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Star Wars Roleplaying Game

Author: n/a
Category: game
Company/Publisher: West End Games
Line: Star Wars
Playtest Review by Jeb Boyt on 05/31/99.
Genre tags: Fantasy Science_fiction Space
"The Phantom Menace" has given us a lot of new information about the Star Wars Universe: urban planets, pod racers, female Hutts, the Trade Federation, and more Jedi than you can shake a lightsaber at. This will be a spoiler-free review of the Star Wars Roleplaying Game with the added context from "The Phantom Menace."

Briefly, the Star Wars RPG was first published in 1987 with a second edition in 1992 and a revised second edition in 1996. The Star Wars RPG uses a system of multiple d6 to describe attributes, skills, and vehicle operations. There are six base attributes - Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical - generally ranging from 2D to 4D or more for some aliens, with bonuses of +1 and +2 also being available. Most situations are resolved by rolling a number of dice equal to an attribute plus skill dice, totaling the points, to achieve or exceed a target number. For example, piloting a starfighter is resolved using the Starfighter Piloting skill, which is based on the Mechanical Attribute plus skill dice, and any maneuver dice provided by the starfighter. Proficiency in the Force is described in terms of three primary skills - Control, Sense, and Alter - and powers based on the individual abilities and combinations of the abilities.

"The Phantom Menace" offers new information on the politics and cultures of the Star Wars Universe. The Republic is huge, but Tatoonie, the Outer Rim Planets, and/or Hutt Space are outside the borders of the Republic. However, Tatoonie is somewhere between Naboo, a planetary member of the Republic, and the Republic capitol on Coruscant. Although, the Republic welcomes many species, it is clearly dominated by humans. Naboo is also populated by a dominate human group referred to as the Naboo and the Gundan, an indigenous people, who aren't entirely happy that the Naboo have occupied the rest of the planet. The Duros operate a Trade Federation that is heavily reliant on droid technology and that operates under certain licenses and franchises granted by the Senate. Slavery is still prevalent in the Galaxy outside the borders of the Republic, particularly in Hutt Space.

Scores of new vehicles are featured in "The Phantom Menace:" transports, starfighters, pod racers, speeder bikes, capital ships, and swimmers. All of which can easily be modeled using the existing mechanics of the Star Wars RPG (One of the games real strengths). I don't doubt that the web is already crawling with homebrewed descriptions of these vehicles. Pod racers do appear to be the fastest ground vehicles seen, to date, in any of the four movies. Pod racers, however, are difficult to operate (higher difficulty number?) and a specialized Mechanical skill should be used for piloting them in the game. Although, since they appear to be based on repulsorlift technology, Repulsorlift Repair would be used to build and maintain pod racers.

However, we have no basis for comparing the speed, maneuverability, and other operating statistics of vechicles seen in "The Phantom Menace" with vehicles from the initial trilogy. Which is faster: an X-wing or Naboo starfighter? We have no basis for comparison. One thing is certain. Previously, the Star Wars RPG has interpreted a fairly linear progression for technological development in the Star Wars Universe. For instance, the Z-95 Starfighter was described as an older, bottom line system defense fighter. All other starfighters operate better to varying degrees. After viewing "The Phantom Menace" it is apparent that there was a decline in some technologies over the period between the prequels and the initial trilogy. We are on our own as to how to model these vehicles until West End (hopefully) comes out with a Phantom Menace sourcebook.

All of the important new developments, though, concern the Jedi. In "The Phantom Menace," we learn almost as much about the Jedi as is provided in the three previous movies combined. We finally get an idea of the limitations on a lightsaber's cutting power (it takes several actions to cut through a blast door). We encounter another alien species whose minds are immune to the Force. We learn that Dark Side Points are not earned if Force Powers are used to modify games of chance (at least where money is not involved) or convince someone that you have agreed on a fair price. Also, Dark Side Points are not earned if Telekinesis is used to knock down your opponents (Contrary to what is said in the Star Wars RPG). We are also offered several examples of Yoda and Palpatine using Precognitive Force Skills apparently available only to NPCs.

The Jedi in "The Phantom Menace" also display Force Powers and Jedi Reflexes that are not described or accounted for in the Star Wars RPG. Jedi are shown moving quickly to evade attacks and to take the initiative in a combat situation. This Force Power appears to be akin to the Adrenal Move - Speed in "Rolemaster" or the Swift Arm Ki Focus in "Bushido." In game terms, this Force Power could be based on the Control Skill and used to modify Dexterity. A Jedi is apparently able to activate this power without spending any preparation time. In a game, this power should only be allowed in combination with some type of movement (i.e. dodging down a side corridor before the attack droids open fire).

This weakness, however, has been apparent since the 1987 first edition of the Star Wars RPG. The available Force Powers do not allow a character to model Luke's leap from the carbonite chamber or his use of Sense to hit the Death Star's exhaust port, let alone Anakin's use of latent Force abilities to pilot his pod racer. Also, the telekinetic leap appears to be sufficiently different from other uses of Telekinesis that it may need to be described as a separate Force Skill. Otherwise, Telekinesis becomes that all-important Force Skill. Furthermore, the latent force abilities of Anakin, Luke ("the Force is strong with this one"), and Leia are wholly unaccounted for in the game, which assumes that all Force using characters begin on an equal footing.

For the record, my take on Obi Wan's bad-ass move is four actions: Telekinetic Leap (Difficulty Number 20), grab lightsaber using Telekinesis (Diff. No. 5), Dodge . . . excuse me, Lightsaber Parry (a generous GM could add some points here), and attack with Lightsaber (oops, did the NPC forget to reserve a Lightsaber Parry?). Minus 3D to all actions.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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