Pacifism is a type of hindrance/disadvantage/flaw that works very differently in different types of games. In most games I play or run, no-one would take the pacifism unless there's a work-a-round against it's limitations - and I can't blame anyone for that, as these games usually have at least one combat each session, and usually everyone's most eagerly waiting for those combats! And they often are the most exciting parts of a game session.
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"My character is ready. What? Oh, I need to get some flaws to pay off all the extra stuff I've already picked. But my character is perfect... Now, what flaws would have least effect on my character?"
Sounds familiar? All too familiar to me. Most of my players want to think of all those munchkiny statistics and features first, and then, if the system has a mechanism for negative features (flaws, hindrances, disadvantages, whatever they are called), they try to find something that doesn't hinder their character. I confess, I'm guilty of that too.
Second session confirms that this is the right way to do a Star Wars rpg campaign! A good sign of a great rpg session is that you ignore all the snacks in the table and reserved for the game for the whole session... This continues the story started in the first session. A new character, Chass 'Jazz' O'Brien entered the game in reinforcements arriving from Alessia II, flying an X-wing.
After all the recent setbacks, we really need a victory - bring me one! With these words from Admiral Ackbar echoing on their minds, the heroes left for planet Duram, where diplomatic negotiations have halted, apparently becausr of fear of fate of Calessia.
The story continues from last session; heroes are in almost hopeless situation!
The group starts to create a plan, but their time is limited; Imperial troops are starting to move towards the city very soon. Ferro's plan to run freighters towards walkers inside the city shield is abandoned as finding suitable one(s) would have required time and negotiations, and they would have been easy targets against heavy walkers' main cannons.
You've most likely seen the prequel movies, perhaps also watched the Clone Wars series. While everyone doesn't like them, or even hate them, one thing can be said for sure - a character concept that is perfect for roleplaying games exists in them - Jedi. The jedi lead, fly, negotiate, investigate, fight with blazing swords defeating loads of opponents - they are HEROES. And perhaps you've already noticed that some stupid movies would work extremely well if they were roleplaying games, as players love to do stupid things even if they don't like watch someone else doing such!
In a recent discussion about roleplaying mechanics I heard an opinion mentioning that character flaws should be a disadvantage and therefore rewarding well for playing them isn't something that should be done. My way of looking at flaws is completely opposite. While flaws are in general supposed to be a tool of balancing (or in practice min-maxing) characters, they work best as a tool to bring atmosphere, good story and drama to a game. And for this purpose, they work best if players want their flaws to cause them problems.
RPG's have never felt this much Star Wars!
In September I was running Games on Demand at Tracon (Tampere / Finland). I prepared materials to run Rebellion era Star Wars with a simple PbTA system, and it was a perfect hit! During 2 days I run 6 games with 3-6 players, shortest game being 50 minutes and the longest extending to 1h20min as no-one was in hurry.
Shaper & Maker roleplaying game session logs contain lots of photos about custom miniatures & terrains, info about those, some times game rules and of course, story itself. This is about Savage Worlds campaign that started a few sessions ago.
This writing was made to demonstrate how Savage Worlds Mass Combat rules can be used to simulate conflict between two capital starships. In this example, a Rebel Mon Calamari cruiser comes out of hyperspace, along with an YT-1300 freighter (Millenium Falcon -model) and a troop transport. They are about to drive away or destroy the Imperial Star Destroyer blockading the planet.