Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 40 of 110)

Polls Results for Favorite Star Wars Edition

Yesterdays announcement of a 30th year anniversary reprint of “Star Wars: The Roleplaying Game” has prompted some discussion of which Star Wars RPG edition was the best. I did some polling this last year and have some interesting insights on this topic.

Favorite Star Wars RPG Sytem (d6, d20, FFG, etc.)

I ran a poll here which asked “For those of you who’ve run or played a Star Wars RPG campaign in the last four years, what system did you use? By campaign, I mean 5 or more game sessions.” The population I polled were the few thousand people who follow me on Google+. Here were the results.

Favorite Star Wars d6 Edition (1e, 2e, 2e R&E)

I then ran a poll here looking at the different d6 editions. I asked “Which d6 ‘Star Wars: The Roleplaying Game’ edition is your overall favorite? (Whether to run or to play; I’ll assume 1e includes rules errata or retroclones, and 2e Revised and Expanded includes REUP).” The population I polled was the Star Wars d6 Google+ group. Here were the results.

 

Conclusions

There is probably some selection bias (for those into statistically significant polling techniques) but nonetheless the results are interesting.

Generally, even though it’s out of print, Star Wars WEG d6 still has a very strong following and is for a large population, their favorite Star Wars RPG ever.

About half the folks active in the Google+ Star Wars d6 community like Star Wars WEG d6 like the final edition (2e Revised & Expanded) the best, but the rest of the folks like the earlier d6 versions better.

Anecdotally, most of the Con games I’ve seen that run WEG d6 use the easier, simpler 1e version (which doesn’t have a Wild Die, has a much simpler skills list, etc.). I suspect casual gamers like the simpler system.

So is the FFG 1e reprint the harbinger of fuller WEG d6 support? I doubt it. It’s likely ‘one and done’, meant mostly to sell as a sourvenir.

For my part though, this one two-book set is all I need though. The rest of the material I already own or can get off eBay. My players can buy an in-print copy to play Star Wars WEG 1e, which is truly remarkable, and will enable me to run a  Star Wars WEG 1e campaign, something that previous to this announcement was very hard to do!

— Stan

 

Cypher Intrusions and Star Trek Random Encounter Tables

Veteran D&D players have been using random encounter tables to generate adventures since the ’70s. The Cypher System has a mechanic called GM Intrusions. Usually these are events you make up on the fly. However, I think a bit of pre-planning can really give the GM ammo to use during the game. Take a lesson from old-fashioned Random Encounter tables and craft Random Intrusion tables for you game.

This is essentially what Ryan Chaddoks wrote in a blog post. Ryan lists some sample Trek-flavored Intrusions:

It’s important to customize Intrusions to the flavor of Trek.  Here are a few ideas for how to do that:

  • The character is taken prisoner or otherwise separated from their crew or away team.
  • The atmosphere or planet surface is inhibiting a major technology (phasers, transporters, etc.).
  • The character leaves something important behind.
  • The character is infected with the thing that this episode is about (a gene stealing virus, radiation anomaly, sentient nano terraformers, whatever).
  • The character becomes the focus of the attentions of an enemy.  Now it’s personal.
  • The group is somehow stranded.
  • The ship stops being able to go at warp.
  • A ship system being used by the character begins to malfunction.

Source

I love the idea of having an intrusion list handy!

Check out Ryan Chaddok’s blog and also The Translation Codex for Cypher elements you can fold into your custom campaigns.

We who are about to die, salute you

We who are about to die, salute you

 

Star Trek Flavored Cypher System Games

One of the things l love about Savage Worlds is how you can use setting-specific card decks and tokens for bennies to add the feeling of whatever genre you’re emulating. Here’s an example of using Pirate themed bennies for settings like 50 Fathoms. Great stuff!

Using the Cypher System, you can also emulate settings by using custom Cyphers. Here’s a great list of Star Trek themed cyphers from Ryan Chaddock that will add in a Trek tech flavor that I just love:

Star Trek is all about innovative solutions to problems.  So are Cyphers.  Let’s leverage the dynamic fun of Cyphers as solutions to build a Trek experience that simulates the fun of the show.

Firstly, let’s go with subtle Cyphers for most of this.  It might be possible for characters to patch together manifest Cyphers here and there, but that’s more of an engineering task specific to the situation.  In fact, let’s just build a couple subtle Cyphers for that scenario.

These subtle Cyphers are intended to supplement the existing list from the CSR.  They’re more in keeping with the Star Trek flavor of tech and science pushed to dangerous limits.  You’ll note that they have a “Minor” effect, and a much more powerful “Major” one that often comes with a cost: an Intrusion that provides no XP.  Players employing a Cypher must choose which they want to go with: Minor or Major.  Characters are given the tools to accomplish nearly anything they need to, BUT AT WHAT COST?

Alternative Use. Level 1d6 + 4 Occultic.  Minor: You add a random additional function to a technology; roll on the manifest Cypher table for effect/inspiration.  Major: You add a function of your choice to a technology, the effect chosen from the manifest Cypher table; trigger a personal Intrusion.  In the case of both Minor and Major, the additional effect lasts a number of minutes equal to the Cypher Level.

Bravado. Level 1d6 + 1 Anoetic. Minor: Through hutzpah you increase your range for rolling a Major Effect to 19-20 (no chance for a Minor Effect) for ten minutes.  Major: You increase your Major Effect range to 17-20 (again, no Minor Effects), and rolled Intrusion range to 1-4 for 30 minutes.

Deflector Array Shenanigans. Level 1d6 + 4 Occultic. Requires access to a starship or starbase’s systems.  Minor: You solve a scientific or technical problem of Difficulty 5 or lower.  Major: You amplify an existing technology/Cypher through the entire ship, essentially bumping it up to ship scale for a number of rounds equal to the Cypher Level; trigger a group Intrusion.

Incredible Insight. Level 1d6 + 1 Anoetic. Minor: You discover one major fact concerning a technical or scientific mystery you are dealing with. Major: You discover a number of major facts about the mystery equal to the Cypher Level; trigger a personal Intrusion.

One-Use Device. Level 1d6 + 3 Anoetic. Minor: You craft a randomly selected manifest Cypher using available parts.  Major: You craft a manifest Cypher of your choice; trigger a personal Intrusion.

Overload.  Level 1d6 + 1 Anoetic.  Minor: You disable a technology you have access to for a number of rounds equal to the Cypher Level.  Major: You completely disable a technology you have access to; trigger a group Intrusion.

Peaceful Gesture. Level 1d6 + 1 Anoetic. Minor: You stop combat for one round, letting everyone talk for a moment.  Major: You stop combat entirely; trigger a personal Intrusion.

Reroute Power.  Level 1d6 + 2 Anoetic.  Minor: You allow a disabled technology to continue functioning for a number of additional rounds equal to the Cypher Level.  Major: You completely repair a disabled technology; trigger a group Intrusion.  Example: You find a way to keep life support from failing, but an Intrusion occurs, requiring you to shut down artificial gravity in order to accomplish your fix.

Reverse Polarity. Level 1d6 + 1 Anoetic. Minor: You cause a technology to do the opposite of what it normally does for a number of rounds equal to the Cypher Level.  Major:  You cause a technology to do the opposite of what it normally does for a number of minutes equal to the Cypher Level; trigger a personal Intrusion.  Examples: a phaser is made to heal, cool, or regenerate shields.  A tricorder sends out misinformation to other nearby sensors.

Technical Sacrifice. Level 1d6 + 1 Anoetic. Minor: You heal a technology for a number of Health equal to the Cypher Level, dealing the same amount of damage to another device you’re working on.  Major: You completely heal all damage to a technology, but completely destroy another device you’re working on.

Source

Check out Ryan Chaddok’s blog and also The Translation Codex which contains much of these custom Foci and other Cypher elements you can fold into your custom campaigns.

 

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