RPG Game Design for the Fun of it

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How I would do Star Wars

Posted by Chubby Funster on November 21st, 2011 at 10:38 pm

Alright, here is the first glimpse at the dramatic resolution system that I came up with to model Star Wars. I know this is probably painfully light on details for some of you, but I don’t want to give away the store just yet.

4 Responses to How I would do Star Wars



  2. (Note: I’m continuing this from the last post regarding Star Wars, just to keep up with the updated info)

    This might be where we disagree on what defines an “RPG” and the purpose rules serve toward that end, or maybe I’m just misunderstanding what you’re looking for in a system.

    It sounds like you want a set of game mechanics that handle:

    1. Dramatic Tension
    2. Active Inner Conflict
    3. Mobile Action-Oriented Characters

    …yet from my experience, or perspective, or maybe just personal preference, those are all things that ARE Player/GM controlled, and in no way dependent upon the success (or failure) of a particular set of game mechanics.

    As GM, it’s my job — not the Dice’s job, mind you — to create dramatic tension through storytelling; to manifest that inner conflict within the player; to make them doubt their actions, their choices, their morals, etc. — and also to create energized scenes that are fueled by action and keep them — and the story — moving rapidly forward.

    Take the Death Star scene from RotJ. You want to use a set of dice/game mechanics to determine what influence the Emperor’s words have on luring Luke to give in to the Dark Side?

    You believe a series of dice rolls (or whatever other mechanic you have in mind) leads us to Luke believing the Emperor is defenseless and summoning his light saber in a foolish attempt to directly attack the Emperor — as opposed to it being the result of a talented Game Master cleverly playing on the emotions of a character that a Player is role playing properly, in a scene fueled by tension and drama that has built over an endless number of sessions, culminating in this final, epic showdown and forcing the player to take the chance — to give into the dark side and attempt to kill the Emperor — before he has a chance to react?

    I imagine it could be handled by dice; but where’s the fun in that during a role playing game?

    • Sorry dude, didn’t see this got caught in the approval queue. I was working on a new layout tonight and got kinda lost in that.

      I will reply tomorrow when I am not exhausted

    • Well, I have thought a lot about this today and I think ultimately it comes down to success.

      Under a traditional system, success is determined based on something like skill with a lightsaber. Under this system, success is determined by things like bluffs, conversational skills, wit, etc.

      Now that isn’t to say that the scene where Luke draws the lightsaber couldn’t happen. That would be the beginning moment of the combat when he grabs the lightsaber, or it could be halfway through a back-and-forth conversation modeled using this system.

      Also, I think you are presuming a lot of stuff that I am going to do is going to lean towards story-gaming narrative control, which it wont. So lets put this argument on ice until I have more of a basis to argue about. Fair enough, David?