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REVIEW OF Sci-Fi Week: Star Wars The Roleplaying Game - Saga Edition
The West End Game

A long time ago, in a galaxy far, far away (1987 in New York, to be exact), I picked up my first copy of the Star Wars role-playing game. This edition was fantastic, a lightweight system filled with color and humor (remember the Storm Trooper recruitment posters, or the Astromech Droid advertisement?) that captured the buoyant spirit of the films brilliantly. It was produced by a company called West End Games, a serious player in the industry between the mid 80s and 90s. But West Ends’ streak of winners (Paranoia, Ghostbusters, Star Wars, Torg) couldn’t survive disappointments like Shatterzone and Masterbook, and the company went bankrupt by the end of the 90s, leaving Star Wars up for grabs.

The Prequel Problem

In the meantime, Lucas launched his prequels. Unlike the first three films—giddy, edge-of-your-seat romps evocative of old Saturday Matinee cliffhangers—the second set of films took themselves very seriously. The buoyancy was gone, replaced with a curiously forced gravitas. Perhaps this is how it should have been; after all, how uplifting can a tale about the corruption and damnation of a young man really be? Nevertheless, Lucas was trying the second time around to have less “Flash Gordon” and more “Oedipus Rex.”

This presented the inheritors of the Star Wars RPG license with a bit of a challenge. After all, writing a licensed game is a very particular form of challenge. Not only do you have to produce something playable, you need to faithfully capture what it is that made the original medium worth making a game about. In a sense, you must bottle the “essence” of the source. Several games have managed to do this; Call of Cthulhu, and more recently Buffy: The Vampire Slayer, are two prime examples. And while both these examples were based on pre-existing systems (RuneQuest and the Unisystem respectively), they only managed to pull the adaptation of by completely stripping down the rules and rebuilding them.

d20 Conversions

When Wizards of the Coast picked up the Star Wars license in 1999, and went to work on their adaptation of the game, they faced two challenges. First, the external problem, was how to capture the “essence” of Star Wars when the two trilogies were almost schizophrenically different in tone. The second, internal, problem, was created by Wizards themselves with the decision to use their new d20 system—the engine driving the 3rd edition of Dungeons & Dragons—to power the new Star Wars game.

Now, I am not one of those people who hates the d20 system, or who thinks it is a blight on the face of creation, but neither am I the kind of person who thinks everything under the sun needs to be converted to d20. As a rule, I find the concept of generic systems to be fundamentally flawed. To expect one set of rules to serve all genres is like expecting novelists to tell all stories in only the first person, artists to express their vision only in oil paint, or film makers to use only black and white. The rules, ladies and gents, create atmosphere and effect, so naturally different rules produce different atmospheres and effects. They are, essentially, the medium through which our particular art is expressed. So while I love GURPS for gritty, realistic campaigns, I won’t use it for four color supers (no, not even with the 4th edition Powers book).

This having been said, the original d20 Star Wars probably could have worked if Wizards had only been willing to do what Cthulhu and Buffy did—strip down and rebuild the parent system. But clearly, they were not taking any chances. As a result, the first set of d20 Star Wars rules felt less like Star Wars and more like, to paraphrase the Muppet Show, “D&D IN SPAAAAAAAAAAAACE!” And whatever your feelings about 3rd Edition D&D may be, it is a far more rules heavy and bulky system than most modern RPGs. I’m not talking about the core mechanic—the d20 + modifier roll—but rather the classes, the levels, the Feats, Skills, class abilities, etc, etc, etc. 30 years ago, all that was the pinnacle of game design, but in an era of games like Savage Worlds, it seems curiously weighted down. Now, before you get all Johnny Storm on me and “flame on,” let me state that all this works fine—indeed, it’s even necessary—for d20 D&D. After all, though Wizards changed the core mechanic of the grand old game, they still wanted to maintain continuity with the old system. But the mistake they have made in their other d20 games, like Call of Cthulhu and Star Wars, was to assume that the old D&D holdovers needed to be included part and parcel with every d20 game. Thus in Cthulhu, a genre in which the protagonists are supposed to continually degenerate into horror and madness, they are gaining hit points instead. And in Star Wars, known for it’s fast and furious combat, gamers found themselves bogged down in issues of line-of-sight, attacks of opportunity, et al. By contrast other companies, such as Green Ronin, have demonstrated that the core d20 system can be stripped down and modified to suit other genres. It just seemed Wizards was unwilling to do so.

The second issue that plagued the first two editions of d20 Star Wars was the issue of tone. Since the prequel trilogies were in theaters at the time Wizards was marketing their new game, it’s not surprising that they chose to lean towards them in terms of atmosphere and feel. While the original Star Wars series resembled the traditional RPG “mixed classes” group—with a roguish pilot, a princess, a shady gambler/con-man, two droids, and a wannabe Jedi—the second series was decidedly Jedi heavy. While Luke struggled to use his powers, Jedi in the prequels are in full glory, regularly performing superhuman feats. Thus came perhaps the biggest criticism players had of the d20 Star Wars game; it favored the Jedi. Not only that, like the prequels, the game took itself very seriously. All the humor and lightheartedness of the WEG version was gone and replaced with mechanics, mechanics, and more mechanics.

The Saga Edition

It comes as no surprise, therefore, that the d20 Star Wars line pretty much folded after a four-year run (compare this to the nearly 12 years the West End version enjoyed, and perhaps could have continued had the company’s other ventures not crippled it). Surfing the web made it clear that the d20 version had attracted some D&D players, but wasn’t really grabbing a larger audience. Fans of the old WEG were appalled by the new system, and Star Wars buffs found it too cumbersome. Fan-authored conversions to other systems started popping up all over the place.

Now, 20 years after I first picked up that original edition of the game, and on the other side of the planet, I picked up a copy of the new Star Wars “Saga” edition in a Tokyo game store. It was money well spent.

The new Saga edition is clearly an attempt to bring balance back to the Force. The third time has indeed proven to be the charm for Wizards, and to their credit, they have learned from their mistakes. This streamlined version of d20 Star Wars is really the first time Wizards has seemed willing to pull away from slavish adherence to D&D norms, and the result is a game which captures the fun, the fast and furious action, and the mythic grandeur of the films all at once. Read on.

One: The Book

Make no mistake; for $39.95 you are getting your money’s worth. The book is very well bound, lays flat, and the pages are thick, high-quality paper. The artwork is full color, ranging from movie stills to evocative paintings (some art is recycled from previous editions, however). The text is very readable, on white paper, making it easier than some of the previous editions. My copy, unfortunately, has a few pages where the typeface is slightly blurred.

The size of the book is 9 x 9 inches, setting it apart from the vast majority of 9 x 11 game books out there. It reminds me of a smaller version of Nobilis in that way. Admittedly, this is a small detail, but it adds to the attractiveness of the edition, making it “stand out” from other RPGs. It might be mistaken at first glance for another Star Wars coffee table book, rather than a game.

In terms of layout, presentation, and appearance, the book deserves 9 out of 10. It is the highest quality version of a Star Wars game to date.

Two: The Game

If you are reading this review, and you have not just arrived from outer Mongolia (though, actually, a few years ago I found a D&D game being played in Ulan Batur), I will assume you know what the d20 system is. If not, there are roughly a gadjillion other reviews here that will explain it to you. I’m mainly going to discuss how the d20 rules have been applied to this edition of Star Wars (as opposed to other editions).

1. To create a character, you first generate the standard six abilities, via rolling 4d6 and picking the highest three dice to add together for each or using a point-based generation system. This will give you Ability Modifiers (usually –4 to +4 or so). Next, you select a species (just under 20 standard Star Wars species appear). Then, a la D&D, you select a class.

2. Here is change from previous editions. There are now 5 classes rather than 9. This is more a bit of streamlining, and readjusting to the new movies, than anything else. For example, the two previous Jedi classes gave the impression that one kind of Jedi went around kicking butt and taking names while the other sat around communing with the Force and giving advice. But since Episodes II and III clearly demonstrated Yoda’s ability to do both, the separate classes didn’t make much sense. The new classes are Jedi, Noble, Scoundrel, Scout, and Soldier. Instead of being a Fringer in Episode IV, Luke would now be a Scout. 3. Now, classes all have “Talent Trees,” (a la d20 Modern) groups of abilities you can select while belonging to the class, which differentiate one class character from another. Scoundrels, for example, can follow the Fortune path (emphasizing Gamblers), the Misfortune path (assassins and bad guys), Slicers (holonet hackers) or Spacers (pilots and travelers). You don’t have to stick to one path, so you can customize your character as you go. This allows players to have their cake and eat it too; the archetypical class gives you a general idea of who your character is, while the talent trees allow you to craft exactly what you want.

4. Skills have been changed. Now, each class gives you a base number of “Trained Skills” which you pick from a skill list and add +5 to (Jedi get 2 + their INT modifer, while Nobles get 6 + INT modifer). The +5 bonus is on top of the appropriate ability modifier. Some skills, naturally, can only be used trained. The upshot of all this is that you’ve either been trained in a skill or not. If you haven’t, you need to rely on your natural talents (ability modifiers). If you have, you get a bonus to the roll. It’s fast, clean, and simple. In addition, the skill list has also been condensed and simplified.

5. Speaking of skills, all Force powers (see below) are now activated and controlled by a single Use the Force skill. Not only that, this skill gives you other benefits as well, such as levitating small items (think the scene with Luke’ lightsaber in the Wampa cave) and searching your feelings to find the best course of action.

6. Feats—special abilities your character possesses—are next. Unlike Talents, which are class related, Feats are available to any character, regardless of class. You gain more of them as you gain levels, as in other d20 games.

7. Sensing a disturbance in the Force? Let’s address that then. All Force abilities are represented as “Force Powers,” available to Jedi, Sith, and other Force users. They look like Feats but usually require the Use the Force skill to use. The Force powers reflect the things we see Jedi do in the movies, like levitate bigger things, use nifty telekinetic strikes, deflect blaster bolts, or shoot lightning. Taking a page from the tried and true D&D formula, using a Force Power now “expends” it from your power pool, and you can’t use it again until you recharge. This “D&Dism” irked me a little at first, but it is clearly an attempt to balance the Jedi against other classes, and the recharge time is fairly low. A little rest after combat is all you need. In addition to Force powers, all characters have Force Points they can spend. Just like Bennies/Hero/Drama/Possibility/Luck Points in other games, they give you various benefits on your rolls and represent lucky breaks. You get 5 Force Points + 1/2 your character level each time you increase a level…BUT any leftover points from previous levels are lost at that time. So a 1st level character gets 5 points. At the 2nd level he gets 6, and only six: if he had 2 points left over they’d be lost.

8. The Dark Side of the Force is represented by your Dark Side Score. Doing intentionally evil things will earn you Dark Side points. When they exceed your Wisdom score, your character is lost, consumed by the Dark Side of the Force. You can avoid this fate by atoning for your crimes, spending Force Points, or heroic sacrifice.

9. Characters may also have a Destiny. Depending on the campaign the GM may chose this for you, or let the players chose it for themselves. Corruption, Destruction, Discovery, Education, Redemption, and Rescue are all given as example Destinies. Palpatine’s Destiny may have been to Corrupt Anakin Skywalker, the Republic, or both. Anakin’s might have been Redemption, by way of killing the Emperor. Having a Destiny comes with Destiny points (you earn one every level, and unlike Force points they do add up). They operate like very strong Force points. For example, a Force point might by you a bonus of +1d6 on a combat roll, while a Destiny point would buy you an automatic Critical Hit. Destiny Points need to be spent furthering your Destiny in some way, however. In addition, doing something that significantly furthers your Destiny gives you a benefit of some kind, while significant failure nets you a penalty. Another very cool touch is that character death doesn’t necessarily stand in the way of a Destiny…especially for Jedi. Obi Wan’s Destiny was to Educate Luke. Though he died before it could be fulfilled, he became a Force Spirit to continue pursuing it. All the Destiny rules are optional, but they are a nice touch, and in my opinion, the most original contribution this game makes to RPGs at large.

10. The previous editions measured damage with Wound points (equal to CON) and Vitality Points, which increased each level. Vitality Points could be lost without serious impairment. This has all bee scrapped in favor of the more standard Hit Points mechanic, but there are some serious innovations here as well. For starters, heroic characters start the game with Hit Points equal to 3 x their class Hit Die, + a CON modifier. Thus, Jedi (with a d10 Hit Point gain each level) start with a base of 30 points, while a Scout (with a d8 gain) begins with 24. Note that non-heroic characters (see below) only get 1d4 + CON modifier each level, making them canon fodder even for 1st level heroes. I like this. It is very Star Wars. However, to make Hit Points more “realistic,” Wizards has added a few twists. Specifically, heroic characters now have a Damage Threshold and a Condition Track to monitor their state of being. Damage Threshold is equal to your Fortitude Defense (characters larger than humans receive a size bonus). The Condition Track registers 5 levels of increasing disability; -1, -2, -5, -10, and Helpless. Any time you receive a single blow that inflicts more damage than your Damage Threshold, you move down 1 step on the Condition Track. This means that light wounds and scrapes lower hit points, but don’t disable you (you’re a Hero, after all). Only the really big hits matter. In addition, to die, you need to receive a blow that exceeds your Damage Threshold and lowers you below 0. Simply going below 0 will render you unconscious, not dead. Conditions are also inflicted by environmental hazards and failed Fortitude Defense rolls. 11. Combat holds no surprises for d20 players, but players of the previous edition will note that Saving Throws have been renamed “Defenses”, and now play a larger roll. This is particularly true of the Reflex Defense, which is now the “Armor Class/Defense” score of D&D/previous Star Wars editions. To attack you, opponents need to overcome your Reflex Defense, and in the same way you can use this attribute to get out of the way of other physical threats, making it useful in an out of combat. Another change to combat is that in previous editions, as characters increased in levels they gained the ability to make multiple attacks each round. That has changed. Now you must take special Feats to allow Double or Triple attacks in a single round. To make up for this a little, all characters now receive a damage bonus equal to 1/2 their level to each successful attack. Thus, a 6th Level character would add +3 to all damage rolls, while a 14th level character would add +7.

12. Vehicle Combat is handled just like any other combat. Vehicles now have ability ratings, Hit Points, Defense scores, Damage Thresholds, Condition Tracks, and speeds just like regular characters. The maneuvers are somewhat different, but on the whole, once you learn the basic combat system you can start throwing ships at each other without learning any new rules at all.

13. There are Prestige Classes, of course. These are advanced classes you can join once you meet the appropriate prerequisites. They have talent trees just like other classes, so that each may be customized as well. 14. A new system for building Droid characters is provided. Not much to say here; it is simple, intuitive, and direct.

15. Finally, there is a single class to represent non-sentient life forms and another to represent “non-heroic” characters. Non-heroic characters don’t get Talents, or Force Points. They simply have skills, a few Feats, and a lot fewer hit points. What this means is that a 1st level PC should have little trouble taking down a 4th level Stormtrooper, which really is as it should be. Creatures get 1d8 hit points for level, modified by size.

Three: Summary

These changes create a game which moves faster, makes the characters more “heroic,” and brings back balance to the classes. The Jedi are great, sure, but with the cool Talents other classes get too, there will be a lot more interest in playing them. Even Nobles, which came off as pretty lame in previous editions, have now been brought up to par.

Four: Complaints

No game is perfect, however. While the Saga edition is faster and more cinematic, it still moves like a tortoise compared to something like Savage Worlds. On the other hand, it provides a great deal of depth and complexity for gamers who want that. And while Savage Worlds (or the old WEG version) may be closer to the spirit of the first trilogy, the d20 Saga edition has the scope to embrace the prequels and “Expanded Universe” of the books and comics.

However, the one thing preventing me from handing out any “5s” in this review was the decision to make the game miniatures based.

Now I am fully aware that you could play the game without miniatures, if you wanted to. But by the same token I could replace the entire Hit Point system with the Damage Saves from Mutants & Masterminds, if I liked. The point is, officially, you need minis for this game, and at times you really get the feeling that the whole reason Wizard’s launched the Saga edition was to sell more plastic figures. Let’s just take a look at the book, shall we…?

From the Author’s Introduction

“ After the successful launch of the (Wizards of the Coast Star Wars) miniatures line, we knew that we wanted a roleplaying game book that embraced our pre-painted plastic miniatures—over 500 of them and counting. And what a great way to give Star Wars Miniature Game players another way to use their miniatures!” - page 5

Or

From the Gamemaster Accessories Sidebar

“…the rules in this book assume that you are using Star Wars miniatures—attractive, pre-painted plastic figures that can be used to represent heroes and adversaries in the game.” - page 240

That last paragraph continues singing the praises of miniatures, before the rest of the side bar explains why you also want Battle Maps and Galaxy Tiles (also from Wizards of the Coast).

Hmmm. As Buffy Summers might ponder, “commercial me much?”

In Saga, all character, creature, and vehicle rates are given in “squares,” and the illustrations in the combat section all show those “attractive, pre-painted figures.” True, a GM could comb through the rules and edit miniatures out, but it might be easier to just chuck the book and reach for another system if you’re not the miniatures type.

One gets the feeling that since D&D 3.5 made the move to being miniatures based, and that worked so well for Wizards, they’ve gone the same route here. It’s formula, but is it Star Wars? Do we really need to consider line of sight and facing in trying to capture the old “Buck Rogers” serial feel of the genre?

I don’t consider myself cheap…I spend a lot of money of my hobbies…but when I buy a game I expect to be able to play it with some dice at most. If I wanted to play with minis, I’d play a miniatures game.

Five: Conclusion

All that being said, this is the first Star Wars game I’ve been excited about since ’87. In addition, it gives a tantalizing hint of what could be done to modify a D&D campaign into a faster, more cinematic game. Who should buy this product? 1. Any d20 fan. It will give you a much leaner, meaner model of what your games could be. 2. Star Wars fans put off by previous d20 attempts. This time, finally, Wizards got it right. 3. Compulsive, neurotic, life-long gamemasters like me who constantly feel the need to read new game designs.

Who should avoid it? 1. If you hate d20, I’m not sure this is going to change your mind. If you’re lukewarm on it, it might. 2. If you have no interest in either d20 or Star Wars, but why then have you wasted ten minutes on this review?

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Re: [RPG]: Sci-Fi Week: Star Wars The Roleplaying Game - Saga Edition, reviewed by AnSpectral KnightJuly 16, 2007 [ 06:44 am ]
Re: [RPG]: Sci-Fi Week: Star Wars The Roleplaying Game - Saga Edition, reviewed by AnSpectral KnightJuly 16, 2007 [ 06:32 am ]
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Re: [RPG]: Sci-Fi Week: Star Wars The Roleplaying Game - Saga Edition, reviewed by AncrimfanJuly 13, 2007 [ 09:42 am ]
Re: [RPG]: Sci-Fi Week: Star Wars The Roleplaying Game - Saga Edition, reviewed by AncrimfanJuly 13, 2007 [ 09:34 am ]
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