentiment that you can tie back into now and again. "Blood isn't thicker than water.", "Knowledge equals power, and power corrupts, so the more you learn the less pure you are.", "To be a hero is to sacrifice.", "Bad ass Wookies, Twi'lek babes and beaucoup creds... and not necessarily in that order.", "Heroics be damned, pass my that hydrospanner." It's a tone thing again... but it's cool 6 months down the line when your players can tell you what the primary story notes of the campaign are (protip: they needn't be the same for the whole group).

Last last word. It's in the book, and I thoroughly recommend it as a way to start a session with a bang to get everyone's heads into the game and off of their mobiles... in media res. Start in the middle of some high octane action scene, with a short flashback at the end of it... or perhaps in the middle (if it works)... and then resume normal time. Having to roll for initiative right away without knowing the full gambit of the encounter definitely focuses all players' attentions.

I think pacing plays an important part in making Star Wars - in the films the characters are frequently being chased, or chasing something.

I also like the elements of 'It's not my fault!' when things go wrong (because they often do) and also 'I got a bad feeling about this' when things are going too smoothly.

One of the things I find peculiar is that in many ways, Edge of the Empire has cut away about 60 percent of what makes Star Wars Star Wars.

No Rebellion

No Clones

No Jedi

No "wars" really.

Now, yes, I know, if you twist, pull, woogle, twiddle, tiddle and floogle things a little you can technically kitbash all the above from the rules presented, but the designers of EotE don't really WANT you to do that. They want you to play the guys you see face down in their blue milk in the cantina scene in Episode IV.

What I find fascinating about that is that despite having taken away so many options, the game is still exceedingly popular. Hell, I'm gonna run a game myself. Strange eh?

To me Star Wars is THE best blend of sci-fi and fantasy ever created. Rarely does this combination work but nobody does it better than Star Wars.

We are gearing up to run our first official game, and was trying to get a genral consensus: What makes Star Wars Star Wars?

What makes it feel Star Wars, and keeps it from being just another space setting?

For me:

  • The Force
  • Hyperspace with travel times in hours to a few days.
  • Life EVERYWHERE (moreso even than Traveller)
  • Non-humans all over the place
    • Droids are people too
    • Not all aliens are humaniform
    • most aliens are man-in-suit aliens
  • Tech-base
    • Repulsor Craft
    • Hoersch-Kessel Drives
    • Blasters (not Lasers)
    • Droids
  • The universe has a good versus evil theme, tho not everyone in it is on one side nor the other.
  • Fast-paced action driving the story.
Edited by aramis