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.
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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.
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.
A small diorama made from game props, just for fun. An evil wizards is summoning something he's too confident about being able to control...
I've been looking at various Savage Worlds toolkits/companions for a while, and finally I found the one I had been looking for most in a sale (Drivethrurpg's Christmas in July). I've been trying to find Sci-fi world builder toolkit in sale for several times but it has never been included in a sale when I've checked.
These two NPC's have been created automatically using a generator, which is part of a much larger entity. It will be released some day, but in which format it will be unsure - it's Licencee status with Savage Worlds would be something I'd like to happen but I can't promise.
I've just run a D&D4E campaign that has continued 3 years. I'm a bit tired of the system, and as it's the only other system I've run recently, I can't help but to compare Savage Worlds to it. I'm trying to get rid of the ballast of D&D (being able to just a basic attack or a specified power) and find all the coolness Savage Worlds has - but it may take time to adjust. And it will likely take time from the players too.