To celebrate Star Wars day, here’s a review of the options you currently have if you want to run a one-shot in the worlds of Ewoks and Gungans. Why would you want to do that, apart from the aforementioned furry/aquatic aliens? Well, firstly, Star Wars has really clear tropes and expectations of its heroes – redemption, fighting the good fight, and starting from humble beginnings – which make it easy to motivate a group of adventurers to carry out a specific mission. It’s also got an unknowably huge canon, with cartoons, comics, and fiction alongside the films – and lots of sources of inspiration. And finally, there’s lots of space opera tropes in it – human-like but diverse aliens, survivable and fun space combat, big beasts and monsters… it could already be a D&D campaign, just with blasters and laser swords.
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But what system to run it with? I’m going to attempt a quick tour of them …. although I think I’ll probably only scratch the surface of the options…
Fantasy Flight’s big RPG offering with the license, these are high-production value RPGs (and they are three separate games, although sharing almost exactly the same system) with a pile of supplements and adventures to go with them. Personally, I’d skip the player-facing sourcebooks that focus on specific character classes, leave the adventures alone (apart from the starter sets) and look at their ‘proper’ sourcebooks, where there are some absolutely brilliant sources of hooks and adventures – Strongholds of Resistance, for example, details rebel bases and is full of mini-adventures – I ran a really fun one-shot on Hoth based on the details in this. Lords of Nal Hutta does a similar job with criminal enterprises – you could plot about a dozen great one-shot games from each of these books.
It can be a bit of a rabbit-hole to fall down, particularly as, yes, it uses weird funky dice, and no, you can’t use regular polyhedrals. The dice are, for me, just about worth it – they give a range of successes and complications that add depth to task resolution. This means that, although the game is still towards the trad end of the trindie continuum, there’s always exciting consequences of actions. Decent and quickish space combat, and although it’s been criticised as a money-grab, I actually like how the 3 separate core books can focus on different kinds of games. When I want to run Star Wars, I need a solid reason to stray from using this system. Sooner or later I’ll write up my Hoth one-shot and put it on here.
One of the original RPGs that gamers of a certain age wax lyrical about, there’s no doubt that the original Star Wars game has aged better than most of its contemporaries – a straightforward d6 dice pool system and a neat archetype character creation system – which you could almost complete at the table, if you really wanted to – yes the PCs aren’t always balanced, and yes the Force rules are awkwardly funky to the point of being broken, but the core mechanic is great fun, and works well enough to still be inspiring games.
There’s now an anniversary edition out from FFG, but there’s also the entire original game line available from Womp Rat Press here – really useful if, say, you wanted to run one of the classic Star Wars adventures with a different system. Some of the old adventures even start with a ‘script’ for the players to read out – playing the roles of NPCs before the start of the game – which is a weird and funky way to start a one-shot today, let alone in the 1980s when these modules were written.
Remember the d20 bubble? In the explosion of mediocrity that it brought to RPG publishing (including, to be fair, the odd gem) – Wizards of the Coast brought out a whole line of d20 Star Wars built around the 3rd Edition D&D system. This early-2000s line produced loads of supplements, and to be fair if you are a big fan of d20 and it’s associated quirks it’s an obvious choice. SAGA edition saw lots of rule changes that for me improved the game a lot.
With both of these game lines, though, if you’ve got them you’ll run them, and if you haven’t they’re really tricky to get hold of, and probably not your best choice unless you’ve been invited to run for a group of D&D gamers from 2001 and want to meet their sensibilities. Wizards lost the license in 2010, so the link above is to the wikipedia page – be prepared for a longer search of ebay etc if you want to get hold of the game, since it also dates from when Wizards didn’t do .pdfs.
The first of the big Forged in the Dark games based on the Blades in the Dark engine (for more about Blades, see here) is space opera that is very Star Wars. For Blades-style play it works really well – ideally for a double slot, or a tightly-run training mission like this one – in play it feels so Star Wars that it’s easy to forget. I played a Mystic once and really struggled calling my powers “the Way” and not the Force. Great fun for a lower-prep player-driven one-shot, and the “heist” system works well for smugglers and low-lifes if you want the Han Solo end of the genre.
I’ll highlight two Powered By The Apocalypse (PBTA) options for your Star Wars one-shot – Star Wars World, by Andrew Medeiros (I’m not entirely sure the link above is to the latest version – I got it via another blog – please correct me if I have it wrong), is a full-blooded hack of Apocalypse World with a moves and playbooks. I haven’t played it but from a read through it looks great and Andrew really knows his PBTA stuff (having co-designed the brilliant Urban Shadows).
Streets of Mos Eisley is a simpler game, a hack of World of Dungeons which is a hack of Dungeon World, on of the first PBTA games (are you keeping up?) – it’s a tighter playset, with a much looser system. I think if I was running, I would favour Star Wars World, but for a more relaxed, system-lite game, SoME looks great.
This final entry is probably a little leftfield, but Star Wars has influenced a lot of RPGs, and hidden in the Worlds Numberless and Strange sourcebook for The Strange, are details for playing in the Rebel Galaxy recursion – which is, like Scum and Villany above, very Star Wars. Because Cypher is so easy to adapt (or even to busk), it would be easy to run a game using this, either with The Strange of the core Cypher rules, and it gives a significantly different playstyle to any of the games above.
At it’s heart Cypher is, like Gumshoe, a game that’s led by resource management to affect probabilities, and so I’m not convinced it fits the kind of action heroics I want in a Star Wars game, but if I was running a murder mystery, or a one-shot focused more on exploration than conflict, I would certainly be looking at Rebel Galaxy. Cypher is also a really good system for newcomers to RPGs, in my experience, so it might be a good starting place for them.
So there are your options. As I’ve said, for me it’s FFG (Age of Rebellion is my go-to style of play for one-shots) all the way – with an exception for D6 Star Wars and maybe for PBTA if I want that sort of game. It’s far from an exhaustive list, either – I’m sure there are people out there running Star Wars games with D100 (shout out to River of Heaven, D101 games science fiction game, which is pretty straightforward to hack into Star Wars), Traveller, or even The Code of the Space Lanes. I’m sure I’ve missed some, and it’s not like Star Wars to divide opinions – what are your go-to Star Wars games for one-shot play?