Note: I've written this post ages ago, I just rediscovered it and thought it might be useful for someone. Personally I've moved away from 3d props due to practical reasons (most of my games take place in places other than my home.
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.
For some time, I've been looking at Future Armada's Invictus with a curious eye, but I haven't had actual need for it. A few days ago I run a session of Babylon 5 and went to check what DriveThruRpg has to offer. I had been looking at High Space's Euphoria as I was planning to use it's setting Lantern as a base for the game.
If you still don't know what all the fuzz about Fragged Empire has been - or if you haven't heard of the game, then it's time to check it out - the kickstarter ends in 5 days! In Short, Fragged Empire is a scifi rpg, where you play descendants of humans, starting to climb up from their holes after a big war. The game and the world are designed by a graphic designer and you can see it from the samples on the Kickstarter page and game homepage.
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.
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.
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.
And so it begins - the Star Wars campaign done the right way this time! It's more than half a year since the beginning thoughts about a Savage Star Wars campaign, and now the first session is behind. While I wanted to run the campaign more improvising way, I wanted to plan the first session so it would have a lot of different elements the campaign would consist of: Flying in dangerous circumstances, doomsday weapons, darker aspects of war, spies, politicans driving their own agendas, chases, close combat (although this part was quite minimal), dogfights.
May the 4th be with you! This is an excellent day to speak about what makes a great Star Wars roleplaying game. Star Wars as a whole is epic, larger-than-life, heroic, pulpy action, exciting, it has large fleet battles, chases, dogfights, hutts, scoundrels, smugglers, droids, bounty hunters, a large number of aliens, huge beasts and wondrous planets and other locations, usually quite extreme in some way. One big part in the movies are also personal growth stories.
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.