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What system for Star Wars?
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Star Wars has been my local group’s white whale for decades now. Nearly every system we come across gets used for at least a Star Wars one-shot, if not a full campaign. One of my early attempts at game design was intended for this noble purpose.
Well, it’s Star Wars time again!
This time around I’ll be working smart, not hard, and starting with Cortex Prime. It sits right in my sweet spot between Fate and Savage Worlds and it’s already a toolkit. It took me some time to wrap my head around it, but with the newer preview copies came many more examples, and I think I’ve got a handle on it now.
I’ll be posting a design diary of sorts as I go. My local group recently participated in a really useful email thread about what we wanted out of our rpgs. It was illuminating and in some cases surprising, and it’s informed my goals for this project:
- I want the system to use polyhedrals. I’m fighting against type a little here, as I actually prefer small d6 pools, but I miss my other dice. Cortex Prime already has this covered.
- I don’t want just player-facing rolls. I’ve run years of Forged in the Dark and other PbtA-inspired games, and like I said above, I miss my dice. Cortex Prime also has my back here.
- It has to handle the Force in a way that pleases my local group. Some Star Wars systems model this better than others.
- It has to handle spaceships okay. Usually if a system does the Force well, it falls down here. I’m hoping to avoid this but we’ll see how it goes.
- Maps and minis – this one’s a nod to my group, and will probably be a point of friction with Cortex. I have some ideas that might be workable, however.
Stay tuned, smash that like button, etc, etc.