If you haven’t played this may sound confusing, but I promise it begins making sense after only one or two rolls. Green and yellow dice represent your abilities, red and purple represent the difficulty of the roll, and each symbol represents a failure or a success to varying degrees. Like many Fantasy Flight games, the Star Wars RPG has a propriety dice set with unique colors and symbols. This brings me to actual game play and the dice. It also gives the player a way to plan their way through their talent tree and work towards specific goals. Your character has more experience and has no learned more specialized abilities. Not everybody loves this system, but I thought it felt very natural.
You have a “talent tree” attached to your character’s career or specialization and as you earn experience points you can spend them on more talents off of the tree or the opportunity to multi class and start pulling from multiple talent trees. Leveling up through this game is a little different than other systems. With each core book having its own line of source books, you might need to do some digging on a subreddit or one of the many available online resources to track down where the info you want is hiding. The one trick will be figuring out which book contains which species. My point is, if there’s something specific you want to play, you probably can.
Small bunny aliens from Legends aren’t officially playable, but it took us very little searching online to find a homebrew option somebody had come up with. My group had a very diverse collection of aliens, only going off-book once when my brother requested a Kushiban character. Plus, it’s Star Wars, so the options for species and career are basically only limited to what you’ve seen on screen or in print. I wouldn’t say that making your character is difficult, but it’s definitely more of an involved process that your average Powered by the Apocalypse game.
Like I said, it’s a big galaxy.Ĭharacter creation is about as hard as your average D&D game with full character sheets and lists of skills and talents. The only difference here is that it’s so much bigger. If you’re familiar with big RPG systems, you’re familiar with the idea of a sourcebook and separate additional books coming out later. You don’t need all three necessarily if you’re running a game with no force users whatsoever, you can probably do without Force and Destiny, but together the three books round out the galaxy.Įach corebook has supplemental information that focuses on various part sof the galaxy, whether it’s jobs or time periods or whatever. Broken down, the books are Leia, Han, and Luke respectively. Force and Destiny is for force sensitives and jedi endeavors. Edge of the Empire looks at the scoundrels and questionable activities happening around the edges of space. Age of Rebellion focuses on the core of the stories, rebels versus the empire. The Fantasy Flight Star Wars RPG is built on three core source books, each focusing on a different part of the galaxy.
The popularity and reach of the series has made it into something uniquely immersive in a way that makes it the perfect ground on which to start a very large RPG project. It’s a big galaxy with years and years’ worth of lore to pull from and multiple generations’ worth of history to delve into–both in the SW universe and in our real world.
I had fun in the theater, but literally nothing about that movie held up to a moment of critical thinking), but the books, comics, TV shows, cartoons, and games are all by and large very good. Sure, not all of the movies have been slam dunks (Rise of Skywalker made zero sense.
And there’s a good chance that you do, too. A long time ago in a galaxy far, far away… Fantasy Flight Games made the best Star Wars RPG system imaginable.