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Star Wars: The Roleplaying Game West End Games 1987 1999 Good writing, simple rules, generous
Star Wars Roleplaying Game Wizards of the Coast 2000 2010 Basically, this is a fun game.
Star Wars Roleplaying Game SAGA 2000 2010 SW Saga is a beautiful revision of th
Star Wars: Edge of the Empire Fantasy Flight Games 2012 - Star Wars Edge of the Empire is an o
Star Wars: Force and Destiny Fantasy Flight Games 2012 -
Star Wars: Age of Rebellion Fantasy Flight Games 2012 -

Star Wars: The Roleplaying Game: REUP WEG Fans

Star Wars Fate Edition Fate


Jedi Blackbird Lady Blackbird
Savage Star Wars Conversion Savage Worlds

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Good writing, simple rules, generous content, and an incredibly popular and fun setting make this a game custom-made for new roleplayers,
Basically, this is a fun game. There are a couple of mechanical glitches that stand in the way of the fun, but noth
SW Saga is a beautiful revision of the existing d20 system. Im pleased with the vast majority of rules changes and believe that d20 requires
Star Wars Edge of the Empire is an odd game. The production design cannot be denied. But the gameplay is not what I would call intuitive. T

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me custom-made for new roleplayers, and a darn fine one for old hands like myself as well.
in the way of the fun, but nothing that can't be worked around. To get the most use out of it, you will want to w
changes and believe that d20 requires less effort than ever before to run. Even creating high level Sith Lords and such is far, far less painful
eplay is not what I would call intuitive. The Dice seem to have more say over what happens than both players. and DM. Also, by setting the g

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se out of it, you will want to work with recent errata, especially for Force powers. I also found the Alien Antholog
Lords and such is far, far less painful than it had been and something that may take just a few minutes. Traits and bonus Feats result in mu
players. and DM. Also, by setting the game during the rebellion of the original trilogy, it is particularly hard to come up with exciting adventur

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I also found the Alien Anthology greatly improved the Star Wars feeling, since the core book doesn't offer a lot o
es. Traits and bonus Feats result in much more customizable characters, Vehicle rules are more a part of the whole game system, and the F
ard to come up with exciting adventures that allow the players to actually DO anything of weight. With essential game material spread out o

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e core book doesn't offer a lot of suggestions for alien creation. I think there are a lot of great ideas in here. Non
t of the whole game system, and the Force and Destiny mechanics encourage player characters to be heroes and to do heroic things.
essential game material spread out over multiple releases, the end product can prove quite taxing on a gamer's budget. Judge the style of

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lot of great ideas in here. Nonetheless, it is still in need of more playtesting, and a greater consolidation of info
e heroes and to do heroic things.
n a gamer's budget. Judge the style of your game group before deciding to commit

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a greater consolidation of information, especially vehicles. In comparison to WEG's old Star Wars, I feel it does s

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's old Star Wars, I feel it does some things better, some things not as good. The Force is more mechanical, but c

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orce is more mechanical, but combat is more elegant. In comparision to D&D, I think the mission format lends it

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hink the mission format lends itself more naturally to a greater level of talking, as well as more explosive battles

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well as more explosive battles.

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