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Playtest Review Written Review June 14, 2004 by: Conan McKegg
Conan McKegg has written 65 reviews (including 2 Star Wars d20 reviews), with average style of 3.88 and average substance of 3.77. The reviewer's previous review was of Orpheus: Shadow Games. This review has been read 15011 times. |
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Take the books, for example. Never wanted to read them. I liked the movies, but had been burnt a couple of times by fictionalisations of favourite series. Also, I had seen the Star Wars Comics by Marvel... ugh.
Still, when WEG released Star Wars the Roleplaying Game, I was in with a grin. Unfortunately, I never was comfortable with the game. It just never felt like... well... Star Wars.
Enter my d20 loving friend, Craig, and his plan to run Living Force. I had been intrigued by the idea of RPGA and really wanted to give it a try. He convinced me that the revised Star Wars was not like the initial Star Wars d20 game, and so I decided to give it a go.
Something that WoTC definitely excels at is layout. When you're planning a game book, a lot of things need to be put into consideration. Not only does the book need to be easy to read, it needs to be practical in actual play. I have always found WoTC's method of layout is, if nothing else, well thought out. Each set of rules are kept together for ease of reference and a list of definitions and terms at the back also means that there is little confusion.
Each chapter of the book is focused on a particular set of rules, and is clearly laid out. Of particular note are the skills, which combines both Force and general skills. Initially this would be a confusing mess, however WoTC highlight all the Force skills in red - making it very easy to find a particular skill description in a hurry.
In the case of layout; I have found over the course of the last six months of playing in Living Force that the core rulebook has been very simple to navigate. We have hardly had a game freeze due to rabid page turning in the hopes of finding an obscure rule. The headings are clear, and most of the rules tend to be in the most intuitive places. If the rules relate to spaceships - you can be assured that it will be in easy reference in the spaceships chapter. This layout is consistent through a majority of the book. The only case where I found a problem was the droids chapter at the back of the book. More on that further on...
Come on. It's Star Wars! The book covers not only the movies, but the expanded Star Wars universe. However it does take the view that you are buying the book with some basic knowledge of the movies. Personally, I think this is a reasonable assumption. There are many, many books about the Star Wars universe, both in the gameline and available from most book stores.
Having said that, the game does discuss the three eras that are identified by WoTC as being core to the series: The Rise of the Empire - which covers Phantom Menace and Attack of the Clones; The Rebellion Era - Classic Star Wars; and the New Jedi Order Era - which covers the novels.
Major characters from the movies and books are discussed and have game stats provided, and a summary of the over all universe is given.
To flesh this out, classes are essentially recognised archetypes of the genre. In Star Wars these classes are: Fringer, Noble, Scoundrel, Scout, Soldier, Tech Specialist, Force Adept, Jedi Consular, Jedi Guardian.
When creating a character, the player first generates abilities - these are the standard six traits from d20 - Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Then the player selects a race. The Core book provides seventeen races to choose from - more are available in other rulebooks.
In our group we ended up with a Rodian, Duro, Cerean, Human, Wookie and Kel Dor.
The races are all detailed nicely. The only fault lies in the Kel Dor. The rulebook details that they need breathing masks to live - but the rules provided for breathing masks in the equipment section make Kel Dor impossible to play. It should be noted that the Ultimate Alien Anthology fixes this problem by providing rules for special Kel Dorian masks and canisters.
Once a race and class have been selected, players need to consider levels. If you are unfamiliar with d20 or Dungeons and Dragons - unlikely, but possible - levels are d20's standard of measure. The idea behind these is to allow players and Game Masters to make balanced but challenging games.
Finally, players get a number of "Force Points." These are essentially a number of points that the player can spend to add bonus dice and generally break the rules of the game in a cinematic way. Players gain one Force Point per Level, and can also gain them for doing particularly dramatic or heroic actions.
The standard d20 system mechanic is:
If you roll over the number provided, you succeed. It's as basic as that. As characters go up in levels, they get the opportunity to increase their skill rankings, thereby raising their basic modifier at a particular skill.
Here is where two of the games main differences to other d20 products comes into play. Firstly is Armour. In standard d20 games, like Dungeons and Dragons, the default view is that Armour adds to the defence value. Essentially, strong armour makes you harder to hit. In Star Wars, armour reduces the damage you take from a hit.
The second difference is Vitality. Star Wars characters have two health tracks. Vitality measures an abstract concept whereby the characters in the movie seem to always miraculously dodge blaster fire. It represents how much heavy fire you can take before it actually hits you. All damage is removed from Vitality before being taken from the second damage rating - Wound Points.
Criticals, rather than doubling damage, bypass Vitality and directly remove from wound points. While Vitality increases with each level, Wound points do not.
Ultimately this is where game balance comes into play. Without the vitality rules for jedi - no one would want to play any other class. This rule allows the game to be more balanced - something that consistently comes into focus through the course of the book.
Much of the combat rules are based around miniatures. Due to the tactical nature of the d20 system, there is still attention to miniatures as a method of following the complexities of combat. Of course the game is still very playable without them - but I do think that certain elements of the combat rules would suffer from this.
The corebook details all the permutations of vehicle combat and movement in the one chapter. From vehicle statistics to their use in a conflict.
There is more discussion on the issues of space travel, and a fantastic two page map of the Star Wars galaxy. Rules are provided for navigation and star warp travel.
In combat, the rules are clear and pretty straightforward with a variety of combat maneuvers suggested. There are also rules for how to use other characters during a space battle.
With the table split into a map of the space station and a map of space around the station, it proved to be very cinematic in play. Definitely a highlight of our campaign to date, and certainly memorable for all the right reasons.
The problem I have that arises is that with the given system, character advancement is agonisingly slow. What this means is that either the GM needs to pick a level and accept that it is pretty much the level of play that the game will always stay at, or be prepared to play for a very very long time.
Ultimately there should have been more thought put into using experience to handle the speed of development. For a game that is very cinematic, development needs to be quick at the beginning and eventually reach a plateau. For gritty realism, then it needs to be slower. There isn't enough provided to allow for both. Considering that the game system is fairly flexible, this should have also been flexible as well. As it is, the GM will need to make the decisions for herself.
Despite this, the rest of the GM's section is well written. Also provided are a plethora of pregenerated NPCs to handle most levels of challenge and even rules for creating your own Star Wars monsters. Very handy.
The droids rules at the back of the book are fairly straight forward for the most part. But when it comes to droid PCs the rules become a little confusing. Droid "heroes" are taken from template droids with levels added. What this chapter needed was more space, and rules on creating new droids. Something still lacking in the gameline. While the rules are workable, they do take a little getting used to.
Also, when one considers the game's focus on achieving balance, the experience system seems somewhat under represented. Star Wars is big flashy action, and at times I feel that the designers were too scared to go far enough in some respects.
Certain elements of Jedi and Force users don't seem to meet up to what is seen in the movies. There is also the distinct lack of the Force Push skill, and some Force skills have unusually high Dark Side Penalties. In fact the Dark Side rules in general seem a little too harsh at times - often taking the fun out of playing a force user. I can understand the rationale, but in some cases it seems a little too restrictive.
I do think that overall, game balance is achieved. No particular class stands out as too strong, and there are a good mix of prestige classes for advanced heroes.
Should I buy this game? If you are a fan of Star Wars? Yes. If you want a tightly executed well designed game system for space opera - yes. Star Wars Revised showcases the strengths of the d20 system and its faults are quite minor in regards to actual game play.
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